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Level Up is the working title or codename for an upcoming standalone tabletop roleplaying game. This game is conceptualized as an ‘advanced’ version of 5th Edition which adds a little more depth to the rules you already know and love. It will be fully backwards-compatible.

Level Up will be coming to Kickstarter in 2021, by the team who brought you the popular EN5ider Magazine and Mythological Figures & Maleficent Monsters.

We will be recruiting an elite group of diverse 5E designers very soon. Stay tuned!

https://www.enworld.org/threads/level-up-advanced-5th-edition-is-coming.673 880/


EN Publishing has taken my column from EN World and wrangled nearly 100 entries into a single tome with new illustrations, extra characters, and more than 30 magic items drawn from legend! The first week has been a rocket ride and as of this writing the project has gathered over $80,000 from more than 1,200 backers so give these spreads a look and then skim the KS page to see if it's right for your group too. ^_^

Also like other EN Publishing Kickstarters the rewards for Mythological Figures & Maleficent Monsters are delivered immediately after the funds are received, and each stretch goal unlocked (6 so far) grants every project backer instant access to EN5ider: Villain Spotlight articles!


Great concepts for characters that make use of more than one class are aplenty but as a campaign reaches higher levels these builds lose effectiveness—that's a problem that today's issue of EN5ider aims to fix!

📚 13 Free Articles including 5 adventures, a set of magic items, elemental cleric domains, Syndrathrax the soul-sucking dragon, and 2 complete character classes: the smart-fighting savant and the element manipulating geomancer!
⚔️ Join EN5ider and get Immediate Archival Access: Pay $1 per new article we publish (5 per month—so $5 a month) to become a member and get instant access to the library of 330+ articles at no extra charge!

Lately on EN5ider:

#334. Multiclass Feats. Sometimes you want to play an adventurer that's more than a stalwart warrior, deft vagabond, or potent spellcaster. It can be good fun to explore concepts that mean a few levels in one class and then a few more in another. The Fifth Edition rules are unfortunately not quite up to the task when it comes to keeping such a character as viable as their purely fighter, wizard, or cleric counterparts—until now. With these 12 feats in hand (all of which are only available starting at 7th level) a variety of combinations become far more worthwhile to pursue throughout a campaign, whether you're a doubly-obliged paladin and warlock, a ranger with a touch of bard, a studious wizardly monk, or one of many other amalgamations! Designed by Peter Martin, illustrated by Xanditz.

#333. Mini-Adventure: Fungal Bums. The adventurers destroy an infestation of strange mushroom creatures but days later one of the PCs develops an odd sickness impervious to traditional cures. Within weeks mushrooms sprout from the afflicted's back, and far stranger, the sporecaps speak. The 'umamish' claim to be helpful symbiotic fungus, merely hoping to hitch a ride until they reach maturity—and their host feels stronger, more resilient, better than ever before. However the umamish are anything but benevolent, slowly gaining control of the PC's mind and releasing more spores to infect others. To be cured the party needs to track down a recluse rumored to know the cure for these unwanted fungal stowaways! This supplementary adventure for 4–5 PCs is best used in an ongoing campaign (introduced at 3rd level and ending by 6th level) but can be contained into a shorter quest for 6th level PCs. Cunningly designed by Andrew Engelbrite, illustrated by Jeffrey Chen, and featuring the cartography of Dyson Logos.

#332. ZEITGEIST #10 - Godmind: Part 3. This is the crunchiest part of ZEITGEIST #10 - Godmind and includes the full breadth of rules and monsters a GM will need to run the rest of the module! That begins with the fundamental changes to the mechanics of reality following the Obscurati ritual and is followed by a host of creatures: the Ash Wolf (fey titan CR 25), smoldering wolf (CR 10), Beshela the Archfey of the Sea (CR 14), the Father of Thunder (fey titan CR 25), Granny Allswell (fey titan CR 25), corrupted earth spirit (CR 15), Asrabey Varal the Archfey of Obedience (CR 17), Porteur de Mort revelation sniper (CR 13), Porteur de Mort murderer (CR 13), Porteur de Mort alchemist (CR 13), Obscurati master builder (CR 15), Obscurati divinist (CR 14), Danoran frigate crew (CR 15), Danoran boarding squad (CR 11), and finally Sovereign Han Jierre (CR 20).

#331. Writhing Codex. Kill and zombify foes with breath of the master, do exactly what you think with corpse explosion, cast parasitic eruption to send someone to Cronenberg-ville, curse enemies with power word doom, become as resilient and unyielding as your animated minions via undead fortitude, disturb everybody at the party by conjuring a wall of flesh, protect your secrets with withering aura, travel in style by using wormway to hitch a ride in a purple worm, or go all-in and make the change into a wriggling mass of worms by casting the epic writhing transformation spell. Don't mind the spellbook slithering a little bit—that's completely normal and nothing to worry about. Disturbingly designed by Ben Green, illustrated by Rachel Maduro.

#330. Enchanted Trinkets: Patron Tokens. Warlocks—the mages who traded their souls for eldritch blast. We know them, we love their beams of death, but when it gets down to the nuts and bolts they sometimes fall short of the prowess shown by their companions. In that light this article is all about gifts geared to make the most out of Pact Magic users! As usual with the enchanted trinkets series each item has an innocuous, roleplay enriching effect, suggested gold value, and a resource element that you can use to create a more powerful effect at the expense of the item itself. This supplement's 14 magic items include the angel-hide bookmark, badge of seasons, barbed devil's bracelet, confidante's journal, fathomer's ring, focusing eye, hungry quasit, infernal triptych, paramour's daisy, satyr boots, seven-sided coin, sidereal lens, star milk, and true shape mirror. Devilishly designed by William Fischer and illustrated by Sade.


No, not the kind you're thinking of—this issue of EN5ider is an awesome supplementary adventure to weave into your existing campaign, not a reason to go to the doctor!

‍♀️ 13 Free Articles that include 5 unique adventures, a set of memorable magic items, elemental cleric domains, Syndrathrax the soul-sucking dragon, and 2 full classes: the smart-fighting savant and the element manipulating geomancer!
⚔️ Join EN5ider and get Immediate Archival Access: Pay $1 per new article we publish (5 per month—so $5 a month) to become a member and get instant access to the library of 330+ articles at no extra charge!

Lately on EN5ider:

#333. Mini-Adventure: Fungal Bums. The adventurers destroy an infestation of strange mushroom creatures but days later one of the PCs develops an odd sickness impervious to traditional cures. Within weeks mushrooms sprout from the afflicted's back, and far stranger, the sporecaps speak. The 'umamish' claim to be helpful symbiotic fungus, merely hoping to hitch a ride until they reach maturity—and their host feels stronger, more resilient, better than ever before. However the umamish are anything but benevolent, slowly gaining control of the PC's mind and releasing more spores to infect others. To be cured the party needs to track down a recluse rumored to know the cure for these unwanted fungal stowaways! This supplementary adventure for 4–5 PCs is best used in an ongoing campaign (introduced at 3rd level and ending by 6th level) but can be contained into a shorter quest for 6th level PCs. Cunningly designed by Andrew Engelbrite, illustrated by Jeffrey Chen, and featuring the cartography of Dyson Logos.

#332. ZEITGEIST #10 - Godmind: Part 3. This is the crunchiest part of ZEITGEIST #10 - Godmind and includes the full breadth of rules and monsters a GM will need to run the rest of the module! That begins with the fundamental changes to the mechanics of reality following the Obscurati ritual and is followed by a host of creatures: the Ash Wolf (fey titan CR 25), smoldering wolf (CR 10), Beshela the Archfey of the Sea (CR 14), the Father of Thunder (fey titan CR 25), Granny Allswell (fey titan CR 25), corrupted earth spirit (CR 15), Asrabey Varal the Archfey of Obedience (CR 17), Porteur de Mort revelation sniper (CR 13), Porteur de Mort murderer (CR 13), Porteur de Mort alchemist (CR 13), Obscurati master builder (CR 15), Obscurati divinist (CR 14), Danoran frigate crew (CR 15), Danoran boarding squad (CR 11), and finally Sovereign Han Jierre (CR 20).

#331. Writhing Codex. Kill and zombify foes with breath of the master, do exactly what you think with corpse explosion, cast parasitic eruption to send someone to Cronenberg-ville, curse enemies with power word doom, become as resilient and unyielding as your animated minions via undead fortitude, disturb everybody at the party by conjuring a wall of flesh, protect your secrets with withering aura, travel in style by using wormway to hitch a ride in a purple worm, or go all-in and make the change into a wriggling mass of worms by casting the epic writhing transformation spell. Don't mind the spellbook slithering a little bit—that's completely normal and nothing to worry about. Disturbingly designed by Ben Green, illustrated by Rachel Maduro.

#330. Enchanted Trinkets: Patron Tokens. Warlocks—the mages who traded their souls for eldritch blast. We know them, we love their beams of death, but when it gets down to the nuts and bolts they sometimes fall short of the prowess shown by their companions. In that light this article is all about gifts geared to make the most out of Pact Magic users! As usual with the enchanted trinkets series each item has an innocuous, roleplay enriching effect, suggested gold value, and a resource element that you can use to create a more powerful effect at the expense of the item itself. This supplement's 14 magic items include the angel-hide bookmark, badge of seasons, barbed devil's bracelet, confidante's journal, fathomer's ring, focusing eye, hungry quasit, infernal triptych, paramour's daisy, satyr boots, seven-sided coin, sidereal lens, star milk, and true shape mirror. Devilishly designed by William Fischer and illustrated by Sade.

#329. Spells: Masterpiece Renditions. There is magic in music and few melodies contain as much nuanced power as this suite of sublime spells! Play the rousing and rising accelerando to empower a band of warriors, unleash the battlecry ballad to rally your forces, employ the expertise of circular breathing to perform beneath the waves, cast crowd pleaser to get a party started, employ dramatic sting to pluck at a foe's heartstrings, never allow an audience to forget you with earworm, become more helpful with an accompaniment from harmonic resonance, blow away listeners with the power of resonating solo, create a background player with strike up the band, or spread true sorrow with the use of fearful sonnet! These masterpieces of magic were penned by Andrew Engelbrite, illustrated by Mark Bulahao.


Tired of casting magic missile and exhausted by the thought of yet another eldritch blast? Has teleportation circle lost its luster? Grit your teeth and overcome your proclivities to dive into EN5ider today as we explore the wonderful spellbook of worms that mortals know as the Writhing Codex!

13 Free Articles featuring a total of 5 unique adventures, a set of memorable magic items, elemental domains for clerics, the soul-sucking dragon Syndrathrax, the smart-fighting savant class, and the elemental manipulation geomancer class!
⚔️ Join EN5ider: $1 per new article we publish (5 a month) and you can cap your monthly contributions to only $1.
Get Archival Access: As soon as you become a member ⬆️ you can freely download anything from the library of 300+ articles covering adventures, spells, monsters, classes, and everything else D&D 5E!

Lately on EN5ider:

#331. Writhing Codex. Kill and zombify foes with breath of the master, do exactly what you think with corpse explosion, cast parasitic eruption to send someone to Cronenberg-ville, curse enemies with power word doom, become as resilient and unyielding as your animated minions via undead fortitude, disturb everybody at the party by conjuring a wall of flesh, protect your secrets with withering aura, travel in style by using wormway to hitch a ride in a purple worm, or go all-in and make the change into a wriggling mass of worms by casting the epic writhing transformation spell. Don't mind the spellbook slithering a little bit—that's completely normal and nothing to worry about. Disturbingly designed by Ben Green, illustrated by Rachel Maduro.

#330. Enchanted Trinkets: Patron Tokens. Warlocks—the mages who traded their souls for eldritch blast. We know them, we love their beams of death, but when it gets down to the nuts and bolts they sometimes fall short of the prowess shown by their companions. In that light this article is all about gifts geared to make the most out of Pact Magic users! As usual with the enchanted trinkets series each item has an innocuous, roleplay enriching effect, suggested gold value, and a resource element that you can use to create a more powerful effect at the expense of the item itself. This supplement's 14 magic items include the angel-hide bookmark, badge of seasons, barbed devil's bracelet, confidante's journal, fathomer's ring, focusing eye, hungry quasit, infernal triptych, paramour's daisy, satyr boots, seven-sided coin, sidereal lens, star milk, and true shape mirror. Devilishly designed by William Fischer and illustrated by Sade.

#329. Spells: Masterpiece Renditions. There is magic in music and few melodies contain as much nuanced power as this suite of sublime spells! Play the rousing and rising accelerando to empower a band of warriors, unleash the battlecry ballad to rally your forces, employ the expertise of circular breathing to perform beneath the waves, cast crowd pleaser to get a party started, employ dramatic sting to pluck at a foe's heartstrings, never allow an audience to forget you with earworm, become more helpful with an accompaniment from harmonic resonance, blow away listeners with the power of resonating solo, create a background player with strike up the band, or spread true sorrow with the use of fearful sonnet! These masterpieces of magic were penned by Andrew Engelbrite, illustrated by Mark Bulahao.

#328. ZEITGEIST #10 - Godmind: Part 2. At the start of this 28 page second installment of the 10th ZEITGEIST module an illusion from the fiend Ashima-Shimtu rises up from wherever blood touched the water during the battle against She Who Writhes, bringing important information to the party and a dire request to travel back to the island at the axis of the world—where their old secretive acquaintance Benedict Pemberburton (from ZEITGEIST #6) has taken control. Once there the adventurers battle a massive hivemind before revisiting the mines to rendezvous with Nicodemus once more, concocting a plan with their allies to undo the ritual that has upset nature itself. To do so however the PCs need to infiltrate the Forward Symposium and confront the Godmind, a hivemind of considerable power that's bent on consuming the world—and might even be able to do it! This entry in the adventure path includes the Obscurati Golem (CR 17), Axis Hivemind (CR 17), Pardo (CR 12), Mindscape Ectoplasmid (CR 17), and Black Blossom (CR 10). If you are digging ZEITGEIST join the mailing list to find out more about the impending campaign book and be notified when the project goes live!

#327. Mini-Adventure: Ghosts in the Graveyard. In life Gabriel Valcori was a successful businessman, famed throughout the city for his wealth and generosity. Unbeknownst to his admirers however the merchant began his career by robbing graves, a vice he continued even after securing his vast fortune. Valcori’s crimes remained undiscovered while he lived, but upon his death the merchant was buried in the very graveyard he once robbed—an outrage that has driven Valcori’s victims to return as restless spirits! This short sidequest for 4–5 5th level PCs was written by William Fischer, features color artwork by Phil Stone and Ellis Goodson, along with the cartography of Dyson Logos.


Today's issue of EN5ider features a new entry in the Enchanted Trinkets series with Patron Tokens specifically designed for warlocks! Protect your grimoire of shadows with an angel-hide bookmark, travel with style and confidence in a pair of satyr boots, take a chance with the seven-sided coin, and generally enhance your pact magic user's gaming experience with the eleven other magic items within.

13 Free Articles covering 5 adventures, magic items, elemental domains, a soul-sucking dragon, and 2 new classes (the savant and geomancer)!
⚔️ Join EN5ider: $1 per new article we publish (5 a month) and you can cap your monthly contributions to only $1.
Get Archival Access: As soon as you become a member ⬆️ you can freely download anything from the library of 300+ articles covering adventures, spells, monsters, classes, and everything else D&D 5E!

Lately on EN5ider:

#330. Enchanted Trinkets: Patron Tokens. Warlocks—the mages who traded their souls for eldritch blast. We know them, we love their beams of death, but when it gets down to the nuts and bolts they sometimes fall short of the prowess shown by their companions. In that light this article is all about gifts geared to make the most out of Pact Magic users! As usual with the enchanted trinkets series each item has an innocuous, roleplay enriching effect, suggested gold value, and a resource element that you can use to create a more powerful effect at the expense of the item itself. This supplement's 14 magic items include the angel-hide bookmark, badge of seasons, barbed devil's bracelet, confidante's journal, fathomer's ring, focusing eye, hungry quasit, infernal triptych, paramour's daisy, satyr boots, seven-sided coin, sidereal lens, star milk, and true shape mirror. Devilishly designed by William Fischer and illustrated by Sade.

#329. Spells: Masterpiece Renditions. There is magic in music and few melodies contain as much nuanced power as this suite of sublime spells! Play the rousing and rising accelerando to empower a band of warriors, unleash the battlecry ballad to rally your forces, employ the expertise of circular breathing to perform beneath the waves, cast crowd pleaser to get a party started, employ dramatic sting to pluck at a foe's heartstrings, never allow an audience to forget you with earworm, become more helpful with an accompaniment from harmonic resonance, blow away listeners with the power of resonating solo, create a background player with strike up the band, or spread true sorrow with the use of fearful sonnet! These masterpieces of magic were penned by Andrew Engelbrite, illustrated by Mark Bulahao.

#328. ZEITGEIST #10 - Godmind: Part 2. At the start of this 28 page second installment of the 10th ZEITGEIST module an illusion from the fiend Ashima-Shimtu rises up from wherever blood touched the water during the battle against She Who Writhes, bringing important information to the party and a dire request to travel back to the island at the axis of the world—where their old secretive acquaintance Benedict Pemberburton (from ZEITGEIST #6) has taken control. Once there the adventurers battle a massive hivemind before revisiting the mines to rendezvous with Nicodemus once more, concocting a plan with their allies to undo the ritual that has upset nature itself. To do so however the PCs need to infiltrate the Forward Symposium and confront the Godmind, a hivemind of considerable power that's bent on consuming the world—and might even be able to do it! This entry in the adventure path includes the Obscurati Golem (CR 17), Axis Hivemind (CR 17), Pardo (CR 12), Mindscape Ectoplasmid (CR 17), and Black Blossom (CR 10). If you are digging ZEITGEIST join the mailing list to find out more about the impending campaign book and be notified when the project goes live!

#327. Mini-Adventure: Ghosts in the Graveyard. In life Gabriel Valcori was a successful businessman, famed throughout the city for his wealth and generosity. Unbeknownst to his admirers however the merchant began his career by robbing graves, a vice he continued even after securing his vast fortune. Valcori’s crimes remained undiscovered while he lived, but upon his death the merchant was buried in the very graveyard he once robbed—an outrage that has driven Valcori’s victims to return as restless spirits! This short sidequest for 4–5 5th level PCs was written by William Fischer, features color artwork by Phil Stone and Ellis Goodson, along with the cartography of Dyson Logos.

#326. Monstrous Menagerie: Three Arcane Avians. Doom comes from above with this trio of monstrous magical birds! The three-eyed pale striganes (CR 5) is a psionically empowered owl that paralyzes prey with psychic blasts then scatters any companions with a burst of mental fear before sinking its claws into its victims flesh, devouring the thing's mind and draining any mental prowess to feed its young. Conversely there's the cacophony cockatoo (CR 1), a brightly colored, highly intelligent, and extremely mischievous tropical bird with a knack for disrupting spellcasters with its cries. Individually these creatures can neutralize spells, but larger flocks have been known to turn spells back on their casters, and they are clever enough to ally with tribes and creatures in their native lands in exchange for food and shiny trinkets. Finally there's the carrion crow (CR 3), a necromantically-gifted corvid with the ability to raise and control the dead, forming small hordes of zombies to defend their nests—yet they also learn to drag secrets from the decaying minds of their zombie guards, occasionally trading information with sinister folk for magical treasures. Wonderfully designed by Joe Crow (yes the irony was not lost on anyone) and illustrated by Xanditz.


EN5ider is getting downright classy for today's article with a suite of superb symphonic spells penned by one of our best designers. If you or any of your fellow gamers are playing a bard, this entry is a must-have.

13 Free Articles covering 5 adventures, magic items, elemental domains, a soul-sucking dragon, and 2 new classes (the savant and geomancer)!
⚔️ Join EN5ider: $1 per new article we publish (5 a month) and you can cap your monthly contributions to only $1.
Get Archival Access: As soon as you become a member ⬆️ you can freely download anything from the library of 300+ articles covering adventures, spells, monsters, classes, and everything else D&D 5E!

Lately on EN5ider:

#329. Spells: Masterpiece Renditions. There is magic in music and few melodies contain as much nuanced power as this suite of sublime spells! Play the rousing and rising accelerando to empower a band of warriors, unleash the battlecry ballad to rally your forces, employ the expertise of circular breathing to perform beneath the waves, cast crowd pleaser to get a party started, employ dramatic sting to pluck at a foe's heartstrings, never allow an audience to forget you with earworm, become more helpful with an accompaniment from harmonic resonance, blow away listeners with the power of resonating solo, create a background player with strike up the band, or spread true sorrow with the use of fearful sonnet! These masterpieces of magic were penned by Andrew Engelbrite, illustrated by Mark Bulahao.

#328. ZEITGEIST #10 - Godmind: Part 2. At the start of this 28 page second installment of the 10th ZEITGEIST module an illusion from the fiend Ashima-Shimtu rises up from wherever blood touched the water during the battle against She Who Writhes, bringing important information to the party and a dire request to travel back to the island at the axis of the world—where their old secretive acquaintance Benedict Pemberburton (from ZEITGEIST #6) has taken control. Once there the adventurers battle a massive hivemind before revisiting the mines to rendezvous with Nicodemus once more, concocting a plan with their allies to undo the ritual that has upset nature itself. To do so however the PCs need to infiltrate the Forward Symposium and confront the Godmind, a hivemind of considerable power that's bent on consuming the world—and might even be able to do it! This entry in the adventure path includes the Obscurati Golem (CR 17), Axis Hivemind (CR 17), Pardo (CR 12), Mindscape Ectoplasmid (CR 17), and Black Blossom (CR 10). If you are digging ZEITGEIST join the mailing list to find out more about the impending campaign book and be notified when the project goes live!

#327. Mini-Adventure: Ghosts in the Graveyard. In life Gabriel Valcori was a successful businessman, famed throughout the city for his wealth and generosity. Unbeknownst to his admirers however the merchant began his career by robbing graves, a vice he continued even after securing his vast fortune. Valcori’s crimes remained undiscovered while he lived, but upon his death the merchant was buried in the very graveyard he once robbed—an outrage that has driven Valcori’s victims to return as restless spirits! This short sidequest for 4–5 5th level PCs was written by William Fischer, features color artwork by Phil Stone and Ellis Goodson, along with the cartography of Dyson Logos.

#326. Monstrous Menagerie: Three Arcane Avians. Doom comes from above with this trio of monstrous magical birds! The three-eyed pale striganes (CR 5) is a psionically empowered owl that paralyzes prey with psychic blasts then scatters any companions with a burst of mental fear before sinking its claws into its victims flesh, devouring the thing's mind and draining any mental prowess to feed its young. Conversely there's the cacophony cockatoo (CR 1), a brightly colored, highly intelligent, and extremely mischievous tropical bird with a knack for disrupting spellcasters with its cries. Individually these creatures can neutralize spells, but larger flocks have been known to turn spells back on their casters, and they are clever enough to ally with tribes and creatures in their native lands in exchange for food and shiny trinkets. Finally there's the carrion crow (CR 3), a necromantically-gifted corvid with the ability to raise and control the dead, forming small hordes of zombies to defend their nests—yet they also learn to drag secrets from the decaying minds of their zombie guards, occasionally trading information with sinister folk for magical treasures. Wonderfully designed by Joe Crow (yes the irony was not lost on anyone) and illustrated by Xanditz.

#325. Frozen Archetypes. Spring is here and for most of us winter has passed, but before the season is truly behind us we've got four chilly class archetypes to include in your game! First off there are two barbarian primal paths: Frostbitten warriors that wield cold like a weapon and those who choose to be Titanic, gradually increasing in size whenever they rage. Next up are Frozen Blood monks, a perfect option for those hermit characters dwelling alone in the mountains. Finally there's the Cold Soul warlock patron who grants powerful control over ice that allows followers to substitute cold damage in their spells, propel themselves using it, and ultimately the ability to condense the moisture in the air into a massive frozen boulder to drop onto foes! Designed by Mike Myler, illustrated by Savage Mojo.


We think you're really going to dig EN5ider's article today. It's positively killer. Believe it—if you skip on this mini-adventure it's going to haunt you!

13 Free Articles: What better time to download these and check them out?
⚔️ Join EN5ider: $1 per new article we publish (5 a month) and you can cap your monthly contributions to only $1.
Get Archival Access: As soon as you become a member ⬆️ you can freely download anything from the library of 300+ articles covering adventures, spells, monsters, classes, and everything else D&D 5E!

Lately on EN5ider:

#327. Mini-Adventure: Ghosts in the Graveyard. In life Gabriel Valcori was a successful businessman, famed throughout the city for his wealth and generosity. Unbeknownst to his admirers however the merchant began his career by robbing graves, a vice he continued even after securing his vast fortune. Valcori’s crimes remained undiscovered while he lived, but upon his death the merchant was buried in the very graveyard he once robbed—an outrage that has driven Valcori’s victims to return as restless spirits! This short sidequest for 4–5 5th level PCs was written by William Fischer, features color artwork by Phil Stone and Ellis Goodson, along with the cartography of Dyson Logos.

#326. Monstrous Menagerie: Three Arcane Avians. Doom comes from above with this trio of monstrous magical birds! The three-eyed pale striganes (CR 5) is a psionically empowered owl that paralyzes prey with psychic blasts then scatters any companions with a burst of mental fear before sinking its claws into its victims flesh, devouring the thing's mind and draining any mental prowess to feed its young. Conversely there's the cacophony cockatoo (CR 1), a brightly colored, highly intelligent, and extremely mischievous tropical bird with a knack for disrupting spellcasters with its cries. Individually these creatures can neutralize spells, but larger flocks have been known to turn spells back on their casters, and they are clever enough to ally with tribes and creatures in their native lands in exchange for food and shiny trinkets. Finally there's the carrion crow (CR 3), a necromantically-gifted corvid with the ability to raise and control the dead, forming small hordes of zombies to defend their nests—yet they also learn to drag secrets from the decaying minds of their zombie guards, occasionally trading information with sinister folk for magical treasures. Wonderfully designed by Joe Crow (yes the irony was not lost on anyone) and illustrated by Xanditz.

#325. Frozen Archetypes. Spring is here and for most of us winter has passed, but before the season is truly behind us we've got four chilly class archetypes to include in your game! First off there are two barbarian primal paths: Frostbitten warriors that wield cold like a weapon and those who choose to be Titanic, gradually increasing in size whenever they rage. Next up are Frozen Blood monks, a perfect option for those hermit characters dwelling alone in the mountains. Finally there's the Cold Soul warlock patron who grants powerful control over ice that allows followers to substitute cold damage in their spells, propel themselves using it, and ultimately the ability to condense the moisture in the air into a massive frozen boulder to drop onto foes! Designed by Mike Myler, illustrated by Savage Mojo.

#324. Mini-Adventure: Aberrant Echoes. The earth is littered with forgotten ruins of civilizations long gone. Many hide treasures, but one of them contains something else—something of a different world, or perhaps another reality. Long ago the Aberrant (a highly intelligent race from the mad realm) built a laboratory filled with twisted experiments. This was not only a place of twisted pursuits, but a complex imbued with a conscious Psionic Brain. The lab has laid dormant for centuries until only recently when a trespasser activated the inquisitive monster, awakened with an undeniable need to fulfill its last task once more—by every means necessary. This mini-adventure for 4 PCs of 5th–8th level was designed by Jos Van Egmond and illustrated by Savage Mojo, including cartography by Dyson Logos.

#323. Enchanted Trinkets: Zlick Willy's Wily Wares. With so much gloom about and April Fools day coming up, we're encouraging GMs everywhere to liven up their games with Zlick Willy’s Wily Wares! Get some laughs out of the table and kick a session into light-hearted mode with Zlick’s message cushion (imagine everybody’s faces when the wizard sits down and their chair seems to say, “Get off me you tub of lard!”) or grab the door-free dunk bucket to dump water on a dour companion—no doorway required! Peruse this catalog for 8 more magical japes, pranks, and laugh riots, and remember: it’s always a whopper with Zlick Willy’s wily wares! Amusingly designed by Andrew Engelbrite with illustration by Ellis Goodson.


Look to the skies today in EN5ider because death comes by wing whether that be terrifying psionic owls, the curious magical discombobulation of a colorful tropical flock, or cadaver-controlling corvids!

13 Free Articles: What better time to download these and check them out?
⚔️ Join EN5ider: $1 per new article we publish (5 a month) and you can cap your monthly contributions to only $1.
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Lately on EN5ider:

#326. Monstrous Menagerie: Three Arcane Avians. Doom comes from above with this trio of monstrous magical birds! The three-eyed pale striganes (CR 5) is a psionically empowered owl that paralyzes prey with psychic blasts then scatters any companions with a burst of mental fear before sinking its claws into its victims flesh, devouring the thing's mind and draining any mental prowess to feed its young. Conversely there's the cacophony cockatoo (CR 1), a brightly colored, highly intelligent, and extremely mischievous tropical bird with a knack for disrupting spellcasters with its cries. Individually these creatures can neutralize spells, but larger flocks have been known to turn spells back on their casters, and they are clever enough to ally with tribes and creatures in their native lands in exchange for food and shiny trinkets. Finally there's the carrion crow (CR 3), a necromantically-gifted corvid with the ability to raise and control the dead, forming small hordes of zombies to defend their nests—yet they also learn to drag secrets from the decaying minds of their zombie guards, occasionally trading information with sinister folk for magical treasures. Wonderfully designed by Joe Crow (yes the irony was not lost on anyone) and illustrated by Xanditz.

#325. Frozen Archetypes. Spring is here and for most of us winter has passed, but before the season is truly behind us we've got four chilly class archetypes to include in your game! First off there are two barbarian primal paths: Frostbitten warriors that wield cold like a weapon and those who choose to be Titanic, gradually increasing in size whenever they rage. Next up are Frozen Blood monks, a perfect option for those hermit characters dwelling alone in the mountains. Finally there's the Cold Soul warlock patron who grants powerful control over ice that allows followers to substitute cold damage in their spells, propel themselves using it, and ultimately the ability to condense the moisture in the air into a massive frozen boulder to drop onto foes! Designed by Mike Myler, illustrated by Savage Mojo.

#324. Mini-Adventure: Aberrant Echoes. The earth is littered with forgotten ruins of civilizations long gone. Many hide treasures, but one of them contains something else—something of a different world, or perhaps another reality. Long ago the Aberrant (a highly intelligent race from the mad realm) built a laboratory filled with twisted experiments. This was not only a place of twisted pursuits, but a complex imbued with a conscious Psionic Brain. The lab has laid dormant for centuries until only recently when a trespasser activated the inquisitive monster, awakened with an undeniable need to fulfill its last task once more—by every means necessary. This mini-adventure for 4 PCs of 5th–8th level was designed by Jos Van Egmond and illustrated by Savage Mojo, including cartography by Dyson Logos.

#323. Enchanted Trinkets: Zlick Willy's Wily Wares. With so much gloom about and April Fools day coming up, we're encouraging GMs everywhere to liven up their games with Zlick Willy’s Wily Wares! Get some laughs out of the table and kick a session into light-hearted mode with Zlick’s message cushion (imagine everybody’s faces when the wizard sits down and their chair seems to say, “Get off me you tub of lard!”) or grab the door-free dunk bucket to dump water on a dour companion—no doorway required! Peruse this catalog for 8 more magical japes, pranks, and laugh riots, and remember: it’s always a whopper with Zlick Willy’s wily wares! Amusingly designed by Andrew Engelbrite with illustration by Ellis Goodson.

#322. ZEITGEIST #10 - Godmind: Part 1. In ‘Act One: Against the Titans’ the PCs are in a Risur with no sun and the nature of magic itself has been fundamentally altered, forcing them to adapt as the fey titans wreak havoc. Before they can address these supreme entities however there’s bedlam in the city of Boles with the will of the people uniting, morphing into a bloodthirsty hivemind of tentacles! Afterward they must deal with the Ash Wolf and the Flaming Ziggurat of Av, the drunken stampede of the Father of Thunder, Granny Allswell and her gremlins, and finally to leave the country the adventurers have to subdue She Who Writhes. Though allies offer to help in their quest there is treachery afoot—and even when the kraken has been dealt with, the shadow of the Voice of Rot falls upon the party once more. This 40 page installment of the ZEITGEIST adventure path includes the Labor Hivemind (CR 17), Salamander Sultan Kuyler (CR 16), Bound Efreet Liesi (CR 8), Salamander Vizier (CR 10), Salamander Dervish (CR 10), Gremlins (Glower, Guffaw, Pout, and Tremble; CR 8), and the Fey Titan She Who Writhes (CR 28).


Spring is finally here but there's just a little bit of chill left and today EN5ider embraces it, exploring new class options for barbarians, monks, and warlocks adventuring in frozen frontiers, icy mountains, and lands blanketed in snow!

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Lately on EN5ider:

#325. Frozen Archetypes. Spring is here and for most of us winter has past, but before the season is truly behind us we've got four chilly class archetypes to include in your game! First off there are two barbarian primal paths: Frostbitten warriors that wield cold like a weapon and those who choose to be Titanic, gradually increasing in size whenever they rage. Next up are Frozen Blood monks, a perfect option for those hermit characters dwelling alone in the mountains. Finally there's the Cold Soul warlock patron who grants powerful control over ice that allows followers to substitute cold damage in their spells, propel themselves using it, and ultimately the ability to condense the moisture in the air into a massive frozen boulder to drop onto foes! Designed by Mike Myler, illustrated by Savage Mojo.

#324. Mini-Adventure: Aberrant Echoes. The earth is littered with forgotten ruins of civilizations long gone. Many hide treasures, but one of them contains something else—something of a different world, or perhaps another reality. Long ago the Aberrant (a highly intelligent race from the mad realm) built a laboratory filled with twisted experiments. This was not only a place of twisted pursuits, but a complex imbued with a conscious Psionic Brain. The lab has laid dormant for centuries until only recently when a trespasser activated the inquisitive monster, awakened with an undeniable need to fulfill its last task once more—by every means necessary. This mini-adventure for 4 PCs of 5th–8th level was designed by Jos Van Egmond and illustrated by Savage Mojo, including cartography by Dyson Logos.

#323. Enchanted Trinkets: Zlick Willy's Wily Wares. With so much gloom about and April Fools day coming up, we're encouraging GMs everywhere to liven up their games with Zlick Willy’s Wily Wares! Get some laughs out of the table and kick a session into light-hearted mode with Zlick’s message cushion (imagine everybody’s faces when the wizard sits down and their chair seems to say, “Get off me you tub of lard!”) or grab the door-free dunk bucket to dump water on a dour companion—no doorway required! Peruse this catalog for 8 more magical japes, pranks, and laugh riots, and remember: it’s always a whopper with Zlick Willy’s wily wares! Amusingly designed by Andrew Engelbrite with illustration by Ellis Goodson.

#322. ZEITGEIST #10 - Godmind: Part 1. In ‘Act One: Against the Titans’ the PCs are in a Risur with no sun and the nature of magic itself has been fundamentally altered, forcing them to adapt as the fey titans wreak havoc. Before they can address these supreme entities however there’s bedlam in the city of Boles with the will of the people uniting, morphing into a bloodthirsty hivemind of tentacles! Afterward they must deal with the Ash Wolf and the Flaming Ziggurat of Av, the drunken stampede of the Father of Thunder, Granny Allswell and her gremlins, and finally to leave the country the adventurers have to subdue She Who Writhes. Though allies offer to help in their quest there is treachery afoot—and even when the kraken has been dealt with, the shadow of the Voice of Rot falls upon the party once more. This 40 page installment of the ZEITGEIST adventure path includes the Labor Hivemind (CR 17), Salamander Sultan Kuyler (CR 16), Bound Efreet Liesi (CR 8), Salamander Vizier (CR 10), Salamander Dervish (CR 10), Gremlins (Glower, Guffaw, Pout, and Tremble; CR 8), and the Fey Titan She Who Writhes (CR 28).

#321. Intriguing Organizations: The Gutter Guild. To protect cities from disease this reclusive organization populates the sewers beneath with oozes and other detritus feeders that clean waste and purify water sources. Although they provide a valuable service the seeding of sewers with gelatinous cubes is easily misconstrued by a fearful public so their work is done in secret, cultivating the dangerous creatures in hidden laboratories and releasing the monsters wherever cleaning is needed—a system that sometimes requires extra support from capable adventurers in order to function correctly. This article includes dehydrated jelly, dust of ooze paralysis, ooze handler's gloves, the Ooze Handler (CR 2), and three ooze variants: blazing black pudding (CR +0), euphoria cube (CR +0), and flash jelly (CR +1). Cleverly designed by Will Gawned with color illustration by Indi Martin!


Who hasn't ventured into a dungeon with psionic dangers and psychic threats? It's practically a rite of passage. Today however, EN5ider asks you all: have you delved into a labyrinth that is itself a potent consciousness possessing mighty mental powers?

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Lately on EN5ider:

#324. Mini-Adventure: Aberrant Echoes. The earth is littered with forgotten ruins of civilizations long gone. Many hide treasures, but one of them contains something else—something of a different world, or perhaps another reality. Long ago the Aberrant (a highly intelligent race from the mad realm) built a laboratory filled with twisted experiments. This was not only a place of twisted pursuits, but a complex imbued with a conscious Psionic Brain. The lab has laid dormant for centuries until only recently when a trespasser activated the inquisitive monster, awakened with an undeniable need to fulfill its last task once more—by every means necessary. This mini-adventure for 4 PCs of 5th–8th level was designed by Jos Van Egmond and illustrated by Savage Mojo, including cartography by Dyson Logos.

#323. Enchanted Trinkets: Zlick Willy's Wily Wares. With so much gloom about and April Fools day coming up, we're encouraging GMs everywhere to liven up their games with Zlick Willy’s Wily Wares! Get some laughs out of the table and kick a session into light-hearted mode with Zlick’s message cushion (imagine everybody’s faces when the wizard sits down and their chair seems to say, “Get off me you tub of lard!”) or grab the door-free dunk bucket to dump water on a dour companion—no doorway required! Peruse this catalog for 8 more magical japes, pranks, and laugh riots, and remember: it’s always a whopper with Zlick Willy’s wily wares! Amusingly designed by Andrew Engelbrite with illustration by Ellis Goodson.

#322. ZEITGEIST #10 - Godmind: Part 1. In ‘Act One: Against the Titans’ the PCs are in a Risur with no sun and the nature of magic itself has been fundamentally altered, forcing them to adapt as the fey titans wreak havoc. Before they can address these supreme entities however there’s bedlam in the city of Boles with the will of the people uniting, morphing into a bloodthirsty hivemind of tentacles! Afterward they must deal with the Ash Wolf and the Flaming Ziggurat of Av, the drunken stampede of the Father of Thunder, Granny Allswell and her gremlins, and finally to leave the country the adventurers have to subdue She Who Writhes. Though allies offer to help in their quest there is treachery afoot—and even when the kraken has been dealt with, the shadow of the Voice of Rot falls upon the party once more. This 40 page installment of the ZEITGEIST adventure path includes the Labor Hivemind (CR 17), Salamander Sultan Kuyler (CR 16), Bound Efreet Liesi (CR 8), Salamander Vizier (CR 10), Salamander Dervish (CR 10), Gremlins (Glower, Guffaw, Pout, and Tremble; CR 8), and the Fey Titan She Who Writhes (CR 28).

#321. Intriguing Organizations: The Gutter Guild. To protect cities from disease this reclusive organization populates the sewers beneath with oozes and other detritus feeders that clean waste and purify water sources. Although they provide a valuable service the seeding of sewers with gelatinous cubes is easily misconstrued by a fearful public so their work is done in secret, cultivating the dangerous creatures in hidden laboratories and releasing the monsters wherever cleaning is needed—a system that sometimes requires extra support from capable adventurers in order to function correctly. This article includes dehydrated jelly, dust of ooze paralysis, ooze handler's gloves, the Ooze Handler (CR 2), and three ooze variants: blazing black pudding (CR +0), euphoria cube (CR +0), and flash jelly (CR +1). Cleverly designed by Will Gawned with color illustration by Indi Martin!

#320. Monstrous Menagerie: Chimeras. Classically a chimera is a fire-breathing female monster with a lion's head, a goat's body, and a serpent's tail—and that's great. What's not to love? We're far too keen on these hybrid animal monsters to have just one however, so we've got another four to add to the list! This article includes the goatrilla (CR 5), manta lobstshark (CR 9), octobearfly (CR 3), and tyrazodactylsaurus (CR 12) which itself includes a CR 1/2 termite swarm. Cunningly designed by Jacob Gobhar, illustrated by Rick Hershey.


The annual day of pranks is fast approaching and EN5ider has an article sure to help with injecting a bit of (likely much needed) levity into your games: 10 prank-oriented enchanted trinkets ranging from a barrel of sea monkeys to friendly joybuzzers, omni-dimensional dribble glasses, talk rocks™, and much more!

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Lately on EN5ider:

#323. Enchanted Trinkets: Zlick Willy's Wily Wares. With so much gloom about and April Fools day coming up, we're encouraging GMs everywhere to liven up their games with Zlick Willy’s Wily Wares! Get some laughs out of the table and kick a session into light-hearted mode with Zlick’s message cushion (imagine everybody’s faces when the wizard sits down and their chair seems to say, “Get off me you tub of lard!”) or grab the door-free dunk bucket to dump water on a dour companion—no doorway required! Peruse this catalog for 8 more magical japes, pranks, and laugh riots, and remember: it’s always a whopper with Zlick Willy’s wily wares! Amusingly designed by Andrew Engelbrite with illustration by Ellis Goodson.

#322. ZEITGEIST #10 - Godmind: Part 1. In ‘Act One: Against the Titans’ the PCs are in a Risur with no sun and the nature of magic itself has been fundamentally altered, forcing them to adapt as the fey titans wreak havoc. Before they can address these supreme entities however there’s bedlam in the city of Boles with the will of the people uniting, morphing into a bloodthirsty hivemind of tentacles! Afterward they must deal with the Ash Wolf and the Flaming Ziggurat of Av, the drunken stampede of the Father of Thunder, Granny Allswell and her gremlins, and finally to leave the country the adventurers have to subdue She Who Writhes. Though allies offer to help in their quest there is treachery afoot—and even when the kraken has been dealt with, the shadow of the Voice of Rot falls upon the party once more. This 40 page installment of the ZEITGEIST adventure path includes the Labor Hivemind (CR 17), Salamander Sultan Kuyler (CR 16), Bound Efreet Liesi (CR 8), Salamander Vizier (CR 10), Salamander Dervish (CR 10), Gremlins (Glower, Guffaw, Pout, and Tremble; CR 8), and the Fey Titan She Who Writhes (CR 28).

#321. Intriguing Organizations: The Gutter Guild. To protect cities from disease this reclusive organization populates the sewers beneath with oozes and other detritus feeders that clean waste and purify water sources. Although they provide a valuable service the seeding of sewers with gelatinous cubes is easily misconstrued by a fearful public so their work is done in secret, cultivating the dangerous creatures in hidden laboratories and releasing the monsters wherever cleaning is needed—a system that sometimes requires extra support from capable adventurers in order to function correctly. This article includes dehydrated jelly, dust of ooze paralysis, ooze handler's gloves, the Ooze Handler (CR 2), and three ooze variants: blazing black pudding (CR +0), euphoria cube (CR +0), and flash jelly (CR +1). Cleverly designed by Will Gawned with color illustration by Indi Martin!

#320. Monstrous Menagerie: Chimeras. Classically a chimera is a fire-breathing female monster with a lion's head, a goat's body, and a serpent's tail—and that's great. What's not to love? We're far too keen on these hybrid animal monsters to have just one however, so we've got another four to add to the list! This article includes the goatrilla (CR 5), manta lobstshark (CR 9), octobearfly (CR 3), and tyrazodactylsaurus (CR 12) which itself includes a CR 1/2 termite swarm. Cunningly designed by Jacob Gobhar, illustrated by Rick Hershey.

#319. Mini-Adventure: Mistaken Identity. A mysterious message is brought to the adventurers, promising them that a reward and great boon await in the abandoned clanhold of the Greymail dwarves. When they arrive however they are confronted with a challenge: Voorhan Greymail believes they are the descendants of those responsible for bringing ruin to his clan, and he demands justice. The PCs can simply fight Voorhan and his dwarven champion cohorts but by investigating the ruins they can reveal a compelling truth, prove their innocence, and flush the true culprit out into the open! Designed by Tyler Omichinski for 4–5 PCs of 5th–6th level, featuring cartography by Dyson Logos.


In the 10th module of the ZEITGEIST adventure path the PCs face a fundamentally altered world filled with a host of fey titans!

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Lately on EN5ider:

#322. ZEITGEIST #10 - Godmind: Part 1. In ‘Act One: Against the Titans’ the PCs are in a Risur with no sun and the nature of magic itself has been fundamentally altered, forcing them to adapt as the fey titans wreak havoc. Before they can address these supreme entities however there’s bedlam in the city of Boles with the will of the people uniting, morphing into a bloodthirsty hivemind of tentacles! Afterward they must deal with the Ash Wolf and the Flaming Ziggurat of Av, the drunken stampede of the Father of Thunder, Granny Allswell and her gremlins, and finally to leave the country the adventurers have to subdue She Who Writhes. Though allies offer to help in their quest there is treachery afoot—and even when the kraken has been dealt with, the shadow of the Voice of Rot falls upon the party once more. This 40 page installment of the ZEITGEIST adventure path includes the Labor Hivemind (CR 17), Salamander Sultan Kuyler (CR 16), Bound Efreet Liesi (CR 8), Salamander Vizier (CR 10), Salamander Dervish (CR 10), Gremlins (Glower, Guffaw, Pout, and Tremble; CR 8), and the Fey Titan She Who Writhes (CR 28).

#321. Intriguing Organizations: The Gutter Guild. To protect cities from disease this reclusive organization populates the sewers beneath with oozes and other detritus feeders that clean waste and purify water sources. Although they provide a valuable service the seeding of sewers with gelatinous cubes is easily misconstrued by a fearful public so their work is done in secret, cultivating the dangerous creatures in hidden laboratories and releasing the monsters wherever cleaning is needed—a system that sometimes requires extra support from capable adventurers in order to function correctly. This article includes dehydrated jelly, dust of ooze paralysis, ooze handler's gloves, the Ooze Handler (CR 2), and three ooze variants: blazing black pudding (CR +0), euphoria cube (CR +0), and flash jelly (CR +1). Cleverly designed by Will Gawned with color illustration by Indi Martin!

#320. Monstrous Menagerie: Chimeras. Classically a chimera is a fire-breathing female monster with a lion's head, a goat's body, and a serpent's tail—and that's great. What's not to love? We're far too keen on these hybrid animal monsters to have just one however, so we've got another four to add to the list! This article includes the goatrilla (CR 5), manta lobstshark (CR 9), octobearfly (CR 3), and tyrazodactylsaurus (CR 12) which itself includes a CR 1/2 termite swarm. Cunningly designed by Jacob Gobhar, illustrated by Rick Hershey.

#319. Mini-Adventure: Mistaken Identity. A mysterious message is brought to the adventurers, promising them that a reward and great boon await in the abandoned clanhold of the Greymail dwarves. When they arrive however they are confronted with a challenge: Voorhan Greymail believes they are the descendants of those responsible for bringing ruin to his clan, and he demands justice. The PCs can simply fight Voorhan and his dwarven champion cohorts but by investigating the ruins they can reveal a compelling truth, prove their innocence, and flush the true culprit out into the open! Designed by Tyler Omichinski for 4–5 PCs of 5th–6th level, featuring cartography by Dyson Logos.

#318. Logical Spells. The Esoteres believe a comprehensive understanding of reality is where true power lay—but that does not mean arcana should be abandoned. Their sages and scribes have developed a suite of unique spells to enhance their mastery over natural forces and the world around them, whether that be the calculate cantrip for rapidly solving complex problems or a far more powerful spell like recursive descent—used to trap a target into a recursive looping memory from which few ever escape! This article of 8 new spells was designed by Quinn Callahan and illustrated by Phil Stone.


Keeping a medieval city clean is not an easily handled matter or one to be ignored—and that's where the Gutter Guild comes in, cleaning up sewers by wrangling cubes, jellies, oozes, and puddings through the passages below!

Join the Patreon! It's as little as $1 per article and you can cap your monthly contributions to only $1. As soon as you're a member you get instant access to the archive of 300+ articles covering adventures, spells, monsters, classes, and everything else D&D! Check out these 13 free articles to see what awaits you in the vaults.

Lately on EN5ider:

#321. Intriguing Organizations: The Gutter Guild. To protect cities from disease this reclusive organization populates the sewers beneath with oozes and other detritus feeders that clean waste and purify water sources. Although they provide a valuable service the seeding of sewers with gelatinous cubes is easily misconstrued by a fearful public so their work is done in secret, cultivating the dangerous creatures in hidden laboratories and releasing the monsters wherever cleaning is needed—a system that sometimes requires extra support from capable adventurers in order to function correctly. This article includes dehydrated jelly, dust of ooze paralysis, ooze handler's gloves, the Ooze Handler (CR 2), and three ooze variants: blazing black pudding (CR +0), euphoria cube (CR +0), and flash jelly (CR +1). Cleverly designed by Will Gawned with color illustration by Indi Martin!

#320. Monstrous Menagerie: Chimeras. Classically a chimera is a fire-breathing female monster with a lion's head, a goat's body, and a serpent's tail—and that's great. What's not to love? We're far too keen on these hybrid animal monsters to have just one however, so we've got another four to add to the list! This article includes the goatrilla (CR 5), manta lobstshark (CR 9), octobearfly (CR 3), and tyrazodactylsaurus (CR 12) which itself includes a CR 1/2 termite swarm. Cunningly designed by Jacob Gobhar, illustrated by Rick Hershey.

#319. Mini-Adventure: Mistaken Identity. A mysterious message is brought to the adventurers, promising them that a reward and great boon await in the abandoned clanhold of the Greymail dwarves. When they arrive however they are confronted with a challenge: Voorhan Greymail believes they are the descendants of those responsible for bringing ruin to his clan, and he demands justice. The PCs can simply fight Voorhan and his dwarven champion cohorts but by investigating the ruins they can reveal a compelling truth, prove their innocence, and flush the true culprit out into the open! Designed by Tyler Omichinski for 4–5 PCs of 5th–6th level, featuring cartography by Dyson Logos.

#318. Logical Spells. The Esoteres believe a comprehensive understanding of reality is where true power lay—but that does not mean arcana should be abandoned. Their sages and scribes have developed a suite of unique spells to enhance their mastery over natural forces and the world around them, whether that be the calculate cantrip for rapidly solving complex problems or a far more powerful spell like recursive descent—used to trap a target into a recursive looping memory from which few ever escape! This article of 8 new spells was designed by Quinn Callahan and illustrated by Phil Stone.

#317. ZEITGEIST #9 - The Last Starry Sky: Part 3. This segment of the module brings ZEITGEIST #9 to its official close with an appendix for each of the following: the Rites of Rulership (rules for monarchs that the PCs will get to make use of), statistics for Fey Lords, Allied NPCs, and Naval Forces, and Magic and Training covering such goodies like the borenbog's gourd, crown of risur, and the mask of the unseen court. The 19 NPCs in this PDF include Palace Guards (CR 9), Monarch Thisraldion (CR 18), Atala (CR 15), Karrest the Fire (CR 15), Furg the Toadstool Sage (CR 15), Sallin the Dryad (CR 15), Olazdor the Archfey of Winds (CR 15), Beshela the Archfey of the Sea (CR 14), Lerina the Reseen Marauder (CR 14), Lavac the Gremlin Herald (CR 12), Darbony the Gruff Goat (CR 12), King Aodhan Lesterman (CR 15), Principal Minister Harkover Lee (CR 16), Asrabey Varal (CR 15), Dame Jillian the Green Knight (CR 12), Amielle Latimer (CR 9), Lauryn Cyneburg (CR 14), Stover Delft (CR 11), and Hana 'Gale' Soliogn (CR 12).


You might say that EN5ider is getting a little Moreau in this latest issue—today's entry is all about a quartet of exciting new chimeras! Come on over, grab up a goatrilla, and strap yourself in for some excellent monster designs!

Lately on EN5ider:

#320. Monstrous Menagerie: Chimeras. Classically a chimera is a fire-breathing female monster with a lion's head, a goat's body, and a serpent's tail—and that's great. What's not to love? We're far too keen on these hybrid animal monsters to have just one however, so we've got another four to add to the list! This article includes the goatrilla (CR 5), manta lobstshark (CR 9), octobearfly (CR 3), and tyrazodactylsaurus (CR 12) which itself includes a CR 1/2 termite swarm. Cunningly designed by Jacob Gobhar, illustrated by Rick Hershey.

#319. Mini-Adventure: Mistaken Identity. A mysterious message is brought to the adventurers, promising them that a reward and great boon await in the abandoned clanhold of the Greymail dwarves. When they arrive however they are confronted with a challenge: Voorhan Greymail believes they are the descendants of those responsible for bringing ruin to his clan, and he demands justice. The PCs can simply fight Voorhan and his dwarven champion cohorts but by investigating the ruins they can reveal a compelling truth, prove their innocence, and flush the true culprit out into the open! Designed by Tyler Omichinski for 4–5 PCs of 5th–6th level, featuring cartography by Dyson Logos.

#318. Logical Spells. The Esoteres believe a comprehensive understanding of reality is where true power lay—but that does not mean arcana should be abandoned. Their sages and scribes have developed a suite of unique spells to enhance their mastery over natural forces and the world around them, whether that be the calculate cantrip for rapidly solving complex problems or a far more powerful spell like recursive descent—used to trap a target into a recursive looping memory from which few ever escape! This article of 8 new spells was designed by Quinn Callahan and illustrated by Phil Stone.

#317. ZEITGEIST #9 - The Last Starry Sky: Part 3. This segment of the module brings ZEITGEIST #9 to its official close with an appendix for each of the following: the Rites of Rulership (rules for monarchs that the PCs will get to make use of), statistics for Fey Lords, Allied NPCs, and Naval Forces, and Magic and Training covering such goodies like the borenbog's gourd, crown of risur, and the mask of the unseen court. The 19 NPCs in this PDF include Palace Guards (CR 9), Monarch Thisraldion (CR 18), Atala (CR 15), Karrest the Fire (CR 15), Furg the Toadstool Sage (CR 15), Sallin the Dryad (CR 15), Olazdor the Archfey of Winds (CR 15), Beshela the Archfey of the Sea (CR 14), Lerina the Reseen Marauder (CR 14), Lavac the Gremlin Herald (CR 12), Darbony the Gruff Goat (CR 12), King Aodhan Lesterman (CR 15), Principal Minister Harkover Lee (CR 16), Asrabey Varal (CR 15), Dame Jillian the Green Knight (CR 12), Amielle Latimer (CR 9), Lauryn Cyneburg (CR 14), Stover Delft (CR 11), and Hana 'Gale' Soliogn (CR 12).

#316. Villain Spotlight: Jaxi the Blightgunner. Although they are certainly places of decay and death, swamps are also home to a great deal of life and they bustle with activity—the popping of gasses rising out of the muck, the chittering of insects ever searching for food, and in Chokewater, the clack of colliding lead firing off an explosive charge from Jaxi's rifle! The Blightgunner has fiercely protected her lair for 16 years now, though she has long since ceased loving her home and desperately searches for a way to escape its influence without giving up the powers it has bestowed upon her. In addition to her statblock (CR 7) this article includes a trio of magic items: an acid bullet recipe, drypowder, and Thorncase. Designed by Peter Martin, illustrated by Herman Lau and Savage Mojo.

Join the Patreon! It's as little as $1 per article and you can cap your monthly contributions to only $1. As soon as you're a member you get instant access to the archive of 300+ articles covering adventures, spells, monsters, classes, and everything else D&D! Check out these 13 free articles to see what awaits you in the vaults.


Will your adventurers simply slay their accuser in today's mini-adventure from EN5ider, or will they choose instead to brave the ruins of his clanhold to prove their innocence and bring an end to the woes of the Greymail dwarves?

Join the Patreon! It's as little as $1 per article and you can cap your monthly contributions to only $1. As soon as you're a member you get instant access to the archive of 300+ articles covering adventures, spells, monsters, classes, and everything else D&D! Check out these 13 free articles to see what awaits you in the vaults.

Lately on EN5ider:

#319. Mini-Adventure: Mistaken Identity. A mysterious message is brought to the adventurers, promising them that a reward and great boon await in the abandoned clanhold of the Greymail dwarves. When they arrive however they are confronted with a challenge: Voorhan Greymail believes they are the descendants of those responsible for bringing ruin to his clan, and he demands justice. The PCs can simply fight Voorhan and his dwarven champion cohorts but by investigating the ruins they can reveal a compelling truth, prove their innocence, and flush the true culprit out into the open! Designed by Tyler Omichinski for 4–5 PCs of 5th–6th level, featuring cartography by Dyson Logos.

#318. Logical Spells. The Esoteres believe a comprehensive understanding of reality is where true power lay—but that does not mean arcana should be abandoned. Their sages and scribes have developed a suite of unique spells to enhance their mastery over natural forces and the world around them, whether that be the calculate cantrip for rapidly solving complex problems or a far more powerful spell like recursive descent—used to trap a target into a recursive looping memory from which few ever escape! This article of 8 new spells was designed by Quinn Callahan and illustrated by Phil Stone.

#317. ZEITGEIST #9 - The Last Starry Sky: Part 3. This segment of the module brings ZEITGEIST #9 to its official close with an appendix for each of the following: the Rites of Rulership (rules for monarchs that the PCs will get to make use of), statistics for Fey Lords, Allied NPCs, and Naval Forces, and Magic and Training covering such goodies like the borenbog's gourd, crown of risur, and the mask of the unseen court. The 19 NPCs in this PDF include Palace Guards (CR 9), Monarch Thisraldion (CR 18), Atala (CR 15), Karrest the Fire (CR 15), Furg the Toadstool Sage (CR 15), Sallin the Dryad (CR 15), Olazdor the Archfey of Winds (CR 15), Beshela the Archfey of the Sea (CR 14), Lerina the Reseen Marauder (CR 14), Lavac the Gremlin Herald (CR 12), Darbony the Gruff Goat (CR 12), King Aodhan Lesterman (CR 15), Principal Minister Harkover Lee (CR 16), Asrabey Varal (CR 15), Dame Jillian the Green Knight (CR 12), Amielle Latimer (CR 9), Lauryn Cyneburg (CR 14), Stover Delft (CR 11), and Hana 'Gale' Soliogn (CR 12).

#316. Villain Spotlight: Jaxi the Blightgunner. Although they are certainly places of decay and death, swamps are also home to a great deal of life and they bustle with activity—the popping of gasses rising out of the muck, the chittering of insects ever searching for food, and in Chokewater, the clack of colliding lead firing off an explosive charge from Jaxi's rifle! The Blightgunner has fiercely protected her lair for 16 years now, though she has long since ceased loving her home and desperately searches for a way to escape its influence without giving up the powers it has bestowed upon her. In addition to her statblock (CR 7) this article includes a trio of magic items: an acid bullet recipe, drypowder, and Thorncase. Designed by Peter Martin, illustrated by Herman Lau and Savage Mojo.

#315. Gamemaster Characters: Recruiting Followers & Pets. After finding an orphaned baby displacer beast, enlightening the misguided apprentice to a mad wizard, or helping a lonely dire lion heal an injury making it aggressive there are many adventuring groups that won't want to abandon a wayward NPC or monster—instead they'll plead to include it in the party. Let them and use this article to guide the process, utilizing the mechanics for Morale, Goals, and Recruitment to determine how long a GMC (gamemaster character, one shared between the GM and the PCs) sticks around, how loyal they are, and when it's time for them to go. Designed by Tyler Omichinski, illustrated by Rafael Benjamin.

The new batch of free EN5ider PDFs comprise the first adventure in the ZEITGEIST Adventure Path! (Part 1 | Part 2 | Part 3)


EN5ider is going full-on Vulcan today with a new suite of calculated spells used by the enigmatic mathematician-mages known as the Esoteres—plus the latest installment of the ZEITGEIST Adventure Path and a new set of free PDFs!

The lowest tier of this Patreon is $1 per article but you can cap your monthly contributions to only $1 and as soon as you're a member you get instant access to the archive of 300+ articles covering adventures, spells, monsters, classes, and anything else you might need for your game! Otherwise at the lowest tier you'll be charged $1 for every new article at the end of the month ($5 well spent). Check out the front page for 13 free articles to evaluate so you know you're getting more than your money's worth!

Lately on EN5ider:

#318. Logical Spells. The Esoteres believe a comprehensive understanding of reality is where true power lay—but that does not mean arcana should be abandoned. Their sages and scribes have developed a suite of unique spells to enhance their mastery over natural forces and the world around them, whether that be the calculate cantrip for rapidly solving complex problems or a far more powerful spell like recursive descent—used to trap a target into a recursive looping memory from which few ever escape! This article of 8 new spells was designed by Quinn Callahan and illustrated by Phil Stone.

#317. ZEITGEIST #9 - The Last Starry Sky: Part 3. This segment of the module brings ZEITGEIST #9 to its official close with an appendix for each of the following: the Rites of Rulership (rules for monarchs that the PCs will get to make use of), statistics for Fey Lords, Allied NPCs, and Naval Forces, and Magic and Training covering such goodies like the borenbog's gourd, crown of risur, and the mask of the unseen court. The 19 NPCs in this PDF include Palace Guards (CR 9), Monarch Thisraldion (CR 18), Atala (CR 15), Karrest the Fire (CR 15), Furg the Toadstool Sage (CR 15), Sallin the Dryad (CR 15), Olazdor the Archfey of Winds (CR 15), Beshela the Archfey of the Sea (CR 14), Lerina the Reseen Marauder (CR 14), Lavac the Gremlin Herald (CR 12), Darbony the Gruff Goat (CR 12), King Aodhan Lesterman (CR 15), Principal Minister Harkover Lee (CR 16), Asrabey Varal (CR 15), Dame Jillian the Green Knight (CR 12), Amielle Latimer (CR 9), Lauryn Cyneburg (CR 14), Stover Delft (CR 11), and Hana 'Gale' Soliogn (CR 12).

#316. Villain Spotlight: Jaxi the Blightgunner. Although they are certainly places of decay and death, swamps are also home to a great deal of life and they bustle with activity—the popping of gasses rising out of the muck, the chittering of insects ever searching for food, and in Chokewater, the clack of colliding lead firing off an explosive charge from Jaxi's rifle! The Blightgunner has fiercely protected her lair for 16 years now, though she has long since ceased loving her home and desperately searches for a way to escape its influence without giving up the powers it has bestowed upon her. In addition to her statblock (CR 7) this article includes a trio of magic items: an acid bullet recipe, drypowder, and Thorncase. Designed by Peter Martin, illustrated by Herman Lau and Savage Mojo.

#315. Gamemaster Characters: Recruiting Followers & Pets. After finding an orphaned baby displacer beast, enlightening the misguided apprentice to a mad wizard, or helping a lonely dire lion heal an injury making it aggressive there are many adventuring groups that won't want to abandon a wayward NPC or monster—instead they'll plead to include it in the party. Let them and use this article to guide the process, utilizing the mechanics for Morale, Goals, and Recruitment to determine how long a GMC (gamemaster character, one shared between the GM and the PCs) sticks around, how loyal they are, and when it's time for them to go. Designed by Tyler Omichinski, illustrated by Rafael Benjamin.

#314. Mini-Adventure: Cold Love. The seasons should have passed but spring still hasn't arrived—almost as if winter's chill is stalking the adventurers. Soon they realize the truth of the situation and discover that one of the party members has inadvertently won over the love of a powerful cold elemental, Gelissa the Spirit of Winter, and though her affection for them might be red hot it's too cool to be sustained. While notes are included to play through the module all at once, this supplemental adventure is designed to be added to an existing campaign as an engaging sidequest for 4-5 PCs of 5th-9th level. Wonderfully designed by Andrew Angelbrite, illustrated by Claudio Pozas, and featuring the cartography of Dyson Logos.

#313. Intriguing Organizations: Which Watch?. In every city adventurers tread one thing remains constant: there's probably a city watch or local police force. Usually these guards only come into play when the plot requires it or a group of PCs start brazenly breaking the law, but minor as they often are that doesn't mean that all city watches will be the same. That's where this article shines—use these templates and guides to rapidly change these often overlooked NPCs into an engaging (and intriguing) force for good, evil, law, or profit, adding a realistic and tangible aspect to the game that makes the local police an interesting element in any given settlement. Brilliantly penned by Eran Aviram; illustrated by Indi Martin.

The new batch of free EN5ider PDFs (of which there are now a total of 13!) comprise the first adventure in the ZEITGEIST Adventure Path! (Part 1 | Part 2 | Part 3)


Today's issue of EN5ider gets down and dirty in Chokewater swamp, a bog of death and decay fiercely guarded over by an ancient power that deters trespassers by making use of a deadly servant: Jaxi the Blightgunner!

Join the Patreon! The lowest tier is $1 per article, you can cap your monthly contributions to only $1, and you get instant access to the archive of 300+ articles covering adventures, spells, monsters, classes, and anything else you might need for your game! Otherwise at the lowest tier you'll be charged $1 for every new article at the end of the month ($5 well spent). Check out the front page for 8 free articles to evaluate so you know you're getting more than your money's worth!

Lately on EN5ider:

#316. Villain Spotlight: Jaxi the Blightgunner. Although they are certainly places of decay and death, swamps are also home to a great deal of life and they bustle with activity—the popping of gasses rising out of the muck, the chittering of insects ever searching for food, and in Chokewater, the clack of colliding lead firing off an explosive charge from Jaxi's rifle! The Blightgunner has fiercely protected her lair for 16 years now, though she has long since ceased loving her home and desperately searches for a way to escape its influence without giving up the powers it has bestowed upon her. In addition to her statblock (CR 7) this article includes a trio of magic items: an acid bullet recipe, drypowder, and Thorncase. Designed by Peter Martin, illustrated by Herman Lau and Savage Mojo.

#315. Gamemaster Characters: Recruiting Followers & Pets. After finding an orphaned baby displacer beast, enlightening the misguided apprentice to a mad wizard, or helping a lonely dire lion heal an injury making it aggressive there are many adventuring groups that won't want to abandon a wayward NPC or monster—instead they'll plead to include it in the party. Let them and use this article to guide the process, utilizing the mechanics for Morale, Goals, and Recruitment to determine how long a GMC (gamemaster character, one shared between the GM and the PCs) sticks around, how loyal they are, and when it's time for them to go. Designed by Tyler Omichinski, illustrated by Rafael Benjamin.

#314. Mini-Adventure: Cold Love. The seasons should have passed but spring still hasn't arrived—almost as if winter's chill is stalking the adventurers. Soon they realize the truth of the situation and discover that one of the party members has inadvertently won over the love of a powerful cold elemental, Gelissa the Spirit of Winter, and though her affection for them might be red hot it's too cool to be sustained. While notes are included to play through the module all at once, this supplemental adventure is designed to be added to an existing campaign as an engaging sidequest for 4-5 PCs of 5th-9th level. Wonderfully designed by Andrew Angelbrite, illustrated by Claudio Pozas, and featuring the cartography of Dyson Logos.

#313. Intriguing Organizations: Which Watch?. In every city adventurers tread one thing remains constant: there's probably a city watch or local police force. Usually these guards only come into play when the plot requires it or a group of PCs start brazenly breaking the law, but minor as they often are that doesn't mean that all city watches will be the same. That's where this article shines—use these templates and guides to rapidly change these often overlooked NPCs into an engaging (and intriguing) force for good, evil, law, or profit, adding a realistic and tangible aspect to the game that makes the local police an interesting element in any given settlement. Brilliantly penned by Eran Aviram; illustrated by Indi Martin.

#312. ZEITGEIST #9 - The Last Starry Sky: Part 2. The name of the game in the second half of this module is regicide! These 36 pages bring a narrative close to ZEITGEIST's 9th adventure with 7 maps and 27 (!) different NPCs involved in plots to assassinate King Aodhan. Catherine Romana (CR 9), Senior Ghost Councilor (CR 10), Ghost Council Detachment (CR 12), Skeletal Dragon Tyrant (CR 18), Professor Bugge (CR 13), Dread Wight (CR 9), Flayed Dire Jaguar (CR 10), Bleak Gate Killer (CR 13), Obscurati Squad (CR 7), Bleak Lantern Golem (CR 10), Wraith Assassination Horde (CR 11), Danoran Company (CR 11), Steam Walker (CR 13), Danoran Lookout (CR 3), Lya Jierre [ghost version] (CR 16), Draconic Witchoil Golem (CR 16), Risuri Elite Squad (CR 7), Staircase Mimic (CR 13), Doppelganger Agent (CR 13), and finally Roland Stanfield (CR 17) and his CR 13 incarnations (Swordsman, Conspirator, Sorcerer, Loremaster, Holy Warrior, Politician, and Technologist). If you are GMing any high-level games you should definitely snag this issue!


EN5ider knows the plights of the gamemaster. When your players look up at you, hope shining in their eyes as they ask if they can keep a litter of baby snow leopards, infant otyugh, or cooing newborn drake (who will surely die without love and care from the parents they so recently killed), we want you to say yes—and we have some rules to help guide you through that process!

Join the Patreon! It is a stupidly good deal. Frankly it's kind of suspiciously good, but we have 1,100+ folks on board with it and they can't all be wrong! The lowest tier is $1 per article and you can cap your monthly contributions to only $1 and to get instant access to the archive of 300+ articles covering adventures, spells, monsters, classes, and anything else you might need for your game! Otherwise at the lowest tier you'll be charged $1 for every new article at the end of the month ($5 well spent).

Lately on EN5ider:

#315. Gamemaster Characters: Recruiting Followers & Pets. After finding an orphaned baby displacer beast, enlightening the misguided apprentice to a mad wizard, or helping a lonely dire lion heal an injury making it aggressive there are many adventuring groups that won't want to abandon a wayward NPC or monster—instead they'll plead to include it in the party. Let them and use this article to guide the process, utilizing the mechanics for Morale, Goals, and Recruitment to determine how long a GMC (gamemaster character, one shared between the GM and the PCs) sticks around, how loyal they are, and when it's time for them to go. Designed by Tyler Omichinski, illustrated by Rafael Benjamin.

#314. Mini-Adventure: Cold Love. The seasons should have passed but spring still hasn't arrived—almost as if winter's chill is stalking the adventurers. Soon they realize the truth of the situation and discover that one of the party members has inadvertently won over the love of a powerful cold elemental, Gelissa the Spirit of Winter, and though her affection for them might be red hot it's too cool to be sustained. While notes are included to play through the module all at once, this supplemental adventure is designed to be added to an existing campaign as an engaging sidequest for 4-5 PCs of 5th-9th level. Wonderfully designed by Andrew Angelbrite, illustrated by Claudio Pozas, and featuring the cartography of Dyson Logos.

#313. Intriguing Organizations: Which Watch?. In every city adventurers tread one thing remains constant: there's probably a city watch or local police force. Usually these guards only come into play when the plot requires it or a group of PCs start brazenly breaking the law, but minor as they often are that doesn't mean that all city watches will be the same. That's where this article shines—use these templates and guides to rapidly change these often overlooked NPCs into an engaging (and intriguing) force for good, evil, law, or profit, adding a realistic and tangible aspect to the game that makes the local police an interesting element in any given settlement. Brilliantly penned by Eran Aviram; illustrated by Indi Martin.

#312. ZEITGEIST #9 - The Last Starry Sky: Part 2. The name of the game in the second half of this module is regicide! These 36 pages bring a narrative close to ZEITGEIST's 9th adventure with 7 maps and 27 (!) different NPCs involved in plots to assassinate King Aodhan. Catherine Romana (CR 9), Senior Ghost Councilor (CR 10), Ghost Council Detachment (CR 12), Skeletal Dragon Tyrant (CR 18), Professor Bugge (CR 13), Dread Wight (CR 9), Flayed Dire Jaguar (CR 10), Bleak Gate Killer (CR 13), Obscurati Squad (CR 7), Bleak Lantern Golem (CR 10), Wraith Assassination Horde (CR 11), Danoran Company (CR 11), Steam Walker (CR 13), Danoran Lookout (CR 3), Lya Jierre [ghost version] (CR 16), Draconic Witchoil Golem (CR 16), Risuri Elite Squad (CR 7), Staircase Mimic (CR 13), Doppelganger Agent (CR 13), and finally Roland Stanfield (CR 17) and his CR 13 incarnations (Swordsman, Conspirator, Sorcerer, Loremaster, Holy Warrior, Politician, and Technologist). If you are GMing any high-level games you should definitely snag this issue!

#311. Magic Items: Hunter Totems. Congratulations! With daring, skill, and a touch of luck you've achieved new heights of herodom by slaying a powerful monster! As the party starts canvassing its lair for treasure however, you instead draw your carving knife and get to work taking a trophy for yourself from the creature's cadaver. Unfortunately you don't really get much for your dragon's tooth, the scales of a chitinous aberration, or a fiend's horn—until now! Using the rules in this article you can not only look more impressive for all the challenging foes you've vanquished, you can gain mechanical benefits from these trophies-turned-magic items, empowering you to take on even bigger monsters! Designed by Andrew Engelbrite; illustrated by Ellis Goodson.


Winter has taken hold and EN5ider hasn't escaped the season's chill—a Spirit of Winter is haunting us with a very cool new supplemental mini-adventure!

Get yourself some solid D&D 5E goodness by joining the Patreon! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the archive of 300+ articles covering adventures, spells, monsters, classes, and anything else you might need for your game!

Lately on EN5ider:

#314. Mini-Adventure: Cold Love. The seasons should have passed but spring still hasn't arrived—almost as if winter's chill is stalking the adventurers. Soon they realize the truth of the situation and discover that one of the party members has inadvertently won over the love of a powerful cold elemental, Gelissa the Spirit of Winter, and though her affection for them might be red hot it's too cool to be sustained. While notes are included to play through the module all at once, this supplemental adventure is designed to be added to an existing campaign as an engaging sidequest for 4-5 PCs of 5th-9th level. Wonderfully designed by Andrew Angelbrite, illustrated by Claudio Pozas, and featuring the cartography of Dyson Logos.

#313. Intriguing Organizations: Which Watch?. In every city adventurers tread one thing remains constant: there's probably a city watch or local police force. Usually these guards only come into play when the plot requires it or a group of PCs start brazenly breaking the law, but minor as they often are that doesn't mean that all city watches will be the same. That's where this article shines—use these templates and guides to rapidly change these often overlooked NPCs into an engaging (and intriguing) force for good, evil, law, or profit, adding a realistic and tangible aspect to the game that makes the local police an interesting element in any given settlement. Brilliantly penned by Eran Aviram; illustrated by Indi Martin.

#312. ZEITGEIST #9 - The Last Starry Sky: Part 2. The name of the game in the second half of this module is regicide! These 36 pages bring a narrative close to ZEITGEIST's 9th adventure with 7 maps and 27 (!) different NPCs involved in plots to assassinate King Aodhan. Catherine Romana (CR 9), Senior Ghost Councilor (CR 10), Ghost Council Detachment (CR 12), Skeletal Dragon Tyrant (CR 18), Professor Bugge (CR 13), Dread Wight (CR 9), Flayed Dire Jaguar (CR 10), Bleak Gate Killer (CR 13), Obscurati Squad (CR 7), Bleak Lantern Golem (CR 10), Wraith Assassination Horde (CR 11), Danoran Company (CR 11), Steam Walker (CR 13), Danoran Lookout (CR 3), Lya Jierre [ghost version] (CR 16), Draconic Witchoil Golem (CR 16), Risuri Elite Squad (CR 7), Staircase Mimic (CR 13), Doppelganger Agent (CR 13), and finally Roland Stanfield (CR 17) and his CR 13 incarnations (Swordsman, Conspirator, Sorcerer, Loremaster, Holy Warrior, Politician, and Technologist). If you are GMing any high-level games you should definitely snag this issue!

#311. Magic Items: Hunter Totems. Congratulations! With daring, skill, and a touch of luck you've achieved new heights of herodom by slaying a powerful monster! As the party starts canvassing its lair for treasure however, you instead draw your carving knife and get to work taking a trophy for yourself from the creature's cadaver. Unfortunately you don't really get much for your dragon's tooth, the scales of a chitinous aberration, or a fiend's horn—until now! Using the rules in this article you can not only look more impressive for all the challenging foes you've vanquished, you can gain mechanical benefits from these trophies-turned-magic items, empowering you to take on even bigger monsters! Designed by Andrew Engelbrite; illustrated by Ellis Goodson.

#310. New Race: Sentient Illusions. A few weeks ago we introduced the sapient magical life forms wrought by the Order of Sentience as creatures⁠—today’s article gives sentient illusions rules for use as a player race! Start adventuring as magic incarnate by choosing your core (diamond, emerald, onyx, ruby, sapphire, or topaz) and later on perhaps dabble even further with the Back to Basics or Illusory Roots feats! Designed by Azra Kaknes; illustrated by Xanditz.


We've all got them but today EN5ider takes on the challenge of making a settlement's police force engaging and varied—with this excellent organizations article in hand, you can quickly bring some character to the city watch in your games!

Start off 2020 by getting the most D&D 5E goodness you can with your buck by joining the Patreon! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300+ articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#313. Intriguing Organizations: Which Watch?. In every city adventurers tread one thing remains constant: there's probably a city watch or local police force. Usually these guards only come into play when the plot requires it or a group of PCs start brazenly breaking the law, but minor as they often are that doesn't mean that all city watches will be the same. That's where this article shines—use these templates and guides to rapidly change these often overlooked NPCs into an engaging (and intriguing) force for good, evil, law, or profit, adding a realistic and tangible aspect to the game that makes the local police an interesting element in any given settlement. Brilliantly penned by Eran Aviram; illustrated by Indi Martin.

#312. ZEITGEIST #9 - The Last Starry Sky: Part 2. The name of the game in the second half of this module is regicide! These 36 pages bring a narrative close to ZEITGEIST's 9th adventure with 7 maps and 27 (!) different NPCs involved in plots to assassinate King Aodhan. Catherine Romana (CR 9), Senior Ghost Councilor (CR 10), Ghost Council Detachment (CR 12), Skeletal Dragon Tyrant (CR 18), Professor Bugge (CR 13), Dread Wight (CR 9), Flayed Dire Jaguar (CR 10), Bleak Gate Killer (CR 13), Obscurati Squad (CR 7), Bleak Lantern Golem (CR 10), Wraith Assassination Horde (CR 11), Danoran Company (CR 11), Steam Walker (CR 13), Danoran Lookout (CR 3), Lya Jierre [ghost version] (CR 16), Draconic Witchoil Golem (CR 16), Risuri Elite Squad (CR 7), Staircase Mimic (CR 13), Doppelganger Agent (CR 13), and finally Roland Stanfield (CR 17) and his CR 13 incarnations (Swordsman, Conspirator, Sorcerer, Loremaster, Holy Warrior, Politician, and Technologist). If you are GMing any high-level games you should definitely snag this issue!

#311. Magic Items: Hunter Totems. Congratulations! With daring, skill, and a touch of luck you've achieved new heights of herodom by slaying a powerful monster! As the party starts canvassing its lair for treasure however, you instead draw your carving knife and get to work taking a trophy for yourself from the creature's cadaver. Unfortunately you don't really get much for your dragon's tooth, the scales of a chitinous aberration, or a fiend's horn—until now! Using the rules in this article you can not only look more impressive for all the challenging foes you've vanquished, you can gain mechanical benefits from these trophies-turned-magic items, empowering you to take on even bigger monsters! Designed by Andrew Engelbrite; illustrated by Ellis Goodson.

#310. New Race: Sentient Illusions. A few weeks ago we introduced the sapient magical life forms wrought by the Order of Sentience as creatures⁠—today’s article gives sentient illusions rules for use as a player race! Start adventuring as magic incarnate by choosing your core (diamond, emerald, onyx, ruby, sapphire, or topaz) and later on perhaps dabble even further with the Back to Basics or Illusory Roots feats! Designed by Azra Kaknes; illustrated by Xanditz.

#309. Mini-Adventure: Bastards Revenge. With decades of adventuring behind him it’s finally time for Talladio Mihrad to rest his blade and settle down. Unfortunately however this charismatic vagabond’s past is coming back to haunt him—he was a glorious monster slayer and hero to many, but he also sired copious children that are all now tracking him down to exact vengeance for their abandonment! This supplemental mini-adventure for 4-5 PCs of 3rd-5th level was designed by Mike Myler, illustrated by Claudio Pozas, and features cartography by Dyson Logos.


Emperor Hitoshi Masuto is exhausted with the centuries-long quarrel between four prefectures still furious over the Battle of Broken Spears. To end their conflict once and for all he has decreed ten weddings between twenty nobles of the Gekido, Hakaisuru, Kirai, and Namida clans—but not everyone is as enthusiastic as the emperor, and many opportunists are taking advantage of the situation for their own ends.

This book is so much more than ten imperial weddings! The ceremonies are a means to draw the adventurers to the metropolis of Sanbaoshi and keep them there, providing a structure for the narrative to continue as they explore the 147 pages devoted to this magnificent city and level up from 3rd all the way to 12th level!

There's over 120 monsters and NPCs within these pages and 40+ maps, as well as fantastic ukiyo-e illustrations alongside newly wrought images and plenty of selectively chosen stock art.

Peruse the 25 page full-sized preview of the PDF and the entire table of contents on display over at DriveThruRPG to take a look for yourself and see if Imperial Matchmaker is right for you. :)

Thanks!


EN5ider's first issue of the year expands the lore and rules for a new type of creature introduced in a Monstrous Menagerie article late last year, providing rules for playing them as a new character race: sentient illusions!

Got a little extra holiday cash? Get the most D&D 5E goodness you can with your buck by joining the Patreon! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300+ articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#310. New Race: Sentient Illusions. A few weeks ago we introduced the sapient magical life forms wrought by the Order of Sentience as creatures⁠—today’s article gives sentient illusions rules for use as a player race! Start adventuring as magic incarnate by choosing your core (diamond, emerald, onyx, ruby, sapphire, or topaz) and later on perhaps dabble even further with the Back to Basics or Illusory Roots feats! Designed by Azra Kaknes; illustrated by Xanditz.

#309. Mini-Adventure: Bastards Revenge. With decades of adventuring behind him it’s finally time for Talladio Mihrad to rest his blade and settle down. Unfortunately however this charismatic vagabond’s past is coming back to haunt him—he was a glorious monster slayer and hero to many, but he also sired copious children that are all now tracking him down to exact vengeance for their abandonment! This supplemental mini-adventure for 4-5 PCs of 3rd-5th level was designed by Mike Myler, illustrated by Claudio Pozas, and features cartography by Dyson Logos.

#308. Magic Items: Prayerbooks & Scripture. This time of year is dominated by holidays—the Solstice, Christmas, Hanukkah, Kwanzaa, Pancha Ganapati, Saturnalia, Yule, Boxing Day, Festivus—and in honor of these many traditions we've prepared a special article from a source uniquely suited to tackle religious subjects. Regular EN5ider contributor Josh Gentry is not only a talented and creative game designer, he's also a studying theologian and minister in training at Emory University! When Josh pitched an article that bridged his academic pursuits with D&D 5E it was too good of an opportunity to pass up and with that in mind, we are happy to introduce to you Magic Items: Prayerbooks & Scripture. In this issue you'll find 6 unique prayerbooks (A Word of Salvation, Rites of Life, Imprication & Vindication, Journey Through the Aether, The Hierophant's Journal, and The Song of Creation) to bring some scholarly elements to the game for clerics and paladins, as well as guidelines for making your own prayerbooks, and a Sacred Story Generator to help generate lore. Illustrated by Guilherme Sommermeyer

#307. Monstrous Menagerie: Sentient Illusions. This entry in the Monstrous Menagerie series brings into focus illusory arcana that have gone beyond the bounds of figmentation, attaining not just physical forms but sentience as well! The unique nature of these creatures ties each to a gemstone and set of characteristics that define the boundaries of a sentient illusion’s capacity for change after it achieves independent thought—for the bridge from spell to creature exacts a heavy toll. Innovatively designed by Azra Kaknes; illustrated by Xanditz and Gennifer Bone.

#306. ZEITGEIST #9 - The Last Starry Sky: Part One. The second act of the ZEITGEIST adventure path begins its end in a perilous race against time as the heroes are trapped within the Dreaming. They are hard pressed to escape quickly to stop an Obscurati plot of regicide against the king of Risur, but to do so the adventurers must please a fey court and trick a true titan of nature! This module (for PCs of 15th-16th level) is chock full of 17 statblocks for NPCs and monsters that are great for forested or fey-themed sessions. Pugwampi fox rider (CR 5), fey dire fox (CR 5), great huntsman (CR 12), fey orca (CR 12), boon satyr Xeniam (CR 12), satyr piper (CR 10), satyr springjack (CR 10), the (really cool tankard guzzling) Dread Borenbog (CR 15), dreaming ettercap (CR 5), webway giant spider (CR 12), Copperhat the Headless (CR 11), centaur cavalry unity (CR 12), lightning-split treant (CR 14), the Voice of Rot (CR 20), Blackwood treant (CR 13), rotted archer (CR 9), and exoskeletal ettercap gang (CR 7).


EN5ider is closing out 2019 with a bang! To celebrate the holiday season a minister in training and theologian takes a look at prayerbooks that bring a studious aspect to playing clerics, and a bonus 6th article for the month of December finally answers the question of why there are so many half-orcs, half-elves, tieflings, and other half-breeds roving about—and introduces a particularly irresponsible fellow who sired many of them.

Got a little extra holiday cash? Get the most D&D 5E goodness you can with your buck by joining the Patreon! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300+ articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#309. Mini-Adventure: Bastards Revenge. With decades of adventuring behind him it’s finally time for Talladio Mihrad to rest his blade and settle down. Unfortunately however this charismatic vagabond’s past is coming back to haunt him—he was a glorious monster slayer and hero to many, but he also sired copious children that are all now tracking him down to exact vengeance for their abandonment! This supplemental mini-adventure for 4-5 PCs of 3rd-5th level was designed by Mike Myler, illustrated by Claudio Pozas, and features cartography by Dyson Logos.

#308. Magic Items: Prayerbooks & Scripture. This time of year is dominated by holidays—the Solstice, Christmas, Hanukkah, Kwanzaa, Pancha Ganapati, Saturnalia, Yule, Boxing Day, Festivus—and in honor of these many traditions we've prepared a special article from a source uniquely suited to tackle religious subjects. Regular EN5ider contributor Josh Gentry is not only a talented and creative game designer, he's also a studying theologian and minister in training at Emory University! When Josh pitched an article that bridged his academic pursuits with D&D 5E it was too good of an opportunity to pass up and with that in mind, we are happy to introduce to you Magic Items: Prayerbooks & Scripture. In this issue you'll find 6 unique prayerbooks (A Word of Salvation, Rites of Life, Imprication & Vindication, Journey Through the Aether, The Hierophant's Journal, and The Song of Creation) to bring some scholarly elements to the game for clerics and paladins, as well as guidelines for making your own prayerbooks, and a Sacred Story Generator to help generate lore. Illustrated by Guilherme Sommermeyer

#307. Monstrous Menagerie: Sentient Illusions. This entry in the Monstrous Menagerie series brings into focus illusory arcana that have gone beyond the bounds of figmentation, attaining not just physical forms but sentience as well! The unique nature of these creatures ties each to a gemstone and set of characteristics that define the boundaries of a sentient illusion’s capacity for change after it achieves independent thought—for the bridge from spell to creature exacts a heavy toll. Innovatively designed by Azra Kaknes; illustrated by Xanditz and Gennifer Bone.

#306. ZEITGEIST #9 - The Last Starry Sky: Part One. The second act of the ZEITGEIST adventure path begins its end in a perilous race against time as the heroes are trapped within the Dreaming. They are hard pressed to escape quickly to stop an Obscurati plot of regicide against the king of Risur, but to do so the adventurers must please a fey court and trick a true titan of nature! This module (for PCs of 15th-16th level) is chock full of 17 statblocks for NPCs and monsters that are great for forested or fey-themed sessions. Pugwampi fox rider (CR 5), fey dire fox (CR 5), great huntsman (CR 12), fey orca (CR 12), boon satyr Xeniam (CR 12), satyr piper (CR 10), satyr springjack (CR 10), the (really cool tankard guzzling) Dread Borenbog (CR 15), dreaming ettercap (CR 5), webway giant spider (CR 12), Copperhat the Headless (CR 11), centaur cavalry unity (CR 12), lightning-split treant (CR 14), the Voice of Rot (CR 20), Blackwood treant (CR 13), rotted archer (CR 9), and exoskeletal ettercap gang (CR 7).

#305 Mini-Adventure: Tainted Remedies. When the adventurers emerge battered and bruised from a dangerous situation they fortuitously stumble across the traveling healer Sanador. The elven woman introduces herself as an emergency medic who seeks out danger to offer aid, then gives each of the PCs a healing potion absolutely free of charge. What the party don't know is that the alchemist secretly laces her healing potions with a highly addictive solution that not only makes them more potent, but can easily get her patients cripplingly hooked! This excellent supplementary mini-adventure designed by Andrew Engelbrite is a great sidequest for 4-5 PCs of 3rd-5th level made to be inserted inside of your current campaign! Color art by Savage Mojo with cartography by Dyson Logos.

#304 Over the Next Hill: The Medieval Lord's Manor. Baronies and fiefdoms are a staple of medieval fantasy, playing a role in many of our games and worlds—today's article takes a historical approach to understanding the barony of Alexander Ouer Middleton, providing a perfect example of the usual ruler, subordinates, and culture to be found in a medieval estate. Included are statistics for the baron (CR 3), his reeve (CR ¼), and the local miller (CR ½) as well as rumors and plot hooks alongside a custom map of the Middleton lands! Written by Phill Harmon; illustrated by Indi Martin; cartography by Mik Holmes.


Today EN5ider's got a half dozen new monsters that have crossed the great divide between that which is arcana and that which is truly alive!

This a ridiculously sweet deal for D&D 5E so if you've never been a patron, give it a try! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300+ articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#307. Monstrous Menagerie: Sentient Illusions. This entry in the Monstrous Menagerie series brings into focus illusory arcana that have gone beyond the bounds of figmentation, attaining not just physical forms but sentience as well! The unique nature of these creatures ties each to a gemstone and set of characteristics that define the boundaries of a sentient illusion’s capacity for change after it achieves independent thought—for the bridge from spell to creature exacts a heavy toll. Innovatively designed by Azra Kaknes; illustrated by Xanditz and Gennifer Bone.

#306. ZEITGEIST #9 - The Last Starry Sky: Part One. The second act of the ZEITGEIST adventure path begins its end in a perilous race against time as the heroes are trapped within the Dreaming. They are hard pressed to escape quickly to stop an Obscurati plot of regicide against the king of Risur, but to do so the adventurers must please a fey court and trick a true titan of nature! This module (for PCs of 15th-16th level) is chock full of 17 statblocks for NPCs and monsters that are great for forested or fey-themed sessions. Pugwampi fox rider (CR 5), fey dire fox (CR 5), great huntsman (CR 12), fey orca (CR 12), boon satyr Xeniam (CR 12), satyr piper (CR 10), satyr springjack (CR 10), the (really cool tankard guzzling) Dread Borenbog (CR 15), dreaming ettercap (CR 5), webway giant spider (CR 12), Copperhat the Headless (CR 11), centaur cavalry unity (CR 12), lightning-split treant (CR 14), the Voice of Rot (CR 20), Blackwood treant (CR 13), rotted archer (CR 9), and exoskeletal ettercap gang (CR 7).

#305 Mini-Adventure: Tainted Remedies. When the adventurers emerge battered and bruised from a dangerous situation they fortuitously stumble across the traveling healer Sanador. The elven woman introduces herself as an emergency medic who seeks out danger to offer aid, then gives each of the PCs a healing potion absolutely free of charge. What the party don't know is that the alchemist secretly laces her healing potions with a highly addictive solution that not only makes them more potent, but can easily get her patients cripplingly hooked! This excellent supplementary mini-adventure designed by Andrew Engelbrite is a great sidequest for 4-5 PCs of 3rd-5th level made to be inserted inside of your current campaign! Color art by Savage Mojo with cartography by Dyson Logos.

#304 Over the Next Hill: The Medieval Lord's Manor. Baronies and fiefdoms are a staple of medieval fantasy, playing a role in many of our games and worlds—today's article takes a historical approach to understanding the barony of Alexander Ouer Middleton, providing a perfect example of the usual ruler, subordinates, and culture to be found in a medieval estate. Included are statistics for the baron (CR 3), his reeve (CR ¼), and the local miller (CR ½) as well as rumors and plot hooks alongside a custom map of the Middleton lands! Written by Phill Harmon; illustrated by Indi Martin; cartography by Mik Holmes.

#303. Monstrous Menagerie: Unique Dragons. The Monstrous Menagerie series is back with a variety of new dragons to enrich your D&D 5E game! This article includes the fey dragon template with Teyladin the Reclaimer (a young green fey dragon) and the memory dragon template (used for the Librarian of Orban Tur, an ancient silver memory dragon). Written by Ben Green; illustrated by Alba Palacio and Ellis Goodson.


Today on EN5ider we usher in the end of ZEITGEIST's second big plot arc with fey, reality altering machines, and a bit of regicide.

This a phenomenal deal for D&D 5E so if you've never been a patron, give it a try! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300+ articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#306. ZEITGEIST #9 - The Last Starry Sky: Part One. The second act of the ZEITGEIST adventure path begins its end in a perilous race against time as the heroes are trapped within the Dreaming. They are hard pressed to escape quickly to stop an Obscurati plot of regicide against the king of Risur, but to do so the adventurers must please a fey court and trick a true titan of nature! This module (for PCs of 15th-16th level) is chock full of 17 statblocks for NPCs and monsters that are great for forested or fey-themed sessions. Pugwampi fox rider (CR 5), fey dire fox (CR 5), great huntsman (CR 12), fey orca (CR 12), boon satyr Xeniam (CR 12), satyr piper (CR 10), satyr springjack (CR 10), the (really cool tankard guzzling) Dread Borenbog (CR 15), dreaming ettercap (CR 5), webway giant spider (CR 12), Copperhat the Headless (CR 11), centaur cavalry unity (CR 12), lightning-split treant (CR 14), the Voice of Rot (CR 20), Blackwood treant (CR 13), rotted archer (CR 9), and exoskeletal ettercap gang (CR 7).

#305 Mini-Adventure: Tainted Remedies. When the adventurers emerge battered and bruised from a dangerous situation they fortuitously stumble across the traveling healer Sanador. The elven woman introduces herself as an emergency medic who seeks out danger to offer aid, then gives each of the PCs a healing potion absolutely free of charge. What the party don't know is that the alchemist secretly laces her healing potions with a highly addictive solution that not only makes them more potent, but can easily get her patients cripplingly hooked! This excellent supplementary mini-adventure designed by Andrew Engelbrite is a great sidequest for 4-5 PCs of 3rd-5th level made to be inserted inside of your current campaign! Color art by Savage Mojo with cartography by Dyson Logos.

#304 Over the Next Hill: The Medieval Lord's Manor. Baronies and fiefdoms are a staple of medieval fantasy, playing a role in many of our games and worlds—today's article takes a historical approach to understanding the barony of Alexander Ouer Middleton, providing a perfect example of the usual ruler, subordinates, and culture to be found in a medieval estate. Included are statistics for the baron (CR 3), his reeve (CR ¼), and the local miller (CR ½) as well as rumors and plot hooks alongside a custom map of the Middleton lands! Written by Phill Harmon; illustrated by Indi Martin; cartography by Mik Holmes.

#303. Monstrous Menagerie: Unique Dragons. The Monstrous Menagerie series is back with a variety of new dragons to enrich your D&D 5E game! This article includes the fey dragon template with Teyladin the Reclaimer (a young green fey dragon) and the memory dragon template (used for the Librarian of Orban Tur, an ancient silver memory dragon). Written by Ben Green; illustrated by Alba Palacio and Ellis Goodson.

#302. Intriguing Organizations: House of the Reclaimed Soul. This Intriguing Organization takes in the truly repentant and tries to lead them to find redemption. Despite the horrorscape around them these ex-clerics, warlocks, and other fools tricked into serving fiends during their time as mortals strive to do good following their deaths while purging themselves of the evils within. This article includes details for five NPCs as well as statistics for penitents (spellcasters that have devoted themselves to masochistic purges of sin). Written by Catherine Evans; illustrated by Marcel Budde and Claudio Pozas.


Adventurers love a good deal and will be hard-pressed to pass up improved and discounted healing potions. Today's EN5ider article is all about exploiting a weakness for curatives, luring the party in with a generous offer that all too soon becomes an untenable necessity—will they become addicted or can they break the cycle?

This a ridiculously excellent deal for D&D 5E so if you've never been a patron, give it a try! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300+ articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#305 Mini-Adventure: Tainted Remedies. When the adventurers emerge battered and bruised from a dangerous situation they fortuitously stumble across the traveling healer Sanador. The elven woman introduces herself as an emergency medic who seeks out danger to offer aid, then gives each of the PCs a healing potion absolutely free of charge. What the party don't know is that the alchemist secretly laces her healing potions with a highly addictive solution that not only makes them more potent, but can easily get her patients cripplingly hooked! This excellent supplementary mini-adventure designed by Andrew Engelbrite is a great sidequest for 4-5 PCs of 3rd-5th level made to be inserted inside of your current campaign! Color art by Savage Mojo with cartography by Dyson Logos.

#304 Over the Next Hill: The Medieval Lord's Manor. Baronies and fiefdoms are a staple of medieval fantasy, playing a role in many of our games and worlds—today's article takes a historical approach to understanding the barony of Alexander Ouer Middleton, providing a perfect example of the usual ruler, subordinates, and culture to be found in a medieval estate. Included are statistics for the baron (CR 3), his reeve (CR ¼), and the local miller (CR ½) as well as rumors and plot hooks alongside a custom map of the Middleton lands! Written by Phill Harmon; illustrated by Indi Martin; cartography by Mik Holmes.

#303. Monstrous Menagerie: Unique Dragons. The Monstrous Menagerie series is back with a variety of new dragons to enrich your D&D 5E game! This article includes the fey dragon template with Teyladin the Reclaimer (a young green fey dragon) and the memory dragon template (used for the Librarian of Orban Tur, an ancient silver memory dragon). Written by Ben Green; illustrated by Alba Palacio and Ellis Goodson.

#302. Intriguing Organizations: House of the Reclaimed Soul. This Intriguing Organization takes in the truly repentant and tries to lead them to find redemption. Despite the horrorscape around them these ex-clerics, warlocks, and other fools tricked into serving fiends during their time as mortals strive to do good following their deaths while purging themselves of the evils within. This article includes details for five NPCs as well as statistics for penitents (spellcasters that have devoted themselves to masochistic purges of sin). Written by Catherine Evans; illustrated by Marcel Budde and Claudio Pozas.

#301. The Not-So-Lonely Road. Make your next overland trip more interesting and really engage adventurers with the world in just a few dice rolls! This article takes a look upon our collective past, using historical information and parallels to help GMs create realistic NPC encounters outside of major settlements (with examples), providing opportunities to roleplay, pass information via highway gossip, and even trade and refresh supplies. Written by Phill Harmon; illustrated by Phil Stone.


EN5ider's popular Over the Next Hill series returns with an article that takes a historical approach to understanding the rule, culture, and nuances of a medieval lord's estate!

This is hands-down the best deal for D&D 5E anywhere so if you've never been a patron, give it a try! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300 articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#304 Over the Next Hill: The Medieval Lord's Manor. Baronies and fiefdoms are a staple of medieval fantasy, playing a role in many of our games and worlds—today's article takes a historical approach to understanding the barony of Alexander Ouer Middleton, providing a perfect example of the usual ruler, subordinates, and culture to be found in a medieval estate. Included are statistics for the baron (CR 3), his reeve (CR ¼), and the local miller (CR ½) as well as rumors and plot hooks alongside a custom map of the Middleton lands! Written by Phill Harmon; illustrated by Indi Martin; cartography by Mik Holmes.

#303. Monstrous Menagerie: Unique Dragons. The Monstrous Menagerie series is back with a variety of new dragons to enrich your D&D 5E game! This article includes the fey dragon template with Teyladin the Reclaimer (a young green fey dragon) and the memory dragon template (used for the Librarian of Orban Tur, an ancient silver memory dragon). Written by Ben Green; illustrated by Alba Palacio and Ellis Goodson.

#302. Intriguing Organizations: House of the Reclaimed Soul. This Intriguing Organization takes in the truly repentant and tries to lead them to find redemption. Despite the horrorscape around them these ex-clerics, warlocks, and other fools tricked into serving fiends during their time as mortals strive to do good following their deaths while purging themselves of the evils within. This article includes details for five NPCs as well as statistics for penitents (spellcasters that have devoted themselves to masochistic purges of sin). Written by Catherine Evans; illustrated by Marcel Budde and Claudio Pozas.

#301. The Not-So-Lonely Road. Make your next overland trip more interesting and really engage adventurers with the world in just a few dice rolls! This article takes a look upon our collective past, using historical information and parallels to help GMs create realistic NPC encounters outside of major settlements (with examples), providing opportunities to roleplay, pass information via highway gossip, and even trade and refresh supplies. Written by Phill Harmon; illustrated by Phil Stone.

#300 Mini-Adventure: The Titan Gates. To commemorate achieving 300 articles we've got an excellent extra special mini-adventure for today: a module that's meant for 11th-12th level play but with a little modification can be used anywhere from 3rd to 16th level. This has not one or two but THREE different maps as PCs face off against giants with portals in their chests, the mystical gateways dragging the adventurers into the dangerous challenges of the Titan Gate Gladiators—those that survive are enshrined in history as champions and gain powerful allies, as well as the ability to rapidly traverse parts of the world thanks to their hard-fought allies. Brilliantly designed by EN5ider luminary Andrew Engelbrite; illustrated by Kevin Shea; maps from Dyson Logos.


It's been a while since the last EN5ider: Monstrous Menagerie article but the series is back with not one, but two templates for dragons and examples of each at work!

This is hands-down the best deal for D&D 5E anywhere so if you've never been a patron, give it a try! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300 articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#303. Monstrous Menagerie: Unique Dragons. The Monstrous Menagerie series is back with a variety of new dragons to enrich your D&D 5E game! This article includes the fey dragon template with Teyladin the Reclaimer (a young green fey dragon) and the memory dragon template (used for the Librarian of Orban Tur, an ancient silver memory dragon). Written by Ben Green; illustrated by Alba Palacio and Ellis Goodson.

#302. Intriguing Organizations: House of the Reclaimed Soul. This Intriguing Organization takes in the truly repentant and tries to lead them to find redemption. Despite the horrorscape around them these ex-clerics, warlocks, and other fools tricked into serving fiends during their time as mortals strive to do good following their deaths while purging themselves of the evils within. This article includes details for five NPCs as well as statistics for penitents (spellcasters that have devoted themselves to masochistic purges of sin). Written by Catherine Evans; illustrated by Marcel Budde and Claudio Pozas.

#301. The Not-So-Lonely Road. Make your next overland trip more interesting and really engage adventurers with the world in just a few dice rolls! This article takes a look upon our collective past, using historical information and parallels to help GMs create realistic NPC encounters outside of major settlements (with examples), providing opportunities to roleplay, pass information via highway gossip, and even trade and refresh supplies. Written by Phill Harmon; illustrated by Phil Stone.

#300 Mini-Adventure: The Titan Gates. To commemorate achieving 300 articles we've got an excellent extra special mini-adventure for today: a module that's meant for 11th-12th level play but with a little modification can be used anywhere from 3rd to 16th level. This has not one or two but THREE different maps as PCs face off against giants with portals in their chests, the mystical gateways dragging the adventurers into the dangerous challenges of the Titan Gate Gladiators—those that survive are enshrined in history as champions and gain powerful allies, as well as the ability to rapidly traverse parts of the world thanks to their hard-fought allies. Brilliantly designed by EN5ider luminary Andrew Engelbrite; illustrated by Kevin Shea; maps from Dyson Logos.

#299 ZEITGEIST #8 - Diaspora: Part 3. With their next destination revealed the PCs must begin their plans to reach the ghost city of Methia, located deep in enemy territory, and they will need to properly plan their method of insertion and extraction from the Danoran-held city. To succeed the adventurers must journey across a dead magic field, sneak past an army, unleash a colossus, temporarily wind back time 5 years, face the villain Nicodemus, and escape capture along the way! For GMs not already using this adventure path, this PDF includes TWENTY (!) creatures and NPCs to add to your gaming toolbox.


Today's issue of EN5ider is a clever historically-sourced article that makes medieval overland travel exciting and engaging with just a few rolls of the dice!

This is the best deal for D&D 5E anywhere so if you haven't yet, give it a try! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of now more than 300 articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#301. The Not-So-Lonely Road. Make your next overland trip more interesting and really engage adventurers with the world in just a few dice rolls! This article takes a look upon our collective past, using historical information and parallels to help GMs create realistic NPC encounters outside of major settlements (with examples), providing opportunities to roleplay, pass information via highway gossip, and even trade and refresh supplies. Written by Phill Harmon; illustrated by Phil Stone.

#300 Mini-Adventure: The Titan Gates. To commemorate achieving 300 articles we've got an excellent extra special mini-adventure for today: a module that's meant for 11th-12th level play but with a little modification can be used anywhere from 3rd to 16th level. This has not one or two but THREE different maps as PCs face off against giants with portals in their chests, the mystical gateways dragging the adventurers into the dangerous challenges of the Titan Gate Gladiators—those that survive are enshrined in history as champions and gain powerful allies, as well as the ability to rapidly traverse parts of the world thanks to their hard-fought allies. Brilliantly designed by EN5ider luminary Andrew Engelbrite; illustrated by Kevin Shea; maps from Dyson Logos.

#299 ZEITGEIST #8 - Diaspora: Part 3. With their next destination revealed the PCs must begin their plans to reach the ghost city of Methia, located deep in enemy territory, and they will need to properly plan their method of insertion and extraction from the Danoran-held city. To succeed the adventurers must journey across a dead magic field, sneak past an army, unleash a colossus, temporarily wind back time 5 years, face the villain Nicodemus, and escape capture along the way! For GMs not already using this adventure path, this PDF includes TWENTY (!) creatures and NPCs to add to your gaming toolbox.

#298 Villain Spotlight: Rosie Arkwright. Halloween is later this week and to help spookify your games we've got an unassuming horror to titillate, captivate, and eviscerate adventurers: the undead ragdoll Rosie Arkwright. Despite her small size she is durable, deadly, and able to create legions of creatures like herself, vastly outnumbering victims before swarming upon them with mystical needle and thread used to sew up mouths, eyes, and lives! Brilliantly penned by Andrew Engelbrite with a wonderful illustration by Xanditz.

#297 Monster Salvaging. Get the adventurers rooting about in cadavers after a battle ends in search of monster reagents they can transform into items that enhance spells, help concoct virulent poisons or useful potions, and even replicate the abilities of the creatures they've slain. Written by Michael Ohl; illustrated by Herman Lau.


This is EN5ider's 300th ARTICLE! Thank you, wonderful patrons, for helping us reach this seminal milestone. To mark the event we've got an extra compatible, extra-mapped, extra awesome issue you definitely need to check out: The Titan Gates mini-adventure!

This is hands-down the best deal for D&D 5E anywhere so if you've never been a patron, give it a try! The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to the extensive archive of 300 articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#300 Mini-Adventure: The Titan Gates. To commemorate achieving 300 articles we've got an excellent extra special mini-adventure for today: a module that's meant for 11th-12th level play but with a little modification can be used anywhere from 3rd to 16th level. This has not one or two but THREE different maps as PCs face off against giants with portals in their chests, the mystical gateways dragging the adventurers into the dangerous challenges of the Titan Gate Gladiators—those that survive are enshrined in history as champions and gain powerful allies, as well as the ability to rapidly traverse parts of the world thanks to their hard-fought allies. Brilliantly designed by EN5ider luminary Andrew Engelbrite; illustrated by Kevin Shea; maps from Dyson Logos.

#299 ZEITGEIST #8 - Diaspora: Part 3. With their next destination revealed the PCs must begin their plans to reach the ghost city of Methia, located deep in enemy territory, and they will need to properly plan their method of insertion and extraction from the Danoran-held city. To succeed the adventurers must journey across a dead magic field, sneak past an army, unleash a colossus, temporarily wind back time 5 years, face the villain Nicodemus, and escape capture along the way! For GMs not already using this adventure path, this PDF includes TWENTY (!) creatures and NPCs to add to your gaming toolbox.

#298 Villain Spotlight: Rosie Arkwright. Halloween is later this week and to help spookify your games we've got an unassuming horror to titillate, captivate, and eviscerate adventurers: the undead ragdoll Rosie Arkwright. Despite her small size she is durable, deadly, and able to create legions of creatures like herself, vastly outnumbering victims before swarming upon them with mystical needle and thread used to sew up mouths, eyes, and lives! Brilliantly penned by Andrew Engelbrite with a wonderful illustration by Xanditz.

#297 Monster Salvaging. Get the adventurers rooting about in cadavers after a battle ends in search of monster reagents they can transform into items that enhance spells, help concoct virulent poisons or useful potions, and even replicate the abilities of the creatures they've slain. Written by Michael Ohl; illustrated by Herman Lau.

#296. Technomancy Gremlins. Veteran EN5ider designer Andrew Engelbrite has penned another article of fabulous magic items, but this time they're not enchanted trinkets—instead each are innocuous objects of a different sort, powered by curious little gremlins that love nothing more than to perform the specific tasks they've been conjured for! There are a total of 13 different such items within ranging from the simple gremlin direction finder MK2 and timekeeper gremlin deluxe to the dicier slap-cut-chop-mince-dicinator and image-capturing premium gremlin. Illustrated by Rachel Maduro.


Today's EN5ider article offers 13 unique items that aren't quite enchanted trinkets or proper magic items—they're in between the two and have their own dramatic flair. Whether you're in need of a reliable barber on the go, a way to perfectly memorialize a moment, or just to find your way there are now some very flavorful options in store thanks to these Technomancy Gremlins!

If you haven't ever been a member: why not? The lowest tier is $1 per article but you can cap your monthly contributions to only $1 and as a member you get instant access to our extensive archive of almost 300 articles ranging from adventures to spells, monsters, classes, and anything else you might need for your D&D 5E game!

Lately on EN5ider:

#296. Technomancy Gremlins. Veteran EN5ider designer Andrew Engelbrite has penned another article of fabulous magic items, but this time they're not enchanted trinkets—instead each are innocuous objects of a different sort, powered by curious little gremlins that love nothing more than to perform the specific tasks they've been conjured for! There are a total of 13 different such items within ranging from the simple gremlin direction finder MK2 and timekeeper gremlin deluxe to the dicier slap-cut-chop-mince-dicinator and image-capturing premium gremlin. Illustrated by Rachel Maduro.

#295. Mini-Adventure: Desert on the Road. This short sidequest (designed for 4-6 PCs of 5th-9th level) can be placed in any campaign not currently set in an arid location. The adventurers find the climate becoming unusually hot during a journey, to the point that plants are dying around them. As they continue the normal landscape suddenly turns harsh, dry, and hot, and they encounter a few random fire elementals. At the center of this strange desert is a tower taken over by creatures adhered to flame: an incursion of salamanders, led here by a magical experiment gone awry that left open a portal to the Plane of Fire. The party fights their way to the top before confronting a stream of fiery warriors, only closing the planar gate with the help of a small group of azer—provided they aren't burned alive first! Designed by Cole Grandel, illustrated by Savage Mojo, and using cartography by Dyson Logos.

#294. ZEITGEIST #8: Diaspora (Part 2). In this 32 page second act of ZEITGEIST #8: Diaspora the party recovers an artifact to let Kasvarina recollect over five centuries of memories from across the world, and they too bear witness to the memory-events! For GMs that aren't using the adventure path yet the PDF includes 16 (SIXTEEN!) NPCs and monsters: a Vigil Chaplain (CR 9), Vigil Vindicator (CR 5), the Godhand Commander Aulus Atticus (CR 14), weretiger Bramblehome Hunters (CR 7) and Shamans (CR 9), the weretiger raja Betronga Sidhon (CR 14), Coaltongue Flame Demon (CR 12), the undead Tragedy (CR 12), Golden Legionnaire (CR 7), Golden Legion Commander (CR 12), Bleak Ambush Golem (CR 10), Zombie Horde (CR 12), Clergy Armsman (CR 5), Elfalvar Levy Soldier (CR 6), Pemperbot (CR 13), and the dwarven cleric Serafima/Grandis (CR 7). Plus there are 6 maps!

#293. Enchanted Trinkets: Something for Everyone. This article details class-specific enchanted trinkets in the same vein as A Present for Every Class (which had an issue for Warriors and Spellcasters), making sure there's something for everyone whether that's the barbarian's victory cord, bard's miraculous ring, cleric's devoted diadem, druid's leafy greaves, fighter's splendid sheathe, mage's magnificent cape, monk's combat bracers, paladin's minor relic, ranger's sacred locket, rogue's brass knuckles, sorcerer's exceptional boots, warlock's glittering gemstone, warrior's battle belt, or wizard's remarkable gloves! Written by Mike Myler; illustrated by Indi Martin.

#292. Mini-Adventure: Cult of the Rat God. This mini-adventure for 4-5 characters of 3rd level is a fun twist on an old gaming trope: the barkeep with a rat problem. In this scenario however the tavern owner is the source of his own problems, the unintended consequences of a misguided ploy to attract adventurers to his establishment gone awry, and now things have gotten terribly out of hand! Written by Jacob Gobhar, illustrated by Savage Mojo, and uses the cartography of Dyson Logos.


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This super massive world of primal struggle is a campaign setting and bestiary (21 areas with 100+ statblocks) for D&D 5th Edition. Within are 20 different warlords all with their own lairs, minions, and guidelines for how they interact with one another, giving GMs a new toolbox of NPCs and unique areas to either include in a homebrew fantasy setting for some old school sword and sorcery, or to gradually discover using the book's Exploration Rules! There are 13 major tenets about the world that are true no matter where one travels however—for more details on those check out VastKaviya.com or the free 40 page primer PDF!

In addition to what's in the core D&D 5th Edition rules Vast Kaviya has a variety of new character options for the brave souls that strike out across its countless lands.
New Races! Joining classics like boggards, gnolls, and mongrelfolk* are the plant-like alai, insectile kanca, parasitic ottunni, and saurian taino-kar*. There's also new subraces for aasimar (elated, soul, and vindico) as well as genasi (acid, ash, mist, and mud), dwarves (mistdweorg), and halflings (mistling).
New Class Archetypes! Path of the Psion-Primal barbarians, Lunar clerics, Burning druids, Primal Leader fighters, Pyrokine monks, Oath of Web paladins, Primal Hunter rangers, Savage Poisoner rogues, Animator sorcerers, Dreamer sorcerers, and two new warlock patrons (the Grandmother and Hivemind*).
New Classes! The dual-natured agile warrior gemini class appears here with the atavist, equalist, and reluctant hero balances, and it's got a new archetype that revolves around day and night—the nychthemeron. If you've always wanted to tame a simple-minded creature to go on adventures with (be that an aberration, beast, dragon, monstrosity, or ooze of Intelligence 5 or less), look no further than the monster tamer class! There are also four unique 8 level prestige classes: elementalists that ultimately transform into their chosen element, fractured soul shapeshifters with nuanced control over their bodies, magic-eaters that become tougher and more lethal by rejecting all things supernatural, and primal shamans that unlock primitive psionic powers.
New Options! Discover who your Amnesiac background adventurer truly is, gain control over slivers of magic using naturally occurring raw mana, or take a feat to embrace your mistdweorg ancestors or the illumination granted by the underground City of Lost's potent Sun Stone—or set your sights on stealing the legendary gemstone!

The Vast Kaviya Campaign Setting is on offer as a PDF, softcover, or hardcover, and the GameOnTabletop project also has a VTT Map Pack, a bi-fold GM screen, and an Adventurer's Handbook that includes all the need-to-know information for players without giving away those sweet GM details.

Check out the GameOnTabletop project page, download the free 40 page primer PDF, and pledge to get your copy of Vast Kaviya!


EN5ider continues the epic ZEITGEIST Adventure Path with an exciting intrusion to snatch up an important artifact and then recollecting significant events from over five centuries! Plus more NPCs and monsters than you can shake a stick at.

Lately on EN5ider:

#294. ZEITGEIST #8: Diaspora (Part 2). In this 32 page second act of ZEITGEIST #8: Diaspora the party recovers an artifact to let Kasvarina recollect over five centuries of memories from across the world, and they too bear witness to the memory-events! For GMs that aren't using the adventure path yet the PDF includes 16 (SIXTEEN!) NPCs and monsters: a Vigil Chaplain (CR 9), Vigil Vindicator (CR 5), the Godhand Commander Aulus Atticus (CR 14), weretiger Bramblehome Hunters (CR 7) and Shamans (CR 9), the weretiger raja Betronga Sidhon (CR 14), Coaltongue Flame Demon (CR 12), the undead Tragedy (CR 12), Golden Legionnaire (CR 7), Golden Legion Commander (CR 12), Bleak Ambush Golem (CR 10), Zombie Horde (CR 12), Clergy Armsman (CR 5), Elfalvar Levy Soldier (CR 6), Pemperbot (CR 13), and the dwarven cleric Serafima/Grandis (CR 7). Plus there are 6 maps!

#293. Enchanted Trinkets: Something for Everyone. This article details class-specific enchanted trinkets in the same vein as A Present for Every Class (which had an issue for Warriors and Spellcasters), making sure there's something for everyone whether that's the barbarian's victory cord, bard's miraculous ring, cleric's devoted diadem, druid's leafy greaves, fighter's splendid sheathe, mage's magnificent cape, monk's combat bracers, paladin's minor relic, ranger's sacred locket, rogue's brass knuckles, sorcerer's exceptional boots, warlock's glittering gemstone, warrior's battle belt, or wizard's remarkable gloves! Written by Mike Myler; illustrated by Indi Martin.

#292. Mini-Adventure: Cult of the Rat God. This mini-adventure for 4-5 characters of 3rd level is a fun twist on an old gaming trope: the barkeep with a rat problem. In this scenario however the tavern owner is the source of his own problems, the unintended consequences of a misguided ploy to attract adventurers to his establishment gone awry, and now things have gotten terribly out of hand! Written by Jacob Gobhar, illustrated by Savage Mojo, and uses the cartography of Dyson Logos.

#291. Intriguing Organizations: The Graven Sculptors. The life of a commoner is not an easy one and the offer of helping hands is most welcome⁠, particularly when a helper is certain to stick around. It comes as little surprise then that the mysterious Graven Sculptors are always quick to find farmers and serfs eager to make use of their unique services, paying paltry sums to acquire their own hard-working homunculi to help till fields, prepare harvests, and assist about the house. None of them realize that the cheap price they pay is only part of the deal however—everything one of these small creations sees or hears is communicated back to its creator! Thus the group of doppelgangers responsible rapidly gain power wherever they travel, gathering up all of a settlement's secrets to better assimilate and take control of a village or town when the time is right. Written by Andrew Engelbrite; illustrated by Rachel Maduro.

#290. Villain Spotlight: Dras'a Wolf. This entry into the Villain Spotlight series is all about the scourge of the seas men know as Dras'A the Wolf, a hobgoblin pirate with incredible ambitions and the cunning to see them through. Originally master of the Drelway Chain of islands, after capturing a learned shipmaker from afar the monstrous buccaneer has been preparing for when his abductee's drafts and designs lead to ocean-worthy vessels, boats that will unleash him and his underlings to become a scourge upon the open waves.

#289. ZEITGEIST #8: Diaspora (Part 1). The Great Malice. Five centuries ago the death of a goddess triggered widespread upheaval, setting the stage for the modern industrial revolution. But for the eladrin of Elfaivar, the tragedy left behind a crippled people who scattered across the world with little sense of common identity. In the ruins of Elfaivar the party must locate Kasvarina Varal, a founder of the Obscurati who has lost her memories. With the aid of an artifact that can manifest the past in physical form, they can retrace her steps across 500 years, restore her identity while gaining her trust, and recover secrets that will reveal how to thwart the conspiracy's grand design! This PDF includes Act 1 of the eighth ZEITGEIST adventure and is best suited for perdurable heroes of 13th-14th level. Includes three statblocks: Obscurati Researcher (CR 11), Ten-Headed Lion (CR 14), Elite Dreadnought (CR 13).


EN5ider loves a properly duplicitous group and the Graven Sculptors are among the most cunning, seeming to offer an amicable trade of gold for a reliable helper that makes the lives of common folk far easier to bear. What none of their customers realize however is that each is a spy that reports back all that it sees or hears, often leading to the downfall of a settlement as its secrets become the property of the sly doppelganger craftsfolk!

Lately on EN5ider:

#291. Intriguing Organizations: The Graven Sculptors. The life of a commoner is not an easy one and the offer of helping hands is most welcome⁠, particularly when a helper is certain to stick around. It comes as little surprise then that the mysterious Graven Sculptors are always quick to find farmers and serfs eager to make use of their unique services, paying paltry sums to acquire their own hard-working homunculi to help till fields, prepare harvests, and assist about the house. None of them realize that the cheap price they pay is only part of the deal however—everything one of these small creations sees or hears is communicated back to its creator! Thus the group of doppelgangers responsible rapidly gain power wherever they travel, gathering up all of a settlement's secrets to better assimilate and take control of a village or town when the time is right. Written by Andrew Engelbrite; illustrated by Rachel Maduro.

#290. Villain Spotlight: Dras'a Wolf. This entry into the Villain Spotlight series is all about the scourge of the seas men know as Dras'A the Wolf, a hobgoblin pirate with incredible ambitions and the cunning to see them through. Originally master of the Drelway Chain of islands, after capturing a learned shipmaker from afar the monstrous buccaneer has been preparing for when his abductee's drafts and designs lead to ocean-worthy vessels, boats that will unleash him and his underlings to become a scourge upon the open waves.

#289. ZEITGEIST #8: Diaspora (Part 1). The Great Malice. Five centuries ago the death of a goddess triggered widespread upheaval, setting the stage for the modern industrial revolution. But for the eladrin of Elfaivar, the tragedy left behind a crippled people who scattered across the world with little sense of common identity. In the ruins of Elfaivar the party must locate Kasvarina Varal, a founder of the Obscurati who has lost her memories. With the aid of an artifact that can manifest the past in physical form, they can retrace her steps across 500 years, restore her identity while gaining her trust, and recover secrets that will reveal how to thwart the conspiracy's grand design! This PDF includes Act 1 of the eighth ZEITGEIST adventure and is best suited for perdurable heroes of 13th-14th level. Includes three statblocks: Obscurati Researcher (CR 11), Ten-Headed Lion (CR 14), Elite Dreadnought (CR 13).

#288. Wear & Tear. Material components, backup buckles, oils and whetstones, extra munitions, replacement straps—there's a lot of maintenance to do when adventuring. Most Gamemasters gloss over these things but for campaigns that have a more old school or gritty feel that's part of the fun! With that in mind this issue of EN5ider approaches adventuring gear the same way that Fifth Edition does exhaustion: there are several levels of maintenance and equipment naturally deteriorates over time. PCs can use their downtime or their coin to keep their blades, backpacks, tomes, and bedrolls in proper shape, and anyone that really invests their time or money to do so takes with them the best-crafted items (most able to take a beating). This handy subsystem is the design of Eran Aviram, illustrated by Renan Costa Morales!

#287. Mini-Adventure: Angel's Bacchanalia. Legends speak of a solstice festival arranged by a mysterious angelic patron deep in the woods, an event where the angel forgives all sins and no depravity goes unindulged. The adventurers are approached by a grieving mother claiming that her daughter attended last year’s bacchanalia but never returned, and she offers a substantial reward if the missing girl's fate can be found. The PCs must attend the wild celebration, infiltrate the deranged patrons, and eventually confront the fiendish erinyes that lord over this revel and the degenerate cultists that attend it. Written by Andrew Engelbrite; illustrated by Savage Mojo and using cartography by Dyson Logos.


Today's EN5ider article is perfect for groups in the midst of a nautical campaign (a hobgoblin commander and his seafaring goblin crew are ready to spread terror on the open waves!) and is hot on the heels of the eighth installment of the ZEITGEIST Adventure Path, wherein the adventurers get their first clear shot at taking the offensive and going after the leaders of the Obscurati!

Lately on EN5ider :

#290. Villain Spotlight: Dras'a Wolf. This entry into the Villain Spotlight series is all about the scourge of the seas men know as Dras'A the Wolf, a hobgoblin pirate with incredible ambitions and the cunning to see them through. Originally master of the Drelway Chain of islands, after capturing a learned shipmaker from afar the monstrous buccaneer has been preparing for when his abductee's drafts and designs lead to ocean-worthy vessels, boats that will unleash him and his underlings to become a scourge upon the open waves.

#289. ZEITGEIST #8: Diaspora (Part 1). The Great Malice. Five centuries ago the death of a goddess triggered widespread upheaval, setting the stage for the modern industrial revolution. But for the eladrin of Elfaivar, the tragedy left behind a crippled people who scattered across the world with little sense of common identity. In the ruins of Elfaivar the party must locate Kasvarina Varal, a founder of the Obscurati who has lost her memories. With the aid of an artifact that can manifest the past in physical form, they can retrace her steps across 500 years, restore her identity while gaining her trust, and recover secrets that will reveal how to thwart the conspiracy's grand design! This PDF includes Act 1 of the eighth ZEITGEIST adventure and is best suited for perdurable heroes of 13th-14th level. Includes three statblocks: Obscurati Researcher (CR 11), Ten-Headed Lion (CR 14), Elite Dreadnought (CR 13).

#288. Wear & Tear. Material components, backup buckles, oils and whetstones, extra munitions, replacement straps—there's a lot of maintenance to do when adventuring. Most Gamemasters gloss over these things but for campaigns that have a more old school or gritty feel that's part of the fun! With that in mind this issue of EN5ider approaches adventuring gear the same way that Fifth Edition does exhaustion: there are several levels of maintenance and equipment naturally deteriorates over time. PCs can use their downtime or their coin to keep their blades, backpacks, tomes, and bedrolls in proper shape, and anyone that really invests their time or money to do so takes with them the best-crafted items (most able to take a beating). This handy subsystem is the design of Eran Aviram, illustrated by Renan Costa Morales!

#287. Mini-Adventure: Angel's Bacchanalia. Legends speak of a solstice festival arranged by a mysterious angelic patron deep in the woods, an event where the angel forgives all sins and no depravity goes unindulged. The adventurers are approached by a grieving mother claiming that her daughter attended last year’s bacchanalia but never returned, and she offers a substantial reward if the missing girl's fate can be found. The PCs must attend the wild celebration, infiltrate the deranged patrons, and eventually confront the fiendish erinyes that lord over this revel and the degenerate cultists that attend it. Written by Andrew Engelbrite; illustrated by Savage Mojo and using cartography by Dyson Logos.

#286. Enchanted Trinkets: Gifts of Nature. The Enchanted Trinkets series is back again with 10 minor enchanted items from nature ideal to be in the possession of—or given as gifts from—fey folk! Eat some sourberries then throw up on your foes, plant a root club when you need to slow down your enemies, ask a bark dog to go home and briefly visit its charming extradimensional abode, or unleash the bubble wand to either play at lights or break it to escape from imminent danger in the safety of its floating embrace. Written by Will Gawned; illustrated by Rachel Maduro.


EN5ider's going old school today but making use of Fifth Edition's newer trappings to make gritty, realistic campaigns more engaging on the maintenance-front without things getting bogged down by excessive lists or the minutiae of equipment! What does that even mean? Read onward!

Lately on EN5ider:

#288. Wear & Tear. Material components, backup buckles, oils and whetstones, extra munitions, replacement straps—there's a lot of maintenance to do when adventuring. Most Gamemasters gloss over these things but for campaigns that have a more old school or gritty feel that's part of the fun! With that in mind this issue of EN5ider approaches adventuring gear the same way that Fifth Edition does exhaustion: there are several levels of maintenance and equipment naturally deteriorates over time. PCs can use their downtime or their coin to keep their blades, backpacks, tomes, and bedrolls in proper shape, and anyone that really invests their time or money to do so takes with them the best-crafted items (most able to take a beating). This handy subsystem is the design of Eran Aviram, illustrated by Renan Costa Morales!

#287. Mini-Adventure: Angel's Bacchanalia. Legends speak of a solstice festival arranged by a mysterious angelic patron deep in the woods, an event where the angel forgives all sins and no depravity goes unindulged. The adventurers are approached by a grieving mother claiming that her daughter attended last year’s bacchanalia but never returned, and she offers a substantial reward if the missing girl's fate can be found. The PCs must attend the wild celebration, infiltrate the deranged patrons, and eventually confront the fiendish erinyes that lord over this revel and the degenerate cultists that attend it. Written by Andrew Engelbrite; illustrated by Savage Mojo and using cartography by Dyson Logos.

#286. Enchanted Trinkets: Gifts of Nature. The Enchanted Trinkets series is back again with 10 minor enchanted items from nature ideal to be in the possession of—or given as gifts from—fey folk! Eat some sourberries then throw up on your foes, plant a root club when you need to slow down your enemies, ask a bark dog to go home and briefly visit its charming extradimensional abode, or unleash the bubble wand to either play at lights or break it to escape from imminent danger in the safety of its floating embrace. Written by Will Gawned; illustrated by Rachel Maduro.

#285. Intriguing Organizations: MacGruddin's Engineers. MacGruddin’s Engineers are hard-drinking sappers, machinists, cart-drivers, and cooks. Though the group is mostly dwarves (including Captain MacGruddin) all that is required to earn a place in the company are equal parts of loyalty and sweat equity. Specialized work includes construction of siege equipment (catapults, ballistae, towers, and the like), undermining castle walls, and the manufacture of specialized ammunition for siege weapons. Additional services offered include bridge building, laying down roads, and general construction—but most of the crew would much rather break things than build 'the boring stuff'. Written by Bill Beers, illustrated by Indi Martin.

#284. ZEITGEIST #7 - Schism: Appendix. This issue for ZEITGEIST is one that every member of EN5ider should definitely download. Within Schism's Appendix are several handouts for the campaign (including some cards), but more importantly it contains a whopping 16 monsters and NPCs (ranging from the Steelshaper Leone Quital to witches to ghost councils and even a ghost witch) as well as 10 magic items!


EN5ider has posted 2 fantastic articles in the past week—the statistics-filled ZEITGEIST #7 - Schism: Appendix and MacGruddin's Engineers, the 5th issue in the Intriguing Organizations series!

Lately on EN5ider:

#285. Intriguing Organizations: MacGruddin's Engineers. MacGruddin’s Engineers are hard-drinking sappers, machinists, cart-drivers, and cooks. Though the group is mostly dwarves (including Captain MacGruddin) all that is required to earn a place in the company are equal parts of loyalty and sweat equity. Specialized work includes construction of siege equipment (catapults, ballistae, towers, and the like), undermining castle walls, and the manufacture of specialized ammunition for siege weapons. Additional services offered include bridge building, laying down roads, and general construction—but most of the crew would much rather break things than build 'the boring stuff'. Written by Bill Beers, illustrated by Indi Martin.

#284. ZEITGEIST #7 - Schism: Appendix. This issue for ZEITGEIST is one that every member of EN5ider should definitely download. Within Schism's Appendix are several handouts for the campaign (including some cards), but more importantly it contains a whopping 16 monsters and NPCs (ranging from the Steelshaper Leone Quital to witches to ghost councils and even a ghost witch) as well as 10 magic items!

#283. Monstrous Menagerie: Elemental Pets. While elementals are fun creatures to include in a combat due to their primal powers, 5th Edition is sorely lacking in variety for them among the lower challenge ratings. This article introduces some new monsters to fill that gap: lightning sparrows, dust bunnies, bubble puppies, mud cats, and roots! These are somewhat whimsically-named creatures with cantrip level attacks, glass jaws, and unique death effects similar to mephits, allowing for them all to more flexibly fit into multi-creature encounters at even the lowest of levels. This supplement includes statistics for all 5 creatures, as well as a brief description of their habitats and behaviors. Written by Jacob Gobhar; illustrated by Herman Lau.

#282. Villain's Spotlight: Skrivena Moc. Usually found deep within a dungeon near the site of a bloody battle, the blade [i]Skrivena Moc[/i] seems at first to be a powerful weapon able to sear foes with fire and strike through even the toughest armor. What more it speaks to its wielders, offering advice and admiration in equal parts—but only to gain their trust, convincing them that their unnatural attachment to it is nothing to fear all the while it slowly consumes their very soul! This devious intelligent magic item and creature was written by Andrew Engelbrite and illustrated by Rachel Maduro.

#281. ZEITGEIST #7 - Schism: Part 2. In this 37-page entry in the ZEITGEIST Adventure Path the party heads north to a glacial rift controlled by frost giants loyal to the Obscurati, and once there they must reach a frozen lich and trade Leone’s soul for Grappa’s aid.


The A Touch More Class Kickstarter has less than 4 days remaining and is still unlocking stretch goals!

Here's the lowdown:

A Touch More Class - A softcover book with 9 new classes for your D&D 5E game.

A Touch of Class (Revised) - A softcover book with 7 classes all carefully re-developed and revised using feedback from every review, critique, and forum post we could find.

Masterclass Codex - A hardcover containing all 16 classes.

Cardcaster Tarot Deck - A customized tarot deck (using both classic Rider-Waite illustrations and new EN World artwork) ideal for the cardcaster class.

War of the Burning Sky Starter Set - A Player's Guide, Campaign Guide, and The Scouring of Gate pass adventure for 3rd level characters, all in softcover.

ZEITGEIST: The Gears of Revolution Starter Set - A Player's Guide, Campaign Guide, and the Island at the Axis of the World adventure for 3rd level characters, all in softcover.

30 Stretch Goal unlocks - Each stretch goal is for an EN5ider PDF that goes out in the rewards for every pledge level! That's 30 PDFs for everybody! As of this posting that's 30 articles ranging from feats to magic items and every single class archetype issue EN5ider has.

Rewards for this Kickstarter deliver as soon as possible after the funding period ends so there will be no late pledges or pledge manager! If you want to get in on this project, your last opportunity to do so is at hand!


Today's issue of EN5ider takes a good hard look at one of the fundamental aspects of spellcasting and considers one way to make it more engaging: better spell components! Frequent contributor Andrew Engelbrite has over two dozen suggestions on reagents that will bring the magic back to your D&D 5E table in an article that is hard to put down once you've started reading it.

Speaking of Andrew, he designed two classes in the A Touch More Class Kickstarter that launched Tuesday to achieve mind-numbingly rapid success! See why with the free previews for the geomancer and savant classes, then join the 850+ folks that have pledged over $44,000/£34,000 to make these books (and snazzy cardcaster deck) a reality!

Lately on EN5ider:

#278. Top Shelf Spell Components. All too often 5E groups wave away material components that are inexpensive, but there's no reason that aspect of spellcasting can't be made more exciting and engaging! In this EN5ider issue there are more than two dozen new material components (both expensive and otherwise) that modify and improve the spells they are used to cast, giving both mages and priests plenty of motivation to pay more attention to the reagents they need to work their magic. Written by Andrew Engelbrite; illustrated by Phil Stone.

#277. Archetypes of Antiquity. Take to the coliseum with the retiarius fighter archetype, a net-wielding combatant perfect for gladiator-style characters! Perhaps instead you might pierce the veil as a warlock of the Oracle patron, foreseeing what is to come just in time to dodge a lethal blow or even reveal to your enemy the final moment of its life? There's also the Family domain for clerics yearning for a sense of community and the means to protect it, as well as a new background appropriate for campaigns in ancient Greece or Rome (the Freed Slave). Written by Takeshi McFinn; illustrated by Marcel Budde.

#276. Mini-Adventure: Secret Faces of Velsburg. While traveling through the wilderness the adventurers come across a small hamlet plagued by a recent rash or murders committed by 'The Ghost'. The longer the party stay in Velsburg however, the quicker they realize that the supposedly bloodthirsty spirit preying upon the settlement is not the remote village's only mystery. In this sidequest to save Velsburg the PCs are confronted with a shocking truth underpinning it all and are presented with a dire dilemma: is it worth saving? This mini-adventure is for 4-5 PCs of 5th level. Written by Charlie Brooks; illustrated by Savage Mojo; cartography from Dyson Logos.

#275. Intriguing Organizations: The Osseous Dwarves of Hollow Mountain. In the ancient past the exiles of a dwarven kingdom made their own home by hollowing out a mountain and building a fortress atop it, embracing the defensive measure that saw them cast out by their kin—necromancy. Eventually the world saw their civilization undone but someone (perhaps even the party or someone they know) raided the entrance to their seemingly abandoned city. This trespass has disturbed the slumber of the stout folk and now they rise again as undead, masterless and deluded into believing they live still. The few who know of them call them the Osseus Dwarves for they believe the weapons and armor they forge is made of steel, unaware and unable to see not only their own changed forms, but also that they wield and wear the bones of the dead.
This killer entry in the Intriguing Organizations series includes 2 new magic items (bone plate and the bone warhammer), 3 new monsters (Osseous Agent, their leader Blue Helm, and the awesome Siege Mammoth!), and all the details a GM might need to include this group in a game. Thanks to designer Eran Aviram for another brilliantly written article; amazing illustration by the inimitable Indi Martin!

#274. ZEITGEIST #7 - Schism: Part 1. Finally the party has a chance to infiltrate the Obscurati, master conspirators they've been chasing for much of the adventure path! On a bleak, remote isle, the gathered villains plot the final stages of their grand design. This heavily-guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike the constables will need an invitation. Fortunately an old enemy of the party is having a bit of an identity crisis.
Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. This adventure is provides the maps, narration, sidequests, and encounters that a GM needs to get right up to that point!
For patrons not playing through the adventure path, this PDF includes 5 unique NPCs (including a headless fellow) and 3 railroad-themed maps (a train station, platform, and some rail cars).


Within 4 minutes of launching the A TOUCH MORE CLASS Kickstarter has funded!

Get the 7 revised classes from A Touch of Class, the 9 new ones in A Touch More Class, all 16 in the snazzy Masterclass Codex hardcover, and even a custom tarot deck for playing a cardcaster! Or get some adventuring material too with the War of Burning Sky or ZEITGEIST Starter Sets!

https://www.kickstarter.com/projects/enworld/a-touch-more-class-9-new-5th-e dition-classes


EN5ider is getting positively Hellenic with today's issue! Delve further to see a proper gladiator archetype, something for warlocks looking to pierce the veil of time, and a domain for the community-minded cleric!

Tomorrow the A Touch More Class Kickstarter goes live but if you can't wait, check out the free previews for the geomancer and savant classes!

Lately on EN5ider:

#277. Archetypes of Antiquity. Take to the coliseum with the retiarius fighter archetype, a net-wielding combatant perfect for gladiator-style characters! Perhaps instead you might pierce the veil as a warlock of the Oracle patron, foreseeing what is to come just in time to dodge a lethal blow or even reveal to your enemy the final moment of its life? There's also the Family domain for clerics yearning for a sense of community and the means to protect it, as well as a new background appropriate for campaigns in ancient Greece or Rome (the Freed Slave). Written by Takeshi McFinn; illustrated by Marcel Budde.

#276. Mini-Adventure: Secret Faces of Velsburg. While traveling through the wilderness the adventurers come across a small hamlet plagued by a recent rash or murders committed by 'The Ghost'. The longer the party stay in Velsburg however, the quicker they realize that the supposedly bloodthirsty spirit preying upon the settlement is not the remote village's only mystery. In this sidequest to save Velsburg the PCs are confronted with a shocking truth underpinning it all and are presented with a dire dilemma: is it worth saving? This mini-adventure is for 4-5 PCs of 5th level. Written by Charlie Brooks; illustrated by Savage Mojo; cartography from Dyson Logos.

#275. Intriguing Organizations: The Osseous Dwarves of Hollow Mountain. In the ancient past the exiles of a dwarven kingdom made their own home by hollowing out a mountain and building a fortress atop it, embracing the defensive measure that saw them cast out by their kin—necromancy. Eventually the world saw their civilization undone but someone (perhaps even the party or someone they know) raided the entrance to their seemingly abandoned city. This trespass has disturbed the slumber of the stout folk and now they rise again as undead, masterless and deluded into believing they live still. The few who know of them call them the Osseus Dwarves for they believe the weapons and armor they forge is made of steel, unaware and unable to see not only their own changed forms, but also that they wield and wear the bones of the dead.
This killer entry in the Intriguing Organizations series includes 2 new magic items (bone plate and the bone warhammer), 3 new monsters (Osseous Agent, their leader Blue Helm, and the awesome Siege Mammoth!), and all the details a GM might need to include this group in a game. Thanks to designer Eran Aviram for another brilliantly written article; amazing illustration by the inimitable Indi Martin!

#274. ZEITGEIST #7 - Schism: Part 1. Finally the party has a chance to infiltrate the Obscurati, master conspirators they've been chasing for much of the adventure path! On a bleak, remote isle, the gathered villains plot the final stages of their grand design. This heavily-guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike the constables will need an invitation. Fortunately an old enemy of the party is having a bit of an identity crisis.
Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. This adventure is provides the maps, narration, sidequests, and encounters that a GM needs to get right up to that point!
For patrons not playing through the adventure path, this PDF includes 5 unique NPCs (including a headless fellow) and 3 railroad-themed maps (a train station, platform, and some rail cars).

#273. Enchanted Trinkets: Thanks for the Memories. Memory can be a funny, ephemeral thing and today's article has almost a dozen charming little Enchanted Trinkets all revolving around mnemonic themes. When making use of these innocuous magic items not only will your adventurers gain a small bonus or extra ability, they'll briefly experience the memories of others as well. Whether we're talking about the ever-shifting map, flute of the forgotten feast, ivory knights, or plague doctor's mask this is an issue of EN5ider that you won't soon forget! Written by Charlie Brooks and illustrated by Rachel Maduro.


Today's EN5ider post is a sidequest by Charlie Brooks where the PCs learn a dangerous secret about the small, remote hamlet of Velsburg as they go about saving its citizens from a bloodthirsty serial killer. If you're looking for a quick excursion for 4-5 PCs of 5th level (or thereabouts) that will compel the table to make a tough decision at its end then read onward!

Lately on EN5ider:

#276. Mini-Adventure: Secret Faces of Velsburg. While traveling through the wilderness the adventurers come across a small hamlet plagued by a recent rash or murders committed by 'The Ghost'. The longer the party stay in Velsburg however, the quicker they realize that the supposedly bloodthirsty spirit preying upon the settlement is not the remote village's only mystery. In this sidequest to save Velsburg the PCs are confronted with a shocking truth underpinning it all and are presented with a dire dilemma: is it worth saving? This mini-adventure is for 4-5 PCs of 5th level. Written by Charlie Brooks; illustrated by Savage Mojo; cartography from Dyson Logos.

#275. Intriguing Organizations: The Osseous Dwarves of Hollow Mountain. In the ancient past the exiles of a dwarven kingdom made their own home by hollowing out a mountain and building a fortress atop it, embracing the defensive measure that saw them cast out by their kin—necromancy. Eventually the world saw their civilization undone but someone (perhaps even the party or someone they know) raided the entrance to their seemingly abandoned city. This trespass has disturbed the slumber of the stout folk and now they rise again as undead, masterless and deluded into believing they live still. The few who know of them call them the Osseus Dwarves for they believe the weapons and armor they forge is made of steel, unaware and unable to see not only their own changed forms, but also that they wield and wear the bones of the dead.
This killer entry in the Intriguing Organizations series includes 2 new magic items (bone plate and the bone warhammer), 3 new monsters (Osseous Agent, their leader Blue Helm, and the awesome Siege Mammoth!), and all the details a GM might need to include this group in a game. Thanks to designer Eran Aviram for another brilliantly written article; amazing illustration by the inimitable Indi Martin!

#274. ZEITGEIST #7 - Schism: Part 1. Finally the party has a chance to infiltrate the Obscurati, master conspirators they've been chasing for much of the adventure path! On a bleak, remote isle, the gathered villains plot the final stages of their grand design. This heavily-guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike the constables will need an invitation. Fortunately an old enemy of the party is having a bit of an identity crisis.
Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. This adventure is provides the maps, narration, sidequests, and encounters that a GM needs to get right up to that point!
For patrons not playing through the adventure path, this PDF includes 5 unique NPCs (including a headless fellow) and 3 railroad-themed maps (a train station, platform, and some rail cars).

#273. Enchanted Trinkets: Thanks for the Memories. Memory can be a funny, ephemeral thing and today's article has almost a dozen charming little Enchanted Trinkets all revolving around mnemonic themes. When making use of these innocuous magic items not only will your adventurers gain a small bonus or extra ability, they'll briefly experience the memories of others as well. Whether we're talking about the ever-shifting map, flute of the forgotten feast, ivory knights, or plague doctor's mask this is an issue of EN5ider that you won't soon forget! Written by Charlie Brooks and illustrated by Rachel Maduro.

#272. Planar Diseases. By the time adventurers are hopping between dimensions they are largely beyond fearing virulence, equipped with healing magics that make diseases an easily ignored threat. No longer! This article explores afflictions that can strike wayward planar travelers, sicknesses that extend beyond the confines of the realms material. Adverse ascension affects those who have overly exposed themselves to divine energies, fractured rift disorder can result from the use of dimensional portals, fey longing influences the minds of mortals too fond of the Feywild, and both the pastrasites of Limbo and spectral thought-worms of the Astral Plane can eat away the very memories of a creature to change history itself! Brilliantly written by Eran Aviram; wonderfully illustrated by Rachel Maduro.

Don't forget about the upcoming A Touch More Class Kickstarter! Grab a free PDF that includes the intellectual warrior savant class and sign up for the mailing list to get notified as soon as the project launches.


Today on EN5ider we have undead dwarves unable to see they've long since passed from the living, eager to defend their fallen kingdom with the fearsome bone weapons they've carved out of their enemy's corpses. Just another Monday!

Lately on EN5ider:

#275. Intriguing Organizations: The Osseous Dwarves of Hollow Mountain. In the ancient past the exiles of a dwarven kingdom made their own home by hollowing out a mountain and building a fortress atop it, embracing the defensive measure that saw them cast out by their kin—necromancy. Eventually the world saw their civilization undone but someone (perhaps even the party or someone they know) raided the entrance to their seemingly abandoned city. This trespass has disturbed the slumber of the stout folk and now they rise again as undead, masterless and deluded into believing they live still. The few who know of them call them the Osseus Dwarves for they believe the weapons and armor they forge is made of steel, unaware and unable to see not only their own changed forms, but also that they wield and wear the bones of the dead.
This killer entry in the Intriguing Organizations series includes 2 new magic items (bone plate and the bone warhammer), 3 new monsters (Osseous Agent, their leader Blue Helm, and the awesome Siege Mammoth!), and all the details a GM might need to include this group in a game. Thanks to designer Eran Aviram for another brilliantly written article; amazing illustration by the inimitable Indi Martin!

#274. ZEITGEIST #7 - Schism: Part 1. Finally the party has a chance to infiltrate the Obscurati, master conspirators they've been chasing for much of the adventure path! On a bleak, remote isle, the gathered villains plot the final stages of their grand design. This heavily-guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike the constables will need an invitation. Fortunately an old enemy of the party is having a bit of an identity crisis.
Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. This adventure is provides the maps, narration, sidequests, and encounters that a GM needs to get right up to that point!
For patrons not playing through the adventure path, this PDF includes 5 unique NPCs (including a headless fellow) and 3 railroad-themed maps (a train station, platform, and some rail cars).

#273. Enchanted Trinkets: Thanks for the Memories. Memory can be a funny, ephemeral thing and today's article has almost a dozen charming little Enchanted Trinkets all revolving around mnemonic themes. When making use of these innocuous magic items not only will your adventurers gain a small bonus or extra ability, they'll briefly experience the memories of others as well. Whether we're talking about the ever-shifting map, flute of the forgotten feast, ivory knights, or plague doctor's mask this is an issue of EN5ider that you won't soon forget! Written by Charlie Brooks and illustrated by Rachel Maduro.

#272. Planar Diseases. By the time adventurers are hopping between dimensions they are largely beyond fearing virulence, equipped with healing magics that make diseases an easily ignored threat. No longer! This article explores afflictions that can strike wayward planar travelers, sicknesses that extend beyond the confines of the realms material. Adverse ascension affects those who have overly exposed themselves to divine energies, fractured rift disorder can result from the use of dimensional portals, fey longing influences the minds of mortals too fond of the Feywild, and both the pastrasites of Limbo and spectral thought-worms of the Astral Plane can eat away the very memories of a creature to change history itself! Brilliantly written by Eran Aviram; wonderfully illustrated by Rachel Maduro.

#271. Mini-Adventure: Tree of Truth. For centuries the Tree of Truth has answered vexing questions of genealogy and paternity, but usurpers annoyed by this fail safe mechanism have gradually surrounded the magically protected tree with a vicious garden to prevent access to the truth. Most of those who try to trespass perish among the weeds, leaving their precious cargoes where they fall. Can the players reach the sacred tree and escape with the knowledge they need to avert a cataclysm? This mini-adventure for 3 to 5 characters of 3rd-5th level was written by John Gorkowski, illustrated by Savage Mojo and using maps by Dyson Logos!

Don't forget about the upcoming A Touch More Class Kickstarter! Grab a free PDF that includes the intellectual warrior savant class and sign up for the mailing list to get notified as soon as the project launches.

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