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- Realms of Legends: Mythical Heroes
Publisher: Dungeon Masters Guild This is a book designed to enrich your Dungeons and amp; Dragons 5th Edition campaign with the captivating wonders of various mythologies from around the world.In this book, you will find many new options, including races, classes, subclasses, spells, legendary artifacts and mythical heroes, all inspired by the ancient myths and legends that have shaped cultures throughout history. What's Included? 6 Mythical Races 5 Heroic Classes 10 Mythic Subclasses for the original D and amp;D 5e classes 50 Epic Spells, from Cantrips to 9th level 32 Mythic Artifacts, and the recommented reward level for each one 15 Legendary Heroes along with their lore, myths and stat blocks 6 completely fleshed-out adventures 155 pages of high quality PDF, with amazing illustrations, digital art and bookmarks ISPIRED BY VARIOUS MYTHOLOGIES AROUND THE WORLD (Greek, Norse, Egyptian, Arthurian, Mayan, Japanese, Chinese, Hindu, Aztec, African, Maori and more) Stay tuned! More classes are on their way! About Us Yellowbyte Studios is a small team of professional D and amp;D book writers (6), dedicated to creating the highest quality supplements and adventures for DMs and players alike. Our team of talented writers hails from across Europe, each bringing their own unique perspective and expertise to our work. At Yellowbyte Studios, we believe that the devil is in the details. We take great care to craft rich, immersive worlds that capture the imagination and transport players to new and exciting realms. Our writing is always of the highest quality, with a strong emphasis on beautiful artwork and engaging storytelling. What sets Yellowbyte Studios apart from the rest is our unwavering commitment to excellence. We are a team of passionate professionals who share a love of all things D and amp;D, and we work tirelessly to bring our vision to life. Whether you're a DM looking for new inspiration or a player searching for your next adventure, Yellowbyte Studios has something for everyone. Contact / Feedback: firstname.lastname@example.orgFacebook Page: www.facebook.com/YellowbyteDnDTwitter: @YellowbyteDnDInstagram: www.instagram.com/yellowbyte_studios/
- FLOWER - 5e Plants Reimagined
Publisher: Dungeon Masters Guild D and amp;D 5e has only a few dozen Plant creatures, many of which are underdeveloped creature species with only middling uniqueness. FLOWER - 5e Plants Reimagined breathes new life into the Plant creature type with new and improved statistics for D and amp;D 5e! FLOWER - 5e Plants Reimagined offers the following new content for DMs and players alike: 10 reimagined Plant statisticsOver 40 new Plant creatures, including many creatures grandfathered from older editionsA new player race: the Dandelings8 new plant-themed spells More by Dice Average RPG Follow @DiceAverageJack on Twitter for Updates
- Recharged: Mordenkainen Presents Monsters of the Multiverse
Publisher: Dungeon Masters Guild Recharge Your Game! Did you know that only 30 percent of stat blocks in Mordenkainen Presents: Monsters of the Multiverse have rechargeable special abilities? Not anymore! There are 179 rechargeable special abilities in this supplement, one for each Monsters of the Multiverse creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities. Examples of Rechargeable Abilties Astral Dreadnought Animate Objects (Recharge 5–6). As a bonus action, the astral dreadnought casts animate objects on objects within its Demiplanar Donjon. For the duration, the dreadnought can perceive through the animated objects’ senses while still being aware of its own. Ogre Howdah Enraged Throw (Recharge 5–6). The ogre grabs one of the Small creatures in the compact fort on their back and throws it up to 40 feet. The thrown creature must make a DC 14 Dexterity saving throw. On a success, the thrown creature takes no damage and can make a melee attack against a target within 5 feet of where it lands. On a failure, the thrown creature takes 14 (4d6) bludgeoning damage, lands prone, and makes no attack. If the thrown creature is thrown at another creature, that creature must succeed also on a DC 14 Dexterity saving throw or take the same damage and be knocked prone. Check out these other Recharged Titles! Pick up a bundle of the core volumes HERE for a discount! ... or check out the bundle HERE for 50% off ALL released Recharged titles!
- The Blood Herald, a Blood Magic D and D 5e Class
Publisher: Dungeon Masters Guild The Blood Herald is a remarkable archetype, embodying the essence of an ex-wizard who forgoes the conventional power of a Spellbook, opting instead to tap into their own life force to fuel their magical abilities. What's Included? A full custom class with new spellcasting mechanic 3 subclasses: Hunger, Empower, Knowledge 14 pages of high quality PDF, with amazing illustrations, digital art and bookmarks Stay tuned! More classes are on their way! About Us Yellowbyte Studios is a small team of professional D and amp;D book writers (6), dedicated to creating the highest quality supplements and adventures for DMs and players alike. Our team of talented writers hails from across Europe, each bringing their own unique perspective and expertise to our work. At Yellowbyte Studios, we believe that the devil is in the details. We take great care to craft rich, immersive worlds that capture the imagination and transport players to new and exciting realms. Our writing is always of the highest quality, with a strong emphasis on beautiful artwork and engaging storytelling. What sets Yellowbyte Studios apart from the rest is our unwavering commitment to excellence. We are a team of passionate professionals who share a love of all things D and amp;D, and we work tirelessly to bring our vision to life. Whether you're a DM looking for new inspiration or a player searching for your next adventure, Yellowbyte Studios has something for everyone. Contact / Feedback: email@example.comFacebook Page: www.facebook.com/YellowbyteDnDTwitter: @YellowbyteDnDInstagram: www.instagram.com/yellowbyte_studios/
- Kuldahar - expanded maps and content for Rime of the Frostmaiden
Publisher: Dungeon Masters Guild Deep in the Spine of the World lies a refuge of warmth. Kuldahar and the Great Oak stand in perpetual summer in the face of the Everlasting Rime. A malevolent force works to undermine this bastion of hope, maneuvering in the shadows to corrupt the ancient tree. Can the party uncover the source of this evil and put an end to it, or will everyone freeze to death in the icy grip of the Frostmaiden's wrath? A Rime of the Frostmaiden Adventure After chapter 4 Destruction’s Light of Icewind Dale: Rime of the Frostmaiden, many of the Ten-Towns settlements are likely obliterated, causing a refugee crisis. Even if Bryn Shander stands, there is little hope for the people of Ten-Towns to survive as resources dwindle. The 2000 video game Icewind Dale features Kuldahar, a small hamlet located in the Spine of the World, south of Ten-Towns in the Icewind Dale region of Faerûn. Kuldahar is most notable for the massive oak tree that stands in the middle of it and radiates a circle of warmth, keeping the inhabitants in eternal summertime. Until now, the Ten-Towners were too proud to leave their respective towns for this haven. But in the wake of Destruction’s Light, this location makes for an ideal place for refugees to venture to. This supplement provides a new explorable location, Kuldahar, as well as an exciting adventure that culminates in a mini-dungeon against the forces of Auril. This adventure is meant to be playable at levels 6–7, immediately following chapter 4 and before the party begins chapter 5. This adventure also includes: Adventure Hooks, that meld with the story of Rime of the Frostmaiden to get your players to this location. A Dungeon and VTT-Ready Color Maps, custom-made for Kuldahar and an icy dungeon. Custom Character Art, evocative art for the main NPCs to use as player handouts. Adventure Summary The party is informed about Kuldahar, a hamlet on the northern slopes of the Spine of the World Mountains. Next, the party escorts a group of refugees from Ten- Towns across the tundra. Upon reaching Kuldahar, the party must plead for sanctuary before the druid council, but soon they are asked to investigate an issue regarding the Great Oak. Within the Great Oak, the party discovers clues about someone sabotaging the heartstone gem, which provides protective warmth for the city. After bringing this information to the archdruid, the party returns to discover that the heartstone gem has been stolen by Eirlys, a secret druid cultist of Auril on the Kuldahar council, who plans to use the heartstone gem to summon a terrible frost salamander. The party must track Eirlys back to her lair and overcome several challenges, culminating with an epic battle with Eirlys and her frost salamander. Once defeated, the heartstone gem can be returned to Kuldahar. Want to Get in Touch? Twitter @FrictionlessDan Check out other Best-Selling Content by Daniel Kahn! Icewind Dale: Rime of the Frostmaiden Save or Suck? Stolen Hearts, Love Story Heists Monster Weaknesses Spelljammer Wild Beyond the Witchlight Tomb of Annihilation / Curse of Strahd / Out of the Abyss / Candlekeep Mysteries
- A Blademark's Guide to the Last War
Publisher: Dungeon Masters GuildScribed by Tasker d'Sivis from the dictation of a Deneith blademark who wishes to remain anonymous. This guide provides an inside look at some of the various types of men and women, various types of soldiers that the blademark encountered on the battlefields of the Last War, both as allies and as enemies. Each page is chock-full of information for players to use to create characters in tune with the theme of Eberron and with a connection to the world and more importantly to the major event that touched the lives of nearly everyone on Khorvaire. This PDF is almost 50 pages long, and contains 2 subclass options for thirteen minus one classes. Artificer: Strongarm and War Veterinarian Barbarian: Path of the Rider and Path of the Undaunted Bard: College of the Chronicle and College of Tactics Cleric: Ancestral Domain and Faith Domain Druid: Circle of the Predator and Circle of the Prophet Fighter: Augmenter and Squad Leader Monk: Way of the Guardian and Way of the Spellfist Paladin: Oath of Advancement and Oath of the Standard Bearer Ranger: Combat Medic and Sharpshooter Rogue: Avenger and Thug Sorcerer: Iron Soul and Mourningborn Warlock: The Draconic Prophecy and The Quori Technically no Wizard subclasses (as though we needed more?). Instead, this features 5 subclasses based on the now-defunct Strixhaven UA that included subclasses for multiple classes. So you do have options for being a wizard, they just also apply to all the other full caster classes as well as artificers. Wandslinger Corps of the Five Nations Aundarian Dragoons, Brelish Firebrands, Cyran Phantasms, Karrnathi Ghouls, and Thrane Beacons A Blademark's Guide to the Last War was edited by Kai Linder and layout was done by Sean vas Terra. It also relied in part due to fact checking and research and inspiration from the members of the Eberron Discord channel.
- Heirs to Elemental Power
Publisher: Dungeon Masters Guild Inspired by the legendary cartoon series—that we probably shouldn't name—involving elemental magic, Heirs to Elemental Power is a genasi overhaul, featuring new Genasi Ancestries—from the classical Four Elements to Mixed Genasi (Frost, Cinder, Magma, and more!) and even Genasi soaked in the energies of the Positive- and Negative Planes (Ash, Dawn, and even the hungering Void number among the ranks of these "Quasielemental" Genasi!)—for a total of sixteen vibrant and exciting subancestries! This 85-page supplement—available in print—brings new life to Genasi, mechanically and narratively! This supplement also includes: Genasi Traits. The core four genasi elements feature a new and improved way to tap into their elemental heritage: each genasi gains a cantrip, and a once-per-long-rest ability to cast one of five spells befitting their heritage. With this increased versatility, a genasi can harness their element for the situation at hand, rather than suffer the rigidity of traditional ancestral spellcasting. Air Genasi: the gust cantrip and, starting at 3rd level, expeditious retreat, feather fall, and thunderwave, with gust of wind and levitate added at 5th level. Earth Genasi: the mold earth cantrip and, starting at 3rd level, earth tremor, longstrider, and shield, with Maximilian's earthen grasp and shatter added at 5th level. Fire Genasi: the produce flame cantrip and, starting at 3rd level, burning hands, hellish rebuke, and searing smite, with Aganazzar's scorcher and flame blade added at 5th level. Water Genasi: the shape water cantrip and, starting at 3rd level, create or destroy water, cure wounds, and ice knife, with lesser restoration and flame blade (dealing cold damage instead!) added at 5th level. Genasi Origins. We explore new avenues to Genasidom, be it through the typical Genie heritage or exposure to elemental rifts! With multiple tables to roll on, you can craft your own unique Genasi backstory! Class Options. A new option for the Barbarian's Path of the Storm Herald for those that wish to raise mountains, plus four new Monastic Traditions, each devoted to harnessing one of the four classical Elements: The Way of the Ceaseless Sky grants its students mastery of wind and lightning! The Way of the Stalwart Earth allows the monk to hurl boulders with their Unarmed Strikes, dealing force damage! The Way of the Inner Inferno lets one unleash their ultimate firebender, snapping out short but ravenous flames with every Unarmed Strike, and even granting the long-coveted fireball at 11th level for only 3 ki! The Way of the Unending River gives to the monk the power of frost and healing, and of course, the ability to slap your foes every with a whip of water! Genasi Ancestral Feats. A whopping twenty-three new Genasi ancestral feats to further empower your Genasi character! The Four Classical Elements enjoy the most feats, but at least one feat has been provided with for every new Genasi type! Genasi Lore. Stock your world with entire genasi tribes and kingdoms forged not from genie ancestry, but exposure to elemental rifts or standing as yet-living civilizations that harken back to when the world was young! The chapter explores Genasi religion—featuring the four elemental gods of the Forgotten Realms—and suggests environments, history, and politics to include in your world. Everything, of course, changed when the Fire Genasi attacked! Bestiary. This supplement features thirty-eight new NPCs for your game—from Ash, Frost, and Void elementals to Earth Genasi Dai Li agents and Fire Genasi Crusaders! Magic Items. Just as adventurers might find a belt of dwarvenkind or a pair of boots of elvenkind, so too can you add Genasi-forged arcana, like the gauntlets of Earth Genasikind and the dowsing rod of Grumbar, God of Elemental Earth, given to devout disciples to locate precious gems and metals! Planar Bleeding. Not a fan of this world? Say no more! We've got a 9th-level spell that allows you to rip open a rift to an Elemental Plane and saturate the region with otherworldly energies!
- Spellcrafting, Spell Creation System
Publisher: Dungeon Masters Guild Ah! The exciting world of Spellcrafting! With this spell creation system, you have the power to unleash your creativity and imagination to design balanced spells that are perfectly tailored to your character's needs and style of play. There is no spell you can't create and properly balance with our system! You will be able to customize various aspects of your spell, including its range, area of effect, damage, effects, duration, and many more. With Spellcrafting, the possibilities are endless. So let your imagination run wild and start creating spells that will leave your opponents trembling in fear and awe! We are truly proud of this project, and we believe that this book will be a valuable tool for all DMs and players. Enjoy! Stay tuned! More classes are on their way! About Us Yellowbyte Studios is a small team of professional D and amp;D book writers (6), dedicated to creating the highest quality supplements and adventures for DMs and players alike. Our team of talented writers hails from across Europe, each bringing their own unique perspective and expertise to our work. At Yellowbyte Studios, we believe that the devil is in the details. We take great care to craft rich, immersive worlds that capture the imagination and transport players to new and exciting realms. Our writing is always of the highest quality, with a strong emphasis on beautiful artwork and engaging storytelling. What sets Yellowbyte Studios apart from the rest is our unwavering commitment to excellence. We are a team of passionate professionals who share a love of all things D and amp;D, and we work tirelessly to bring our vision to life. Whether you're a DM looking for new inspiration or a player searching for your next adventure, Yellowbyte Studios has something for everyone. Contact / Feedback: firstname.lastname@example.orgFacebook Page: www.facebook.com/YellowbyteDnDTwitter: @YellowbyteDnDInstagram: www.instagram.com/yellowbyte_studios/
- Candlekeep Mysteries: Lore of Lurue DM Resources Pack
Publisher: Dungeon Masters Guild Lore of Lurue (Candlekeep Mysteries 9) GM Resources Pack Includes battlemaps for: Forest Edge, Polvarth Plateau, Dewlight and amp; Webbed Path, Hag's Hovel, River Side Camp, Beserker Camp, Pool of Eternal Spring All maps provided day and amp; night, and snow/no-snow. Contents: A pdf of resources for DMs, with set dressing, NPCs and other original material that expands and adds detail to your Candlekeep Mysteries adventure. - Satyr Solstice Games - fun games and challenges your players can really play - Dewlight Village Shop - purchase unique magical items from this tiny village - Hag's Prized Possessions - what exactly does Lanedrie Staggersoul keep on that shelf? - Dryad Blessings - you've helped the dryads - how can they help you? - The Menagerie Animals - if you can speak with animals, what will these ones tell you? - Beserkers - add more flavour to your crazed berserkers with names and traits - Characters from other books - characters spilling into the demiplane from adjacent books Supporting material - A set of fully detailed battlemaps - The Forest Edge - the starting meadow, and a trail through the woods - Polvarth Plateau - a clearing with a huge tree - Dewlight and Webbed Path - Fey village, with ettercap path to the north - Hag's Hovel - shack and menagerie (with roof) - Riverside Camp - time for a rest - Beserker Camp and Pool of Eternal Spring - includes 'healed' pool We've included many extra maps (not mapped out in the Candlekeep Mysteries book) to help you play all the encounters in the adventure. Included: A pdf with DM resources and tables PLUS: A pdf with 300dpi images ready for A4 printing A set of 300dpi full size jpeg files, for poster printing A set of 72dpi (140x140px) jpeg for Roll20 and amp; other VTTs Roll20 Ready images of the original maps - drag and amp; drop to replace existing maps in the Roll20 module n.b. The pdf includes an overlap of each page to allow alignment when sticking together. - - - -
- Drizzt's Travelogue of Everything Volume 2
Publisher: Dungeon Masters Guild Drizzt’s Travelogue of Everything is a massive, two-volume collaboration of DMs Guild creators that expands on the options found in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Find below a short description of the content you can find in each chapter of the book •Be free of Yeenoghu's hunger and play as a Gnoll • Put your nose to the ground and become a Mastar, the new dog-folk ancestry • Create a Robo, an awakened machine • Rise up from the soil and undergrowth as a Virdas, a species of plant people • The new Alchemist class, combining potioncraft and spellcasting into a new way of using spells, alongside 6 of its subclasses • 26 new subclass options for all thirteen official D and amp;D 5e classes • 3 new subclass options for the Tactician, the class introduced in Drizzt's Travelogue of Everything Vol. 1 • 2 remastered subclass options: the Assassin Rogue (originally printed in the Player's Handbook) and the War Magic Wizard (originally printed in Xanathar's Guide of Everything) • 19 new spells, including multiple spells exclusive to the Alchemist class • 28 revised spells, improving on lackluster spells featured in the Player's Handbook and Xanathar's Guide to Everything • Expanded rules on cooking, including benefits for cooking, and advise for DMs on flavoring local cuisine in campaign settings • Expanded rules on mounts, allowing mounts to be trained and bonded with for additional benefits • New rules for Mythic Heroics, allowing heroic fantasy characters to achieve new heights in their darkest hour