• Justin Handlin

Creating Custom Class Options

Listen: Episode 29: Creating Custom Class Options

Crit Academy covers guidelines offered by Wizards of the Coast on creating custom D&D class options.

"Sometimes a campaign will have special needs for archetypes or character options not found in the existing official material. If you’re in this situation, you might want to modify one or more of the classes in the game in order to provide options for players looking for a unique twist on their characters’ abilities. However, modifying a class is not something that should be undertaken lightly, and the job requires some serious effort, playtesting, and revision to get it right. The two best ways to modify a class are to swap out some class features for different ones, and to add new to an existing class. This article presents methods that will help you to use existing mechanics as a model, while drawing upon features of other classes for inspiration."

Find Original Article Here

Unearthed Tips and Tricks: New and reusable D&D content for you to bring with you on your next adventure.

Character Concept: Wizards Ink!

This sort of reflavor may require permission from your Dungeon Master. While it shouldn't change the mechanics for the most part, some DMs may take issue with the fact they can't strip away your spellbook to limit your casting. In our experience this doesn't happen often.

This wizard is without a spellbook. He got so sick and tired of losing it,(forgetfulness, damaged, stolen) That he decided he would tattoo all of his spells onto his skin.

In harder to reach areas he has the incantations written backwards and uses a mirror to read them.

If the wizard uses a familiar, he could use it to read aloud the incantations for him when preparing them.

Monster Variant: Thundering Ogre: Bregruk Thunderclub

Origin: Ogre


Thunderous Strikes: When this creature takes the attack action with any bludgeoning weapon, it can use its bonus action to imbue the attack with thunder magic causing its weapon to ring with thunder that is audible within 300 feet of it. The attack deals an extra 1d8 thunder damage. Regardless if the attack is successful the creature must succeed a strength saving throw of 13 or be pushed back 10 feet away and knocked prone.

Earth Splitter: The creature uses its action to strike the ground, opening fissures in a 15ft cone effect in front of it. All creatures make a dex save of 13. On a failed save the target is caught in a fissure and the target is grappled. The target can break the grapple with a dex or str check DC 13.

Encounter: Lost in the Desert!

Travel is often overlooked in the D&D world. While it is important to make sure the players don't get board by minutes of exposition, you can easily make travel encounters interesting. Here we discuss some interesting ways to make desert travel fun, and challenging.

The focus is non-combat situations, such as;


Heat exhaustion/dehydration

Mirages/hallucinations – damage if extreme: Utilize spell effects such as phantasmal force or hallucinatory terrain.

Sandstorms – blinding, and windy knockbacks/prone

Poisonous Plants – adds to dehydration effect

Quicksand or shallow mounds.

Fall/Slide down and lose equipment.