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  • Many experienced DMs should have crossed this problem at some point in their D&D games: Your party of players face a conundrum that is hard to solve together. Or a player gets an idea they REALLY want to explore RIGHT NOW. Or you accidentally set up a scenario that encourages the party to split -unplanned by you, of course. No matter what happened, you find yourself in one of the worst positions for a DM to be in: You have to focus on your players in different spaces AND give them equal playtime. In other words, you have to be in at least 2 places at once (Or more!) and still try to make a good experience for everyone at the table. I’ve recently come across this in my Baldur’s Gate: Descent Into Avernus 5e game with my players, and while it was a headache to keep track of, here are the steps I took to re-unite the players while minimizing boring moments and time sinks.

    A detailed black and white illustration of two dragons facing each other, with their wings spread wide against a dark background, showcasing their intricate scales and fierce expressions.
    Probably What The Ideal Party Split Feels Like In D&D. Maybe…

    Table of Contents:


    Prologue: My Descent Into Avernus Story

    While I won’t spoil too much about the story of Descent Into Avernus, I must talk about a particular scenario that all players will inevitably face while playing the module. This scenario is when the players come across Tiamat’s Treasure in the Bathhouse dungeon section, the first real dungeon in the game. The really funny part about this section of the bathhouse is that Tiamat’s Treasure isn’t even remotely related to the story of the dungeon. –Of why the players are crawling through it. The main plot point for the bathhouse is for the players to clear the area of cultists belonging to The Dead Three, which worship three evil gods that basically do murder, (Bhaal), torture (Bane), and corpse worshiping (Myrkul). You even get shiny badges that give you the authority to suplex these cretins with permission from the local guard faction, The Flaming Fists. So would it surprise you to learn that a completely different faction of cultists have their limelight in this dungeon? And would it also surprise you to learn that their introduction was RIGHT when my party of players decided to split up? I can’t stop smiling about it now, thinking about it.

    It was when my party of 4 players came across Tiamat’s Treasure in this dungeon that their party cohesion started to fray. Before finding this treasure, they found the minor BBEG of the dungeon, (a high ranking Myrkul cultist) and a major plot-point character fighting in a duel surrounded by dead cultists. Epic, right? However, while the party dealt with this plot-point NPC, for some reason they ALL just let the BBEG run away. –Leaving this cult leader to, in my game, summon the power of their god to conduct a ritual that made them slightly more OP. Thanks, players! 😀

    While the BBEG was doing their own thing in the background the players were busy doing something else, though. They discovered a strange treasure horde. After some clever insight from Player Character (PC) Hrutho (an undercover gnoll with semi-civilized sensibilities), the party made the discovery that the strange dragon-like artifacts and dragon minted coinage is from Tiamat, the Queen of Dragons herself. However, despite some trepidation from Hrutho as to whether or not they should even TOUCH this treasure, it was PC Luke “The Hell-Walker” (think DOOM Guy), that proposed a wonderful idea to secure the treasure properly.


    The Party Splits! The Consequences Of Their Actions

    Luke’s idea was essentially: “Let’s use the treasure to buy a Bag of Holding and then use that to nab the rest of the treasure!” –And his idea is sound. I mean, look at the logistics of trying to carry nearly 200 pounds of coins, gems, and artifacts from this treasure. A partial sum of it all could totally be used on a Bag of Holding, so even if they are level 2 at this point, it makes a lot of sense. In the module, the DM is encouraged to point out just how heavy this treasure is to carry without major assistance. But what completely derailed the game was his suggestion to go get that Bag of Holding RIGHT NOW.


    To paraphrase how the conversation went:

    Luke: Hey Guys, let’s split up. You stay and watch the treasure, and I’ll go with my NPC companion to go buy a bag of holding. It’ll be really easy.

    The other party members: Sure! Just be careful!

    Spoiler alert: Things got a little crazy.


    Remember when I was talking about that random dragon cult faction? Well, according to the module, when you take some of Tiamat’s treasure and attempt to leave with it, you will eventually be confronted at the entrance of the dungeon by the dragon cult that is seeking to recollect this treasure horde for Tiamat. The module excuses this cult ex machina as a good introduction into the workings of factions that come from the hellish planes. –And in this case, if you are wearing a literal dragon crown on the top of your head, like Luke was, you better bet that you’re rolling initiative. So that’s what Luke and his NPC did.

    As for the party sent to watch the treasure below…well, remember that minor BBEG that ran away? Well, he completed that ritual, and I made a big stink about how the dead bodies in the dungeon were all starting to float and get consumed at his ritual chamber. I essentially made a duplicate doppelganger of the BBEG. Both with equal stats, but for fairness, I had their HP tied to a Myrkel statue that was in the room. –Because of course their god Myrkel was involved in that duplication fiasco.

    Above the dungeon, the party was split even further. After seeing how fast he was dying (even as carbon copy DOOM Guy), my player made the wise decision to scatter. By scatter, I mean separate from their NPC and run away into the busy city crowds and lose the dragon cultists. Meanwhile, he had his NPC run back through the dungeon again in a bid to either hide in there or re-unite back with the majority party. That poor, poor tiefling NPC.


    The End: Aftermath

    The aftermath of the party split actually went well for the players, too. I am both surprised and proud that my split players were able to conquer and solve their separate encounters. –If not without a lot of trouble. That BBEG did do a ton of damage to Hrutho in particular, because she kept getting surrounded. They did defeat the minor BBEG, despite almost getting a TPK. And they were wise enough to play around with the statues and figure out the BBEG’s weakness and exploit it. Above ground, Luke was able to use a class feature that let him run away (treasure in tow!) from the dragon cultists before they could kill him. He was even able to save his NPC companion, which by all means was essentially a commoner stat character.

    Luke was able to get their desired Bag of Holding, and while he techically wasn’t in combat, I made sure to treat the game as if there were rounds so I could safely give the appropriate amount of time to everybody. Luke and his NPC eventually reunited with the party and we all started playing together again. What a huge relief!


    What I Learned: How NPCs, Situations, and Consequences Can Prevent Party Splits

    Personally, I feel like my handling of the game helped lead my players to splitting up in the first place. My style of DMing means that I rarely say no to what a player decides to do with their characters. The only time I really provide boundaries is when it makes sense to do so. For example, I won’t say no to the idea of splitting up the party. But when a physical obstacle or a law is in play that prevents the party from splitting up naturally, they’re gonna have to work hard to do it. –Or face the consequences.

    In my particular situation, I should have utilized the NPCs I had at my disposal to quell the idea of separation in the first place. My BBEG was still in the other room, after all. I could have made the decision to have him confront the characters and then Luke the Hell Walker would never have left the party to try to get his Bag of Holding in the first place. –At least not in that moment. Even if the BBEG had to die, it may have prompted the players to leave together. Though that exact scenario is never guaranteed. I just feel like that ideal scenario was more possible if a dungeon threat occurred before the split happened.


    Players That Split Will Die Eventually

    Speaking of consequences, it’s important to stress that from a player perspective, leaving your party can be dangerous. Even momentarily. Before PC Luke was playing as DOOM Guy, he played another character called Topachi “8” Yusuki, someone who was sort of like a character from the Baki anime series. Earlier in that same game, and in the same dungeon, he and another PC called The Masked One decided to split from the party (By only a few rooms!). They got absolutely demolished by a high-level cultist’s fireball spell. The scenario went so bad for my players that it ended in a half TPK, where the other party members had to withdraw from the dungeon temporarily while the two PCs had to re-roll their characters.

    Oh, the survivors tried to save them before running. But that damn cultist had a flood of skeletal rats to contend with too. I think they made the wise choice. Running. Despite losing a few character sheets so early in the campaign. I’m just glad they all kept playing. I think it goes to show that if it makes sense as to why your players died, then it stands to be a good death. Just try to make their deaths interesting.


    Regarding Playstyle And Splits: Speed and Prep Is Key

    I think it’s really important to mention that no matter what you do to prevent a party from splitting, it will probably happen anyway. With D&D and other roleplaying games set up with the idea that player choices are prioritized, there will come a situation where splitting the party makes complete sense. –Even if the DM didn’t plan it out to be that way. Nothing short of saying no to the idea of split parties when the question is raised and making it a firm rule via Session 0 will do anything to stop it. Even if you make a session 0 rule, mini splits will occur just through natural play.

    To be honest, I feel like that rule-of thumb is personal to me only. It’s just how I play. I think my style of D&D lends itself more towards the players rather than for my benefit as a DM. I just prefer to count party splits as a challenge for myself, and if the party splits in-between sessions, I plan multiple scenarios to try to get my players back together without making it boring. If I must contend with party splits, then I have to contend with quick play. It’s never fun to play D&D when I’m not prepared and I have to make my players wait as I pull up the maps, notes, and scenarios involved in that session. While I can’t control how fast my players react, I can control how fast I react. So if I’m playing split a split party, even if it’s temporary, I try to be as fast as I can in terms of setting up the game. I think my players can forgive any mistakes that happen as a result. It’s all in good fun, after all.

    One thing I do is that I refuse to adjust the difficulty of the game. If my players want to do multiple things at once, then I think of it as a game of risk vs. reward. Do you want to split up into weaker groups and do things on your own? Okay, sure, but I’m not dialing down anything. This forces the split players to really pick and choose their battles. More often than not, stealth and speed will help the smaller groups survive–Which turns into a unique experience for everyone involved. After all, it’s sort of fun to see how a lone player could potentially survive or die depending on their hubris.


    The Carrot & The Stick: Consequences Must Matter

    Going deeper into consequences, I think challenge and difficulty is important for keeping split party situations fun for everybody. Like I said above, I don’t adjust my difficulty settings, but even I know that a module’s difficulty must be based on a set number of players that are together. Usually a party of 4. Thus, whatever module I run, It must be more difficult with only two players. Imagine the difficulty for just one. For periods where separate parties happen commonly, it’s only a matter of time before someone dies and a character gets re-rolled. –Reunited once again…just new game + instead. 🙂

    Stick to your guns, too. While you should always be aware if your players are having fun, if you are scrutinized for killing your players, you certainly have the perfect question for everybody. Why did you decide to split up?

    It goes without saying that for any scenario where a player just leaves the party and does their own thing for prolonged periods, then I chat with the player. It’s not cool to divide the party for so long, because it truly does detract from the overall shared experience that makes up the bulk of D&D. This game is meant to be played with multiple people, especially when it comes to the prewritten modules. No one wants to be on the side-lines forever, so make sure that players are aware of how much their time away from the party is taking literal time away from the other players too. –Not to mention the stress it can have on DMs.

    While my players survived splitting up in my Descent Into Avernus game this time, they have not always been so lucky. RNG is only good for so long before you roll a Nat 1 and wished you had a friend beside you. That’s why I make sure that any scenario involving certain death for the PC means that death must be scary, awesome, or both.

    For example, despite my player characters rolling death saves against the fireball cultist, they got plenty of opportunities to try to survive the aftermath. –Either through feinting and pretending to be dead, or in how they chose to respond to their final moments before the cultist dragged their corpses away forever.

    Thanks for reading. I hope this article helps you contend with any party splits happening in your games! Let me know if you have a specific way of dealing with split party members, or if you have any interesting stories of your own to share in your dungeons.

    Sincerely,
    Ryan
    Dungeons With Dragons

  • Daily writing prompt
    What do you think gets better with age?

    I’m an optimist.

    Sure, we will all die as we get really, really better with age, but I really mean it. I mean that everything gets better with age when you are an adult. You have better rights, you have better growth, you get wiser, and you get better at surviving. Obviously, life is unlucky for others, and outright horrible sometimes. I pity those who were dealt the worst cards in life.

    A detailed black and white illustration of a majestic dragon, showcasing its powerful physique and intricate scale patterns, set against a dark background.

    But everything gets better. Probably.

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    A stylized black and white drawing of a mountain with jagged peaks and dramatic shading, set against a dark background.

  • A poem I came up with for a campaign I’m developing…


    A dark and detailed illustration of a towering, ancient castle surrounded by a barren landscape and twisted tree branches.

    What are centuries compared to untold millenia

    Where Ao intervenes in the realm of mortals?

    We’ve been building ever since Ao’s Sundering

    When Ao proved his mettle against lower gods.

    We do not praise evil; We praise Ao’s patience, and wait.

    We do not praise good; We praise Ao’s retribution, and wait.

    We do not value chaos; We value Ao’s supervision, and wait.

    We don’t value order; We value Ao’s word, and wait.

    Ao comes when the gods blunder,

    So we build Ao’s Tower

    To prove that the gods are wrong

    and that Ao is right.

  • A short story depicting how my favorite NPC from Phandelver & Below died in a game I DM’d for. 


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    The caves weren’t as bright as they are now for Sildar. Before, they were dark. Save for the orange light of the campfire and torchlight. But fire always meant trouble here. It meant torture and deprivation. It meant humiliation from Yeemik the goblin. 

    Sildar roamed the caves with ease now. He was free to leave, but he felt something holding him back. Fated to hide in Cragmaw Cave forevermore. He watches the goblins as they build traps. One stacks stones atop a pond of rising water, a fitting trap to wash out any invaders to the cave. Other goblins patrol the stream towards the entrance of the cave. Yeemik and Klarg are directing other goblins outside to build defensive towers. Out of the few times Sildar looked outside, the construction was ramshackle and falling apart. But given time…

    There is no time for the goblins, though. They die now, one by one. A tall and fearsome rabbit man with a powerful punch surprises them from the bushes and slaughters them. The same half-elf who ran away the other night joins him. The night that Sildar died at the hands of Yeemik. Soon, a human fighter and a woman dressed in a green cloak shows to end the rest. Sildar retreats back into the cave. His memory had been vague, but he senses hope for the first time after spawning. –And after the hope, he remembers now. 

    Sildar claws his way towards his most recent memories. Back to where he spawned. He let his wings unfurl where they could in the trapped cave environ. Behind him, the rushing of water and the sound of fighting resonate through Sildar. But his thoughts were of himself. He used his monstrous strength to jump clear over the large snake roosting at the ridge above him. Sildar was practically flying. Now he stomps his way towards Yeemik’s favorite spot of Cragmaw Hideout. Someplace away from Klarg, where he is free to torture the prisoners. Sildar thought of Iarno. He wondered if his guild companion was okay. Unaware, Sildar let a goblin with a torch run through him as he ran screaming towards Yeemik’s position. This slight angered Sildar. Yet another goblin desecrates his body. Enraged, Sildar let out a roar not unlike that of an eagle. He surprised himself, however. Sildar never roared before.

    From Sildar’s experience, he let out the sound of a Griffon. Like the one he rode upon as a part of the Cavalry of Waterdeep. It was Sildar’s service to the city watch that allowed him to join the Lord’s Alliance. The goblin stopped in its tracks and dropped the torch. It turned around slowly, gazing at the horror that was now Sildar Hallwinter. Sildar roared again, and the goblin pissed itself. Then an arrow penetrated its heart, and it died with fear in its eyes. 

    Sildar feasted upon the soul of the goblin when it emerged. At least he felt some vindication. As he ate the essence of Maglubiyet’s evil, he watched the green-cloaked woman pick up her arrow from the corpse. She didn’t see him. Sildar knew why, and was glad of it. After all, he assumed she was there for him, too. Soon, Shenzi the half-elf and the rest of her party joined the cloaked one towards Yeemik’s cave. Sildar followed. The halfling magic user was in the middle of the pack—the Rabbit Man before him. The human fighter was far behind all, and Sildar was closest to him. The tattooed fighter turned back towards the cave. He looked upon Sildhar’s now massive frame, but turned around and muttered to himself. 

    “It was nothin’, Maquin”, he said. Sildar still followed. 

    Perched upon Yeemik’s ledge just above the goblin camp, Sildar watched the party of adventurers confront the murderous clan that killed so many people. His remaining band of goblins snarled. Sildar’s monstrous senses told him many were more fearful of this new fight, but Yeemik remained strong. He told the adventurers just what he’d do to them. And Sildar knew it would be true, if fate allowed. 

    But it was a pitiful showdown. The halfling with the party named Quinfer let out an icy barrage of death upon a group of Yeemik’s kin. Shenzi and Maquin let loose arrows into the group, too, which decimated their numbers entirely. Sildar learned of the rabbit-man’s name, Travis, after Quinfer praised him for a stunningly brutal show of force. Blood let loose in this cave of torturers, but it wasn’t the tortured blood of prisoners anymore. Some splashed upon Sildar’s ridge above.

    Filled with the pride of revenge, Sildar beams when he learns it was Shenzi who would be dealing the final blow. After all, she lost her entire party after an ambush gone wrong. Her previous teammates and the prisoners she tried to save, including Sildar himself, lost their lives after taking a gamble on the sensibility of goblins. Shenzi pierces Yeemik’s heart, and her words echo in the chamber. “I will cut you down, break you apart, splay the gore of your profane form across the stars! I will grind you down until the very heavens cry for mercy! My hands shall relish ending you, here and now!”

    And so it happens that Yeemik dies a glorious death. Sildar didn’t let any of their souls go. He hunted them down, especially Yeemik. He wouldn’t be allowed to join Maglubyet in death. Not ever. Sildar chirped, and he found the woman in the cloak gasping in terror from below. They lock eyes while her teammates are distracted. Sildar was surprised to learn that the woman in the green cloak is a fair-faced half-orc. As they looked upon each other, Sildar felt compelled to turn. He found his spawning place. –And he recognized why he came from here. Before Sildar was his old bag. He let out a ghostly coo, beckoning someone to find it. 

    Behind the half-orc woman, a voice called out. It was Maquin. “Xahri, everything alright?”, he said.  

    “I’m not sure,” Xahri said. “I think I saw something above us”. 

    It may have to be Xahri, Sildar thought. He found that he could leave this place. There was nothing left to hold him back from the adventures that lay beyond his horizons. Xahri discovered the contents. Aside from a simple gemstone and a potion of greater healing, inside Sildar Hallwinter’s bag was a peculiar item for a retired adventurer. The heavy leather harness features an emblem of the City of Waterdeep, including an expertly crafted image of a guardsman riding a Griffon. Initials are carved into it. – “S.H.”

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  • There are so many things that I want to talk about regarding my blog, Dungeons With Dragons. Some of it I am keeping close to heart, but a lot of it I want to share with you! No matter what, though, changes are coming to my website that I am sure will be fun for everybody involved. 

    What I want from my website, Dungeons With Dragons 

    There are a variety of things I want for DWD:

    1. I want DWD to be easy to access and fun to interact with. 
    2. I aim to contribute positively to the Dungeons & Dragons community and the broader TTRPG community. 
    3. I want to update my blog more regularly with well-written content (Never made with AI). 
    4. I want to contribute my custom ideas and stories to the D&D community and celebrate moments of glory in my games. I want to invite others to share their stories, too. 
    5. Again, DWD Will Thrive! 

    I want DWD to be easy to access and fun to interact with. 

    So, what does “easy to access” mean? It means that I’m going to be delving into the guts of the website itself to make it operate smoothly! It also means updating some of the current buttons I have created over the years (Looking at you, “Need a Ride” button!). I think giving the base website a slight makeover will be beneficial for the rest of the plans I have for the website in the long run as well. I plan to have this done after I move into my first apartment here in glorious Colorado Springs! So my deadline for these website updates will likely be towards the end of July.  

    So, when I say “fun to interact with”, what in the Nine Hells does that mean? Well, it means more interactivity for the website! While I’m not a good coder by any stretch of the imagination, I plan to hide several secrets between my blog posts that readers can find. By leveraging the power of AI to assist with my coding questions, I plan to cobble together a website featuring interesting tidbits about the world of D&D, along with random tips for DMs and players. Later on, I would like to hire someone to create mini-games that people can enjoy while browsing the site. 

    However, just like any endeavor, it is wise to take small steps. I know I already mentioned the “Need a Ride” button, but that was already my first step into coding something that encourages interactivity. Now I just need something a lot less intrusive and much more immersive into my theme of Dungeons With Dragons. Stay tuned, I suppose.


    I aim to contribute positively to the Dungeons & Dragons community and the broader TTRPG community. 

    Here, I really want the website to grow into a small hub for like-minded D&D players. Somehow, I’d love for the site to be a part of various events around the web. Maybe for various events around the world, eventually. I think this requires the addition of a forum for like-minded people to congregate. I also want to integrate YouTube into the blog, which will expand the community I am seeking to cater to. In the long run, it would be great to foster partnerships with some of the major players in the D&D community. I am nowhere near close to thinking about that, though. I haven’t even thrown any skin in the game so to speak…

    That’s the first step in this plan! I want to throw some skin in the game. By this, I mean contributing to the community differently. By providing free and paid content to the community for life. Along with my various blog posts, you can expect to see more content from me to help you with your D&D modules and adventures. While I may not be an expert in the game by any means, I want my contributions to make it easier for players in the community to do what they love—playing D&D and creating memorable moments with their friends and family. As a result, you may occasionally find a .pdf or graphic that can help you play D&D as you browse the site. 


    I want to update my blog more regularly with well-written content (Never made with AI). 

    Here, I want to address the elephant in the room. I haven’t posted content in over a year. I want to provide answers to what’s been going on in my life and how my recent experience will now contribute to helping this website grow. 

    In 2024, I was struggling in Spokane, WA to foster a business in doing paid D&D games online using the platform startplayinggames.com. While that website is quite a viable business, and I can definitely see myself using it again, the cards weren’t going in my favor. I foolishly left my hotel job to try and pursue this effort without the backing of a community behind me. However, something else amazing happened while I struggled with this business. 

    A work opportunity occurred. The hotel industry clawed its way back into my life! I was offered a position that I couldn’t pass up, essentially. Instead of working as a GM (Game Master), I’d wind up as a GM (General Manager) instead! That’s right, I was offered a position of management for a hotel. That was back in May 2024. For a straight year, I threw myself into the position with the goal of learning as much as I could about administrative work and company management. It was hard work. I was expected to do more than check guests in. My new clients were my directors, contractors, employees, and, of course, the hotel ownership. I had to navigate hiring, managing employee needs, and maintaining a hotel building.

    It was very valuable experience, if I do say so myself. I want to give a big shout-out to my bosses, Fred and Lee, for giving me great insight into the business.

    Taking what I learned there, I took the opportunity to leave after my friends asked me to move to Colorado with them. I figured I also had family in Colorado that I’d like to get to know about, too, so it was a done deal. Now, I plan to renew my efforts into this website and towards the D&D community at large. I don’t know about you, but I would like to make a living from fun and entertainment, rather than a traditional job.

    So that’s where I’ve been for the past year. Now, you know. I may have to hire a mindflayer to hunt you down now that you do, though. So watch your brain.

    Now, the plan is to write content regularly for the site! I was astonished to learn that, despite the site effectively having one foot in the grave, there were still many people visiting the site and reading my old content. I view this as a disservice to my readers, and it needs to be corrected immediately! To remedy this, I plan to do exactly what I set out to do when I started this site. To provide great human-written content to my readers, as I always have. Given my professional background in news writing, I am capable of handling this task myself. 

    Regarding the AI-generated images on the site, they will remain until I reach a specific milestone. Eventually, I plan to hire a professional artist to create the dragons on the site, rather than relying on AI for this specific task. I am not artistically inclined. I do have family who have art in their blood, though. Maybe when the website proves itself, they’ll be able to participate. It’s either that, or I will employ somebody to do the job proper. The day that happens will be glorious! I can’t wait! 


    I want to contribute my custom ideas and stories to the D&D community and celebrate moments of glory in my games. I want to invite others to share their stories, too. 

    A woman contracted to murder for her patron stands on the road with a bloody knife in hand, as her future party member cautiously inspects the scene. She’s able to wipe away the blood from her blade before they notice, and now she’s just a concerned passerby investigating the death of the poor courier on the road. 

    The paladin foolishly leaves his party members and roams by himself along Old Svalich Road. He ignores the warnings of the night. The full moon. The howling in the distance. The legends of Barovia. He dies a bloody death without a witness. Gored by a horde of passing wolves running heedless of their master, Strahd von Zarovich.

    The adventurers greet the master lich in broad daylight. The shadow of a crumbling and ancient tower that belonged to it. However, the lich is found mistaken. No longer undead, but instead a simulacrum, he begs the party of low-level adventurers to spare his life. After all, the spells he knows will kill him, and he seeks a new beginning. The party surprisingly does just that, and now he’s their butler. For now.  

    The above accounts are just some of the experiences my players have had at my table. All of them varied and interesting experiences! While I’m sure many Dungeon Masters around the world are having their own interesting experiences, I want this platform to be the place to share these stories with you all. I also want this place to be where others share their stories in D&D for others to learn from, too. That’s always been a focus for DWD, and I’m here to assure you that it will remain so. 


    Again, DWD Will Thrive! 

    Thanks for reading. This blog post feels to me like a pouring of my soul to the internet at large rather than some helpful information, I fear. But that’s what it means to write truthfully online, I believe. To those who have visited my site over the past few years with expectations for content, I am truly sorry. As a fellow consumer of content, I know it is vital to keep things up to date and be consistent with you all. Now that I have more time on my hands and some learned skills of the management trade, I genuinely do believe that it will be easier (and more fun) to maintain this wonderful site for you all. Stay tuned for a more updated experience soon.

    Sincerely,
    Ryan – Creator of DWD

  • 57 sessions of Curse of Strahd. That’s how many sessions I had before I made the decision to switch out my campaign with my players. To put this into context, each session I DM’d lasted 3 hours. So, doing the math, that’s 171 hours worth of Strahd von Zarovich taunting (and getting taunted by) the players. For those familiar with Curse of Strahd, we barely scratched the surface of the module. The players were level 6 at the time, and they had just finished exploring one of the most exciting dungeons I’ve personally done so far: The Amber Temple. Now, going into the Amber Temple, the players at that level were painfully aware of what I’ve been telling them out of game. It was going to be a dangerous slog. Without going into spoilers and many character deaths later, the party was still having a blast. 

    However, towards that last session, life got in my way. I got hired as a general manager for a hotel. I was moving to a new apartment. My life? Topsy turvy, like Ireena’s poor spirit in Barovia. My computer died, too. Thus, the sessions grew further apart. Scheduling was a hassle. The game I’ve been curating went by the wayside. I barely recognized what happened as the final sessions went awry.

    On top of that, I got bored. The theme of Curse of Strahd is oppressive. Dark and grim can only be so exciting after months of grim darkness and oppression infecting the spirit of what traditional happy-go-lucky D&D adventures tend to be. I wanted to go back to form. And it wasn’t just me. Either through my own personal lack of interaction with the players, or with how the game-feel shifted… Suddenly, the dedicated group I entrusted my time with started going their own separate ways. I could tell they were getting bored, too. Well, not all of them. Obviously, when life hits, there’s nothing a DM could do other than to hope the player returns when the time is right. To disparage them otherwise is rude and can break trust. Don’t do that to your fellow players…

    So what else could I do?

    I Needed a Breath of Fresh Air! So I Switched to a New Module. 

    Yep! I went ahead and switched modules. The response I received from my players after I announced this switch was a renewed interest in playing. Of course, not everybody could make it, but when you have a dedicated group like me, new players tend to find themselves in my games faster than I can blink sometimes. I feel fortunate for that. In no time at all, less than two weeks of waiting and prepping, I had my players building their new characters and learning about the theme of Waterdeep’s urban landscape. The change in setting and the new challenges presented in Waterdeep’s world breathed new life into our game.

    In my beginning months as a DM, which was well over 2 years ago now, I wouldn’t ever think of switching modules. To end a story when there was so much left to tell! So many more characters that could die! However, by the time the campaign ended, one long-time character in the game died a most exciting and gruesome death. Lunara, the naive centaur Ranger, through certain decisions of her own, turned to the darkness of evil. –Before she could murder a party member for her own personal gain, she was murdered by the party. She wasn’t the only one changed by their time in the Amber Temple. 

    It was a fantastic ending for that character. It went so well with the roleplaying that members of the party that ended her life held a burial in her honor anyway. The player controlling the dead party member rolled a new character, and all was well. Despite a player vs. player encounter that ended in a death, I had one rule: If there was to be PvP, it would be planned ahead of time with consent and understanding of the consequences. Or I would end the game. My players followed my rule to the letter, and again it was great. Several other moments occurred, too. A player had to leave my table, and his PC left the Amber Temple, which had changed him forever. 

    My point is that the sessions leading up to my ending Curse of Strahd felt very culminating. Despite more to do and experience from the module, the party of characters that started the game 57 sessions ago actually met their end. It wasn’t a total demise, mind you, but it felt final to me. The other players must’ve been thinking the same, and because of the delayed timing, I bet we were all itching for something different. 

    Learning to Prevent Burn Out And Embrace Change!

    I did this with various one-shots during my playthrough of Lost Mines of Phandelver / Phandelver & Below and when I was still doing Curse of Strahd. These one-shots provided a refreshing change of pace and allowed me to explore different aspects of the game. For instance, we played a one-shot themed on a cult world takeover, which was a stark contrast to the gothic horror of Curse of Strahd.

    But in this specific circumstance, my bore with COS meant that I needed to end that story essentially for good. And a simple one shot break wouldn’t do it this time. We could go back to COS later, but my thinking right now… What would the consequences be if I kept up Curse of Strahd? I bet you this: 

    • The gameplay may have gotten more stale because I personally wasn’t invested anymore. I wouldn’t be having as much fun.
    • My players may have left one by one after a while. I was seeing this happen every week. (To be fair, I was also having issues keeping consistent with my games every week, which is a major issue. Thank goodness it’s fixed now).

    When you start a long-form videogame like Valheim or Satisfactory, you play for a while, but the gameplay starts to feel dull. Yet, you yearn to try again. You want to try anew with the knowledge of experience and the nostalgia you felt before! And sometimes that works. Even if it’s the same experience essentially, you’ve gotten to your original point faster. Or at least more efficiently.

    I felt exactly the same when I started Waterdeep: Dragonheist a few weeks ago with my players. The feeling of starting session 0 again with the knowledge of how to run D&D as an actually experienced DM is pretty great. Exploring a new setting is invigorating, too, and my veteran players loved the creation of their new characters. My favorite character at the party so far is actually a new player. He’s doing an Owlin Wizard that’s 2 feet tall. A brilliant character design. 

    Have You Switched Modules Before? What Tips Would You Share?

    It’s funny to think I was so resistant to switching up D&D stories. After this paradigm shift, my threshold for making the switch consists of knowing exactly when the party’s story should end. –And the party’s story doesn’t need to end when the module ends. And that’s okay. If anything, it returns to form what a tabletop game actually is. It’s a game. There are end conditions, and it is a treat to have the party survive and fight their way to the end of a module story without losing the souls of their characters in the process. Out-of-game, it’s a celebration to do so without life getting in the way. So: 

    1. If the party is severely compromised and affected or if there is a TPK (Team Party Kill, everyone dies), switch up the module/campaign story. 
    2. Also, switch it up if life gets in the way. The campaign type you are playing may be too long-form. Shorten it up with a short campaign instead. 
    3. Also, switch if you get bored! 

    My Curse of Strahd campaign was flirting with all three reasons. That’s my justification for switching, anyway. 

    No regrets. Sayonara, Barovia. Until next time! 

    Thanks for reading my article. What are your stories with switching up campaigns? Did you end up saving a game table by switching, or did it have the opposite effect? Have you ever finished a campaign in its entirety before? What was that process like? I’d love to hear about it!

    Thanks again, and have a great day. 

  • It’s a surreal experience for me writing this article after so long. Whatever people tend to say about time, one thing is true. It ages you. I hope I aged like a fine fire-wine, rather than as a lich rotting in its phylactery. I’m back! I’ve returned to write for the D&D players in the world who want to tell their stories, too, and to share some stories of my own. My journey has been a rollercoaster, and I’m excited to share it with you all. 

    So What Happened? 

    So much! Honestly, this past year was a blur. At first, I got burned out on writing and got myself into a rut. Then, I focused on work, but the allure of D&D entertainment was still fresh in my mind. I left my hotel front desk job and attempted to be a professional Game Master via startplayinggames.com, but an opportunity came. I became a GM for a hotel thanks to an excellent connection I made in my previous hotel career. Thanks, Fred!

    So this summer, when I became a general manager for a local hotel, it became an opportunity that I couldn’t pass up. It meant more income, but more importantly for myself, it meant learning about what it takes to manage a place I can be proud of hosting. My earlier experiences working as a news reporter first and then as a front desk agent for many hotels in the Pacific Northwest helped land me the position, I suppose. What’s funny is that I can easily say that I am a GM that GMs. However, I still personally prefer the term Dungeon Master. It just feels better in my heart.

    A GM that DMs. Ahh. Much better. 

    So Now I Come Dungeon Crawling Back…What Now? 

    You’ll get more content than the 10 articles I posted already! And I’ll be honest here, 10 articles from 2023 isn’t much. I need to do some serious updating with my webpage formatting and do better with some of the programming. However, I am pleased to see that despite the small number of articles I have posted, I have data in front of me. It’s really, really weird to me, but there is still a concurrent amount of viewers that go to the website. 

    That means that whatever I was doing, it was gathering interest. It means I must’ve been helping people (or, at the very least, entertaining them) with whatever article I wrote. So you can expect more articles. I want to try to post semi-daily every week. That means that within a few short weeks, I should more than double the content I have produced for this site. That isn’t saying much, though. But I’m committed to providing more content that you’ll enjoy. 

    What is going to be really cool to explore is adding media to the blog. I am very interested in making videos, which could include tutorials, interviews with prominent D&D community members, podcasts, and maybe some funny TikTok memes. 

    Dungeons With Dragons Is About The Fun of Tabletop Gaming 

    No matter what I plan to do with Dungeons With Dragons, it will be about having fun with roleplaying games and celebrating this excellent hobby with like-minded people. While some art may be AI-generated (hopefully not for long), the writing will never be artificially written. This is my excuse to flex my writing muscles and to put my own critical thinking to the test. 

    Just like how I used D&D to escape my mundane life and attempt to entertain others, I also want DWD to entertain you. I want to teach beginners that DMing isn’t as hard as some make it out to be, and I want to get back into this sphere again. 

    In the coming days, you’ll be coming across articles that will likely talk about some of the newest modules I’ve been playing. From new sections of Phandelver & Below, the re-imagined successor of D&D’s famous Phandalin adventure, to my recent explorations into the beautiful module Waterdeep: Dragonheist. I will also use this blog to feature my new Twitch channel, Dungeons With Dragons! While I will be playing video games on this channel, the main focus of this blog will be the live GMing sessions I plan to share with you. –Including any edited YouTube tutorials that result from those live streams. 

    In Closing

    I am very grateful to those that have read this article. Reading through what I wrote, it seems like some word soup. –And I may have plans that will make me busier. But the more I do stuff like this…you know, content creation? The more I feel in control of myself. I know that I’ll be learning so much more about the hobbies I love to explore. D&D. Writing. Video Editing. Teaching people and conveying my thoughts. Telling stories! I want to share that with you all in this blog.

    Thanks for letting me do that. Until the next article! Have a great day.

  • As Elven Barbarian Danithan Carthor sleeps, dreams come to him…

    Of The Grand Mountain, black upon white.

    Its shadow reaching, white upon black.

    The world spins, the mountain does not.

    The mountain shadow touches his, pain.

    Fear mixed with marked bravery.

    The Grand Mountain looms over him.


    This is a poem involving one of my players in our Lost Mines of Phandelver game. For Danithan, this dream references Ygthir Unsulah Del-Ull, one of the forgotten sons of Shar. Ominous.

    Ryan Grimes
  • The level 5 Warlock Elf eyes the battlefield. Grasslands merge into the plains, and a small squad of orcs are closing in. Having rolled initiative, the Warlock player rolls high and goes first. He grabs his shortsword and hurries to meet the first orc enemy! The Warlock chooses to attack. 

    A 7 on the dice. No hit, so the Warlock ends his turn. 

    The players, including the Dungeon Master, look at the Warlock player befuddled. The round continues. The Barbarian rages and prevents the Warlock from getting surrounded. The fighter joins in and uses an extra attack to dispatch the nearest orc, and the Wizard casts webbing to prevent the orcs from surrounding the team. 

    As the rounds go, and the Warlock takes similar actions, the DM eventually asks him if he plans to use any of his spell slots. But in this scenario, the Warlock player totally knows better. The elf had already used up his spells in the last battle, and they hadn’t finished a long rest yet! 

    But the DM reminds the Warlock about his Eldritch Invocations, which is another way to cast spells. 

    “What’s that?” The player asks. 

    Everyone else facepalms. 

    In this article, I aim to teach new and experienced players interested in the Warlock class about the features available to them at level 5. For simplicity, I only focus on the ones available to the Warlock from the Player’s Handbook (PHB). Some features and abilities won’t be listed because they are unavailable until higher levels (such as some Pact Features that become available to Warlocks at level 6). Without further ado, let’s get started! 


    Table of Contents:


    The Warlock at Level 5: Features & Abilities

    To start, the Warlock is a relatively complicated class to play compared to the Fighter or the Barbarian. The reason for this is the way Warlock spell slots work and the added ability called Eldritch Invocations. At level 5, the basic Warlock has:

    • Three cantrips they can choose from the Warlock spell list. 
    • Six spells they can learn from the Warlock spell list. (Level 5 warlocks only have access to 1st level through 3rd level spells.) 
    • Two spell slots at level 3 to use. (Again, level 5 warlocks have access to 1st-3rd level spells only.) 
    • 3 Eldritch Invocations the Warlock can use. Some invocations Warlocks can choose from have specific requirements related to levels or are pact-specific. Often, these invocations allow Warlocks to use more spells with little or no additional cost or grant particular abilities. 

    Warlock players can choose from three Otherworldly Patron types to make a pact with, which gives them added features and abilities. These patrons are not usually gods but are extraplanar beings from different realms. Or if they are god-like, they are vastly different from the known gods of the D&D multiverse. The description of these entities can be found in the Player’s Handbook, which I highly recommend getting, but here is a small excerpt: 

    1. The Archfey: Usually a lord or lady of the fey, their motivations are as myriad as their intentions are for you. They can be whimsical, but they do strive for great magical power. 
    2. The Fiend: Fiends are evil entities desiring the corruption or destruction of everything. – Potentially including you. 
    3. The Great Old One: This patron is mysterious and utterly foreign to your world. It could be from the Far Realms or an elder god known only through myth.  

    The Three Otherworldly Patrons:

    Here, I describe the features and abilities the Warlock gains from choosing one of the three available patrons available in the PHB. The Archfey, the Fiend, and the Great Old One. Each patron has several features available to the Warlock. However, at level 5, they only have access to one feature from each patron. The next feature does not appear until level 6, so I won’t be detailing those just yet (perhaps in another article). 

    The Archfey: 

    No matter who your Archfey patron is, they will have granted your Warlock a boon of spells and one feature. This feature will have been available to you since level 1. 

    Expanded Spell List

    You know 6 of these specific Warlock spells at level 5: 

    • 1st Level: Faerie Fire, Sleep 
    • 2nd Level: Calm Emotions, Phantasmal Force
    • 3rd Level: Blink, Plant Growth 

    Whenever your Warlock levels up, you can choose to replace one spell, which must match your spell slot level. Level 5 Warlocks have access to 3rd-level spell slots. 

    Spells that take attack actions can have the Warlock Proficiency (3) + Charisma modifier added to them. 

    Spells requiring saving throws follow this Save DC calculation: 8 + Warlock Proficiency (3) + Charisma Modifier. 

    You must have an arcane focus to cast these spells. 

    Fey Presence

    This feature gives your Warlock the ability to charm or frighten other creatures! 

    • The choice to charm or frighten creatures is up to the player. 
    • The aura of Fey Presence is a 10 ft. square originating from the player. The effect lasts until the end of your next turn. 
    • Any creature within the aura must make a Spell Save DC: 8 + Warlock Proficiency (3) + Charisma modifier. 
    • Fey Presence recharges after taking a short or long rest. 

    Cosmetic Reminder: 

    The PHB encourages players to factor in fey-flavored cosmetic changes to their chosen weapons and patron abilities. For example, Warlocks with the Pact of the Tome may have a leafed book wrapped in shadowy pages. Warlocks with Pact of the Blade may have vines adorning their pact weapon. Food for thought! 

    The Fiend:

    No matter who your Fiend patron is, they will have granted your Warlock a boon of spells and one feature. This feature will have been available to you since level 1. 

    Expanded Spell List

    You know 6 of these specific Warlock spells at level 5: 

    • 1st Level: Burning Hands, Command
    • 2nd Level: Blindness / Deafness, Scorching Ray
    • 3rd Level: Fireball, Stinking Cloud

    Whenever your Warlock levels up, you can choose to replace one spell, which must match your spell slot level. Level 5 Warlocks have access to 3rd-level spell slots. 

    Spells that take attack actions can have the Warlock Proficiency (3) + Charisma modifier added to them. 

    Spells requiring saving throws follow this Save DC calculation: 8 + Warlock Proficiency (3) + Charisma Modifier. 

    You must have an arcane focus to cast these spells. 

    Dark One’s Blessing: 

    You gain temporary hit points when you reduce a hostile creature to 0 HP! 

    The calculation for the temporary hit points: Charisma Modifier + Warlock Level (5). 

    Note about Temporary Hitpoints: Temporary hit points disappear after a long rest, and you cannot add temporary hit points cumulatively. To clarify: If your Warlock has 4 temporary hit points, and they recently gained 8 temporary hit points, the player can choose which number to keep, but they cannot add them to a total of 12 temp hit points. They can only choose 4, or 8. The temp hit points they don’t select get removed.

    The Great Old One:

    No matter who your Great Old One patron is, they will have granted your Warlock a boon of spells and one feature. This feature will have been available to you since level 1. 

    Expanded Spell List

    You know 6 of these specific Warlock spells at level 5: 

    • 1st Level: Dissonant Whispers, Tasha’s Hideous Laughter
    • 2nd Level: Detect Thoughts, Phantasmal Force
    • 3rd Level: Clairvoyance, Sending

    Whenever your Warlock levels up, you can choose to replace one spell, which must match your spell slot level. Level 5 Warlocks have access to 3rd-level spell slots. 

    Spells that take attack actions can have the Warlock Proficiency (3) + Charisma modifier added to them. 

    Spells requiring saving throws follow this Save DC calculation: 8 + Warlock Proficiency (3) + Charisma Modifier. 

    You must have an arcane focus to cast these spells. 

    Awakened Mind: 

    You can communicate telepathically with any creature you see within 30 feet of you! 

    Note: The creature you communicate with must understand at least one language. 


    About Warlock Pacts:

    Warlock Pacts are the specific gifts granted to your Warlock by their patron. In the PHB, there are 3 Pacts for Warlocks to choose from, which give particular features: 

    • Pact of the Tome
    • Pact of the Blade
    • Pact of the Chain

    Pact of the Tome

    You gain the Book of Shadows Feature! This feature allows you to choose 3 cantrips from any class spell list and add them to the Book of Shadows grimoire that you receive from your patron. 

    • With the book, your Warlock can cast those cantrips at will! 
    • These additional cantrips do not count against the number of cantrips your Warlock already knows. 
    • If the Book of Shadows is lost, your Warlock can perform a 1-hour ceremony to receive a replacement from their patron (Which includes short/long rests). The previous book is destroyed. 
    • The Book of Shadows turns to ash when your Warlock dies. 

    Pact of the Blade 

    You can now use an action to create a specific pact weapon in your Warlock’s hand! This weapon takes any form of the Warlock’s choice, and they are proficient with it. This weapon’s damage is magical too! 

    • The weapon will disappear if it is over 5 feet away from your Warlock for over a minute. This weapon also disappears if it is summoned again, if the weapon is dismissed (no action needed), or if the Warlock dies. 
    • A magical weapon can convert to a Warlock’s pact weapon by performing a 1-hour ritual. The PHB says it can be done during a short rest. When the new weapon gets dismissed, it goes to an extra-dimensional space until it gets summoned again. The new weapon ceases being the Warlock’s pact weapon if they die, if they perform the ritual on another weapon, or if they perform a similar ceremony to break their bond to it (Where the weapon will appear at the Warlock’s feet if it’s still in the other dimension). 
    • Artifact and sentient weapons cannot turn into pact weapons (Personally, I’d allow it as a DM. That sounds cool)

    Pact of the Chain 

    You now know the find familiar spell and can cast it as a ritual! Find familiar will not count against the number of spells you already know. Learning about find familiar is essential to understanding Pact of the Chain better, so here it is in detail: 

    Find Familiar – You gain the service of a spirit animal! They can be any form you choose below:

    • Bat
    • Cat
    • Crab
    • Frog (Toad)
    • Hawk
    • Lizard
    • Octopus
    • Owl
    • Poisonous Snake
    • Fish
    • Rat
    • Raven
    • Sea Horse
    • Spider
    • Weasel

    This familiar appears in an unoccupied space in range of the Warlock and has the monster statistics of the chosen form. It will always type as a celestial, fey, or fiend instead of a beast. — Determined by the Warlock. 

    • The familiar is independent, but it will always obey the Warlock’s commands. It has its own initiative in combat and acts on its own. A familiar cannot attack but can take other actions as usual. 
    • If the familiar drops to 0 HP, it disappears and leaves anything it wore or carried behind. It will reappear when casting the find familiar spell again. A warlock can temporarily dismiss the familiar to a pocket dimension (Pokemon style) or even banish it forever. If it is temporarily dismissed, you can take an action to make it reappear anywhere within 30 feet of the Warlock as long as it’s still an unoccupied space. 
    • While your familiar is 100 feet from you, you can talk to it telepathically! Also, as an action, you can see and hear what your familiar can and gain any additional senses the familiar has. However, you are deaf and blind to your own. 
    • Only one summoned familiar can occur at a time. If the Warlock does cast find familiar, the current familiar transforms into another chosen creature of the Warlock’s choosing (from the list above). 
    • Your Warlock can use touch-based spells with their familiar! If the familiar is within 100 feet and it uses a reaction to deliver the spell, they can cast it instead of the Warlock. If this spell requires an attack roll, the Warlock’s attack modifier is used for that roll. 

    With that out of the way…

    Pact of the Chain entails the following: 

    Instead of the available list of forms from above, your Warlock is entitled to these additional familiar forms: 

    • Imp
    • Pseudodragon
    • Quasit
    • Sprite

    The Warlock’s familiar also adopts the stats of the chosen form.  

    • Additionally, if the Warlock chooses to forgo attacking on their turn, the familiar can attack instead! When the familiar attacks, it does so with a reaction. 
    • Your familiar is much more cunning than other familiars and takes on the attributes tied to your patron. If it must default to a particular form, your familiar will always default to your patron’s type (Fiend equals imp, Archfey equals sprite, etc.). 

    About Eldritch Invocations

    A 5th-level Warlock should have 3 Eldritch Invocations they can cast. –Which means your Warlock can do special magic that other magic-wielding classes cannot! Remember that this list pertains only to PHB invocations that a Warlock can do at level 5. There are other invocations from other modules and at higher levels. Here are the basic rules for Eldritch Invocations:

    • When you gain a level in the Warlock class, you can pick an invocation you learned and replace it with another invocation. 
    • A level requisite in the detailed description of invocations refers to Warlock levels, not character levels. For people who love multi-classing, beware of this fact! 
    • If an invocation has prerequisites, you must reach that threshold to learn it. Invocations can be understood at the same time that you reach that requisite. (Personal note: it reminds me of the videogame Valheim, where your Viking character somehow “knows” what a new item does when you pick it up from the ground… If you don’t have that game, I highly recommend it!)

    Here are all the PHB Eldritch Invocations available to the level 5 Warlock. I grouped them up by requisites (or lack thereof) so aspiring Warlocks can choose their invocations easily:

    Eldritch Blast & Eldritch Invocations that enhance it:

    Before we can dive into the eldritch invocations for Eldritch Blast, it’s important to note what the cantrip can do at the base level for Level 5 Warlocks because it’s pretty important:

    • As an action, you can create up to 2 beams of energy at a range of 120 ft to attack a creature. 
    • If this spell hits, the creature takes 1d10 force damage. 
    • Each beam attack from eldritch blast requires its own attack roll (3 + CHA). 
    • You can choose to attack different enemies with different beams! 

    This base cantrip is powerful! The fact that you can do two attacks instead of one makes the Warlock on par with the Barbarian in terms of attacking power. It’s fascinating, considering you can attack at range. The fact that you can augment eldritch blast to do additional things makes this a must-have for Warlocks looking to deal damage or control the battle, which we will get into below.

    The following invocations require the eldritch blast cantrip, which your Warlock must learn to use:

    Agonizing Blast – When casting eldritch blast, you can add your Charisma modifier to your damage when it hits! 

    Eldritch Spear – When casting eldritch blast, you can extend its range to 300 feet!

    Repelling Blast – When you hit a creature with eldritch blast, you can choose to push it 10 feet away!

    Pact Invocations: 

    These invocations have requisites involving the PHB available pacts, such as: 

    • Pact of the Tome
    • Pact of the Blade
    • Pact of the Chain

    Pact of the Tome: 

    • Book of Ancient Secrets – This invocation grants many boons. You can add two 1st-level spell rituals from any class spell list to your Book of Shadows!
      • These ritual spells do not count against the spells your Warlock knows. 
      • As long as the book is in your hand, you can cast those spells only as rituals unless your Warlock learned them another way. 
      • This allows you to cast a Warlock spell that you already know as a ritual (as long as that spell has a ritual tag). 
      • You are free to add additional ritual spells to the Book of Shadows. When added, the spell level must be equal to or less than half your Warlock’s level rounded up (so a level 5 Warlock can inscribe a level 2 ritual spell, but not a level 3 spell). The time and cost it takes to transcribe the spell is 2 hours and 50 gold pieces for rare inks to write them down. 

    Pact of the Blade: 

    • Thirsting Blade – You can now attack with your pact weapon twice when taking the attack action on your turn! 

    Pact of the Chain: 

    • Voice of the Chain Master – You can now communicate with your familiar telepathically!
      • You can also perceive through your familiar’s senses as long as they are on the same plane. 
      • You are also able to speak through your familiar in your own voice, even if that familiar isn’t capable of speaking. 

    Eldritch Invocations With No Requisites: 

    These Eldritch Invocations for level 5 Warlocks are accessible without any requisites (Some may require Warlocks to be level 5, but no higher). Some of these eldritch invocations allow you to cast spells for free, while others will enable you to expend a Warlock spell slot to cast spells instead. Some of these are very useful: 

    Armor of Shadows – You can cast the mage armor spell at will without using a spell slot or materials! 


    Beast Speech – You can cast the speak with animals spell at will without using a spell slot! 


    Beguiling Influence – You are now proficient with Deception and Persuasion! 


    Devil’s Sight – You can see in darkness, magical or otherwise, up to 120 feet! 


    Eldritch Sight – You can cast the detect magic spell at will without using a spell slot! 


    Eyes of the Rune Keeper – You can read any form of writing! 


    Fiendish Vigor – You can cast a level 1 false life spell on yourself without using a spell slot or materials!


    Gaze of Two Minds – As an action, you can touch a willing humanoid and perceive its senses until the end of your next turn! 

    • You can extend the effect’s duration for subsequent turns as long as the humanoid is on the same plane of existence as you.
    • You gain any special senses the humanoid may have. 
    • You are blinded and deafened to your own senses. 

    Mask of Many Faces – You can cast the disguise self spell at will without using a spell slot! 


    Mire the Mind – You can cast the slow spell with a Warlock spell slot! 

    • You can only do this again after you finish a long rest. 

    Misty Visions – You can cast the silent image spell at will without using a spell slot or materials! 


    One with Shadows – Whenever you are in dim light or the dark, you can use an action to become invisible! 

    • You become visible again when you move, take an action, or take a reaction. 

    Sign of Ill Omen – You can use a Warlock spell slot to cast the bestow curse spell! 

    • You can only do this again after you finish a long rest. 

    Thief of Five Fates – You can use a Warlock spell slot to cast the bane spell! 

    • You can only do this again after you finish a long rest. 

    After reading and writing through the invocations, my favorite is the One With Shadows invocation. 

    Remember that a level 5 Warlock can only choose up to 3 Eldritch Invocations at this time. So make sure to choose them wisely! You can only change one invocation once you level up again. 


    Ability Score Improvement

    The ability score improvement to your Warlock’s character sheet will have been achieved by level 4. So your Warlock should have been able to increase their ability score by 2, or instead choose to increase two ability scores by 1. You cannot increase an ability score above 20, or the dragon in the article may try to convince your patron to consume your soul.


    Now You Know All About the Warlock at Level 5! 

    I hope I made it easier for players to understand what the Warlock can be capable of in Dungeons and Dragons 5e. There is so much more content to dive into involving the Warlock. I mean, I haven’t even gotten into the features, pacts, and invocations from other modules! –And already it’s a lot of info! 

    I can say that the Warlock is one of the most versatile classes in D&D. Choosing to multi-class a warlock with another class, such as Rogue, can turn your character into an excellent assassin. I’m still drooling over the power to remain invisible at will, thanks to the One With Shadows eldritch invocation ability. The next time I get to play D&D as a player character (hah!), I’ll try out that build. 

    I cannot understate the potential of this class enough. If you want to be all about combat, you can go all in on Pact of the Blade and supplement it with the Eldritch Blast cantrip and invocation abilities. 

    Or, if you want to go more into RP and to socialize, your Warlock can easily use Beast Speech, Beguiling Influence, and Eyes of the Runekeeper invocations to persuade NPCs and perceive things in-game that other players would have a hard time with. Tie this with Pact of the Chain, where you can manipulate your familiar to places that your Warlock cannot reach, and you can break out and escape any area that may confine you! 

    Very fun. 

    Is there anything else I should mention about the Warlock at level 5? Do you have any suggestions, or did I make a mistake anywhere? Please let me know! Thank you so much for reading. 

  • And I came up with a wonderful idea for where to take my blog, Dungeons With Dragons. 

    I want to make this life of ours a fun place to be around, just like how it is in Dungeons & Dragons. There’s a lot in the subject of life where we could apply the lessons that D&D can teach you. Don’t believe me? 

    I’ll prove it to you. But first you have to join my party.  Want some stew with that ale?

    Welcome to Session 0

    Starting with this website, and with a little trust from you, I’ll start talking about my thoughts on life’s lessons that could help you live it just a bit easier. Just from a Dungeons With Dragons Blog point of view.

    If you’re not interested in that, I still plan to talk about D&D in the same format I have been. How to play the game, class and character help, thoughts and information on monsters. You know, technical D&D 5e stuff that players of the game should know about. –But don’t be surprised if you find a side post about how gods darned tasty my mom’s stew was. I’m not gonna go into the details, but inspiration hit me like a Dungeon Master granting it when I tasted it. The stew was that good. 

    The inspiration was that I thought of the reason for this article: “So I Was Eating My Mom’s Stew”. 

    Here’s my point: I just want to make this blog fun, damnit. That means gamifying it a little bit. Having fun with the formatting and inviting others to participate in the making of the website. To help turn it into an interactive place of wonder. 

    For example, I want to reveal that I’ve been looking into implementing a custom dice system into the website. My first implementation will be to code in a dragon rolling a d20 to the bottom of the page. Here’s a preliminary gif that will be at the top of the home page:

    And the bottom of the page will be a randomized d20, it would look sort of like this: 

    But randomized of course.

    What do you think about it? I need to figure out the coding. Get into Javascript. I’m thinking of using Chat GPT to teach me coding and figure it all out. Feel free to give me feedback.

    So, Please Roll Your Character!

    Were I to be any DND character, I’d probably be a Bard in my current scenario. A human Bard. I’ve told you about my character, what about yours?

    If this is Dungeons With Dragons, will you help me explore this dungeon? I’ll write you notes every once in a while as we carefully meet the dragons ahead. You seem more like the quiet type, anyway. Am I wrong? 

    If you find something interesting, feel free to click on it. It might be important. A note. A picture. A peak at my inventory. As if I’d let you do that willingly. –You may have to roll the dice to do Sleight of Hand. Maybe it’s to perceive something else, like a monster or an ally. Whatever it is, I just want it to be fun to interact with. You’ll know to click it when you see it. 

    Thanks for reading Dungeons With Dragons. Stay tuned for these changes. Check back often. You may notice a dragon you’ve never seen before.