quinta-feira, 4 de outubro de 2018

List of Free 5E Material




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Here's a list of free or pay-what-you-want materials for 5E available in the internet: naval combat, jousting, magitech guns,  magical tattoos, stronghold building and much more.


It includes several tables and a list of examples.


Your players want to invest into a forge? Buy a bussiness? The DMG's rules aren't good enough? Use this. It has details such as investiments, types of bussinesses, possible random events and more. The material should solve many issues for groups dedicated to this kind of downtime activity.


For creating airships and other flying vehicles. As the author says, it's a way for the players to expend their surplus gold. It's also good for a campaign based on Spelljammer or Final Fantasy. It includes several hull sizes and components. However, it is flawed. It has only a single example, a small craft. It is unclear how many PVs bigger airships should have. It also fails at indicating just how much such airships should cost. Two possible ways to deal with this are: use the rules dealing with objects in the DMG, page 246, which basically treats them in more abstract ways, controled by the GM; or one could use the ships in Expanded Sailing, seen below, as a basis, perhaps multiplying the cost by five or ten. 


A list of weapons and armour representing a period corresponding to the Bronze or Iron age.


This has 80 magical items, five new materials, two races, besides weapons and armour for modern and post-apocalyptic campaigns.

 
A full 1-20 class, focused on integrating technomagical implants and prosthetics in the character's body, becoming a sort of half-golem or cyborg. The implant variety (34) ensures a good amount of customization. It is a hybrid class, having physical abilities as well as being able to cast spells.


A great compendium with races, subclasses, classes, backgrounds, feats, magical traps, spells, variant rules and more. A treat for players as well as GMs.


Do you like necromancy but is unsatisfied with the official material? Want new rules, a full class, new undead, variants, items, diseases and more? If so, check out these three materials.


A huge list of fantasy plants, a total of 179 pages. Each plant has its use, be it for the GM or the player.


Five pages detailing three types of guns which can fire acid, ice and other magical projectiles, according to the gemstone attached to the gun. Includes upgrades. Quite suitable for Eberron.


A big list of varied warriors and soldiers that armies might have, from the human peasant to the draconic champion. The idea is to show how a group or army of well trained and equipped NPCs might seriously threaten the players. Of course, said NPCs might also be hired by the players themselves to garrison their headquarters or to form an allied army.


For battles between great armies, adapting the rules into a kind of wargame where the players still have a decisive role. I personally thought the rules have a good abalance of complexity, customization and realism, but I guess it will depend a lot on one's tastes.


Simply a homebrew to acquire and use magical tattoos. It lacks playtesting and reviews, so be careful. That said, magical countermeasures should be effective against which are basically spells.


Do you want naval combat? Cannons? Several ships and their prices? Upgrades? It's all here.


Two suplements for detailing and making more interesting the travel along faraway and wild lands. Includes basic and advanced rules, as well as rules for several types of environments, climates and environmental dangers. Quite relevant for rangers characters. The "Fulvano's" is interesting for those which wish to control the consumption and foraging of food and water of the group.


Eight guns, detailed rules, cost etc, everything the DMG lacks.


The players want to create a base of operations? Here it is. Whatever it is a guild at a city or an outpost in the borders, this material has rules to create, maintain, occupy and improve several types of structures. Quite detailed but still doesn't adds too many rules. 


A detailed guide about feudalism and how to use it on your game. It's great for those which wish to make campaigns with political intrigue and in which the players are nobles.


A total of eight lovecraftian monsters. Not only to fight, some of them might be bartered with...


These three bring magitech items, monsters and archetypes, very suitable for an Eberron campaign.


Everything you need to do a jousting tournament, be it like a mini-adventure or as part of a campaign. 


These suplements bring planes from MtG, showing how to adapt them for 5E. They also include new races and monsters.


This material brings a gigantic city-state called Mirrorrim, built between the desert and the sea, over a megadungeon which people are forbidden from entering. Includes a map, new races and a few other details. It's interesting, making one wanting for more of what seems to be a future setting.


A total of 10 exotic and creative races to bring more variety and spice for your world.

Everything you need to make a Wild West campaign using 5E's rules" Guns, rules, character creation tips, GM advice etc.


Here we have companies of soldiers with stats made as if they were swarms, allowing for skirmishes and small battles without needing new rules.


It will save some time for the GM which wants to put a merchant in the players' path. It goes from the seed seller up to the fey with bizarre deals, all with extensive and detailed tables.


The first in a series of campaign guides, bestiaries, adventures and more dedicated to detailing and expanding Maztica, a neglected region of the Forgotten Realms, based on mesoamerican culture and mythology, like aztecs and incas. The link above has the links for the other supplements, all available for free. The total material is very rich, good enough to be a setting all on its own.


Here we have new rules and descriptions for the many items found in the PH, as well as some new ones, like the smoke bomb.


I have seen many people unsatisfied with the poisons of the official material. This supplement solves the problem. Detailed rules for many different poisons, be they harvested from plants or complex alchemies.


Bonus: this very blog has free content, such as unique races, monsters, a small list of cannons and rockets and an equipment guide for our setting, Atma.

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