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10 FREE Magic Weapons For Your Game

To celebrate the launch of my latest title, Esquiel’s Guide to Magic Weapons (available to buy on the DM’s Guild), I would like to offer my readers my ten favourite weapons in the book, for free, for their 5th edition Dungeons & Dragons gameplay.

Now available on the the DMs Guild

One of my main goals in writing the guide was to craft at least one magical arm for every weapon type in the Player’s Handbook, particularly as the Dungeon Master’s Guide offers very few options besides swords. I wanted to offer gamers way more variety, and to ensure that, no matter what obscure weapon a PC fights with, the owner of this book has a ready-made magic arm for them.

Of course, it was also crucial to create balanced weapons, so that DMs can confidently drop these creations into their sessions without causing headaches for themselves. For this reason 90% of the mechanics are ones you’ve seen somewhere else in the game… ie. you know they work!

Hopefully these 10 sample weapons will prove a lot of fun at your table, and may even inspire you to go ahead and invest in the book.

My Ten Favourite Weapons

1. Bloodthirsty Battleaxe

Battleaxe, very rare (requires attunement)
This vicious battleaxe craves the fury of combat, filling its wielder with bloodlust as it scythes down the enemy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you reduce a creature to 0 hit points with this weapon, you gain 1d6 temporary hit points and can make one melee attack with the axe as a bonus action.

This axe is perfect for a mass brawl against a horde of lower level baddies. It borrows one of the features of the Greater Weapon Fighting feat that I love, and lets someone who fights with a one-handed weapon use it as well.

2. Rogue Bow

Shortbow, legendary (requires attunement by a rogue)
The magic weapon has 5 charges for the following properties. It regains 1d4+1 charges daily at dawn.

Poison Arrow. You speak a command and expend 1 charge to coat an arrow you have nocked with thick black venom. A creature hit by the arrow must make a DC 15 Constitution saving throw. On a failed save, they take an additional 4d4 poison damage and become poisoned for one minute. On a success, they take half as much damage and are not poisoned.

Sleep Arrow. You speak a command and expend 1 charge to place a charm on an arrow you have nocked. Should you hit your target, roll 5d8. If the number is equal or greater than the target’s hit points, it falls into a magical slumber. They remain unconscious for one minute, awakening only if they take damage, or another creature spends their action to shake or slap them awake.

Smoke Bomb. You can use an action and expend 1 charge to fire an arcane arrow, which lands at a point within range and starts to emit a cloud of smoke. One round after it lands, the smoke creates a heavily obscured area in a 20-foot-radius. A moderate wind disperses the smoke in 4 rounds; a strong wind disperses it in 1 round.

Flashbang. You can use an action and expend 2 charges to fire an arcane arrow at a point within range. It explodes with a deafening crack and blinding flash of light. Each creature within 20 feet of the impact point must succeed on a DC 15 Intelligence saving throw or be stunned until the start of your next turn.

Grappling Arrow. You may expend 1 charge to transform an ordinary arrow into a slender but durable grappling hook. You may fire the grappling hook at bow range, and a thin gossamer rope will magically uncoil behind it, matching the distance of the arrow flight. If you successfully secure the grappling hook (DM to determine difficulty), the rope is strong enough to support 1000 lbs. of weight. After ten minutes, the grappling hook transforms back into an arrow and the magic rope dissolves into nothingness.

Frag Grenade. You can use an action and expend 2 charges to fire an arcane arrow at a point within range. It explodes on impact, spraying the area with razor sharp pieces of rock. Each creature within 20 feet of the impact point must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much on a successful one.

This is the ultimate utility weapon for the rogue, and gives them a nice range of abilities that perfectly complement their sneaky ways.

3. Earthquaker

Greatclub, legendary (requires attunement, by someone with at least 15 Strength)
This greatclub appears to be no more than a large and gnarly piece of black and deadened wood, with nothing in the way of adornment, however, it is infused with earth-shattering power.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The weapon magic weapon has 5 charges for the following properties. It regains 1d4+1 charges daily at dawn.

Giant Blow. While holding the weapon, you can use a bonus action and expend 1 charge to temporarily invoke the strength of a stone giant. For the rest of your turn, when you make a melee attack with the weapon, your Strength modifier is +6, and the weapon deals 3d8 bludgeoning damage.

Earthquake. Smashing the ground in front of you with the club, you can use an action and expend 3 charges to create an earthquake. You create a fissure 10 feet wide that extends 2d6 x 10 feet in front of you and is 1d10 x 10 feet deep. A creature standing on a spot where the fissure opens must succeed on a DC 15 Dexterity saving throw or fall in, and take bludgeoning damage from the fall. A creature that successfully saves moves with the fissure’s edge as it opens. As the earth tremors and shakes, the ground within 20 feet of the fissure becomes difficult terrain until the start of your next turn, and any creature standing in this area must succeed on a DC 12 Dexterity saving throw or fall prone. Any spellcaster concentrating in this area must make a DC 10 Constitution saving throw. On a failed save, the caster’s concentration is broken.

Fans of the Dungeons & Dragons cartoon from the 80s will recognise this weapon, wielded by Bobby the Barbarian. To limit its powers I simply added the charges mechanic, which is one I love in general, as it constantly poses a choice for characters… should I use a charge now, or might I need it more later! Also included in the book are a whole range of Hank style bows, that do different types of energy damage (each has a secondary minor effect), and one master Energy Bow suitable for epic level PCs, plus the Acrobat Staff.

4. Krakentooth

Dagger, very rare
This dagger is fashioned from the tooth of a kraken and is steeped in the magic essence of this ancient leviathan.

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

While holding this dagger you can breathe underwater, and you have advantage on melee attack rolls made with this weapon while underwater.

I wanted to make a Dragontooth dagger, but then I stumbled upon this. I’m glad I did because I think it prompted me to make a more interesting weapon.

5. Scream Stealer

Dagger, very rare
The demonic nature of this blade steals your victim’s screams as you strike them. When you hit a creature with an attack using this magic weapon, the creature is unable to speak, scream, or vocalise any sound, until the start of your next turn.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This is my favourite weapon in the whole book. If you manage to stab a magic user every round they wouldn’t be able to cast any spells that requires vocal components.

6. Commander’s Hammer

Warhammer, very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hammer has 5 charges, and it regains 1d4+1 expended charges daily at dawn.

Commander’s Strike. You may use a bonus action and expend 1 charge to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Compelled Duel. You may use a bonus action and expend 1 charge to compel an opponent into facing you in battle. Use the rules that govern the spell compelled duel but, whenever a Wisdom saving throw is called for, replace it with a Charisma contest.

Manoeuvering Attack. When you hit a creature with this magic weapon, you can expend 1 charge to manoeuvre one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Rallying Cry. You may use an action and expend 1 charge to bolster the resolve of your companions. When you do so, all friendly creatures within 30 feet of you, who can see or hear you, gain temporary hit points equal to 1d8 plus your Charisma modifier. Once a creature has benefitted from this effect, it must finish a short or long rest before being able to benefit from it again.

I like the versatility of this weapon, which packages up several cool abilities that already exist in 5e D&D but rarely get used in my experience.

7. Thunderstar

Morningstar, very rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon has 5 charges and regains 1d4+1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the weapon explodes with a mighty crack of thunder and any creature within 30 feet must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d6 thunder damage and is deafened for the next 10 minutes. On a successful save, the creature takes half as much damage and isn’t deafened.

While holding the morningstar, you can use a bonus action and expend 1 charge to call forth its thunderous energy. The next time you hit with a melee attack using this weapon it unleashes a thundercrack that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a Large-sized creature or smaller, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from you and knocked prone.

Thunderous Smite is one of my favourite spells… and now you don’t have to be a paladin to use it! It could have been thunder-anything, but thunderstar somehow felt right…

8. Moonsong

Greatsword, legendary (requires attunement by a lawful good creature)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This holy blade is able to detect evil. Whenever it is within 60 feet of an aberration, fiend or undead, it emits a low humming sound, and glows with a dim blueish-white light in a 15-foot radius.

When a paladin of devotion uses their Sacred Weapon Channel Divinity ability on Moonsong, it blazes with bright moonlight in a 30-foot radius, shedding dim light 30 feet beyond that, and sings with celestial fervour. For the duration of your Sacred Weapon ability, any aberration, fiend or undead within 30 feet of you has disadvantage on attack rolls. During this time, you cannot be charmed, frightened or possessed by them.

Paladin’s of devotion are the poor cousin of paladins of vengeance, so this weapon is a great reward for any PC who decided to play an old school lawful good paladin, providing a nice boost to their Sacred Weapon ability. I actually invented it for a PC of mine, Estelle, a kind of Joan of Arc style warrior. The glowing light is pretty handy if you’re a human!

9. Rakish Rapier

Rapier, legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The weapon has 5 charges and regains 1d4+1 expended charges daily at dawn.

Flurry of Blows. When you select the Attack action, you may expend 1 charge to make a melee attack against every creature within 5 feet of you.

Flurry of Parries. When a creature hits you with a melee attack, you can use your reaction and expend 1 charge to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You continue to benefit from this bonus against all further melee attacks against you, until the start of your next turn.

Riposte. If a creature misses you with a melee attack, you can use your reaction and expend 1 charge to make a melee attack against the creature.

Another weapon I invented for one of my PCs, the swashbuckler Drake Griffonheart (check my guide to playing a swashbuckler if you fancy playing a similarly stylish prince of panache), this rapier is deadly in the right hands. Using the riposte skill you can get a second sneak attack a round, whilst the flurry of parries and flurry of blows abilities help compensate for the fact the rogue only gets one main attack a round per round. This extra power is bounded by the charges mechanism, and therefore shouldn’t get out of hand!

10. Screamhoarder

Greatsword, legendary (requires attunement)
The hilt of this merciless blade is decorated with ghostly visages screaming in pain. The weapon stores the dying screams of those it strikes down, releasing their agony on its next victims.

When you hit a living creature with this weapon it must succeed on a DC 15 Wisdom saving throw or take an extra 5 hit points of psychic damage, as the death cries of the blade’s previous foes reverberate through the target’s very being.

For every creature with an Intelligence of 4 or above that you kill with this blade, add an additional 1 hit point to the psychic damage inflicted on a failed save.

When you roll a 20 on an attack roll made with this weapon, the trapped screams fly from the blade to assail the psyche of the target with their full force. The target has no saving throw against the extra psychic damage, and must make a DC 17 Wisdom saving throw or suffer from short-term madness ( p.259, DMG). When this happens, the sword’s additional psychic damage is reset to 5 hit points, as just the residual echoes of its victims’ death screams remain.

Curse. The imprisoned screams of the dead also threaten the sanity of anyone wielding the blade, wearing down their psyche over time. Whenever you score a critical hit with this weapon, you must succeed on a DC 15 Wisdom saving throw or roll on the indefinite madness table (p.260, DMG). You may suffer from multiple effects from this table. While sane you may choose to unattune to this weapon at any time. While suffering the effects of madness, all the usual rules of unattuning to a cursed weapon apply.

This is a very rare example of me moving away from tried and tested existing 5e mechanics to deliver something quite new and different. There are reasons why I didn’t do this very often, but in this case I think I am very pleased with the result, and it’s definitely one of the more memorable weapons in the guide!

Esquiel’s Guide to Magic Weapons

So there you go, my ten favourite magical arms, but it wasn’t easy to choose them. After all I made 110 more, and I’m confident you’ll like the majority of them.

The book also includes 20 new sets of magic armour, highlight amongst which are the Displacer Hide, Lizard Skin, Rogue Suit, Armour of the Golden Dawn and Arcane Shield.

Plus rules for superior, nonmagical weapons and armour (great if your PCs have a lot of cash but nothing to spend it on!).

An example of the interior layout and artwork.

Probably my favourite part of the entire guide is the DM’s Magic Weapon generator though, where you can randomly assemble 10,000s of unique arms using a list of tables that determine weapon type, bonus modifier, and magic property (around 70 cool properties, including curses, plus additional variations). This tool is particularly useful for generating weapons appropriate for low and mid-tier characters.

Within a few days of being available to buy, the book has already became a best seller of the DM’s Guilds, so don’t wait around… grab a copy, using the link below!

Buy Esquiel’s Guide to Magic Weapons on the DMs Guild

Review: Elminster’s Guide to Magic

If you’ve heard of the DMs Guild (an online marketplace for Dungeons & Dragons adventures, sourcebooks and supplements, written by everyone from Matt Mercer to yours truly), then you’ve probably heard of Elminster’s Guide to Magic. It’s been one of the best-selling products on the marketplace for some time now, with average review rating of over 4.5/5 at the time of publishing this post.

Having leafed through a copy recently I have to say I am not surprised in the slightest.

It’s a hefty tome (178 pages) of useful goodies, written by an experienced team of D&D creators, that includes:

  • 350+ new spells, including for bards, clerics, druids, paladins, rangers, sorcerers, warlocks and wizards (so for every spellcasting class basically!).
  • 50+ new magic items
  • A long list of magical trinkets
  • Lore about the magical factions of the Forgotten Realms
  • 8 new character archetypes.

That’s a lot of material right there, and exactly what many players, bored of casting thunderwave, haste and fireball are looking for.

The book is written in the voice of the sorcerer Ashemmon of Rhymanthiin, with the famous Elminster serving as a kind of editor, dropping in to make the odd droll remark or observation. Whilst it’s not written with quite the sparse craft and precision of a Wizards of the Coast official product, the prose is certainly better than you would expect of most community content and indeed rather funny at times. The formatting and artwork is also of high quality, giving the product a professional feel.

The best selling product on the DMs Guild is one to own

But let’s get to the meat already…

The New Spells

This book is all about the spells for me. As a player, learning the same old familiar incantations every day can get rather dull, whilst as a DM I want to be able to throw spells at PCs that they’ve never encountered before, thus bringing back some of the mystique and fear of enemy spellcasters back into the game. To this end I found plenty of new spells I would bring to my table. Ball lightning is a fun new way of blasting people (I think they actually converted it from an earlier edition of D&D), and one that carries on round after round, as your arcane artillery bounces around the battlefield. The spell freeze is so simple and brilliant that one wonders why it didn’t exist beforehand, abolish shadows is like light on steroids, and I like the cleric spell celestial fist – a damage dealing restrainer – a lot (although the saving throw once restrained should be Strength not Dexterity it seems to me!). Meanwhile spells like leaf into dagger and animal spy are hardly game changers, but have their charm (and uses).

Creating a spell is a tricky balancing business. It’s easy to get carried away and overpower them, whilst on the other hand, if the spell is any worse than those available who is going to bother to learn it? And by extension why bother create it? What is needed of course is new functionalities and subtle variations, operating at the same level of power as existing spells (at least those that are not grossly overpowered. I’m looking at you hypnotic pattern). If anything, my first impressions are that the publishers have erred on the side of caution and made their own creations a bit less powerful than the best available in the Player’s Handbook, rendering some of them redundant (to PCs at least. NPCs not driven to pick the optimal option every time could be perfect proponents of such spells, as per my comments above about throwing unfamiliar powers at parties). However I did as well find spells which seemed a little too powerful (at a glance at least). A few spells put me off by seeming too wordy and complicated, and there were many where, as a point of preference, I just didn’t like aesthetics of the spell’s effects (I could say the same of many in the Player’s Handbook as well!). A few could have been more accurately named.

If anything, rather than such a rich supply, I personally would have preferred a smaller tighter selection of spells that had been playtested to death. A bit like an album by your favourite artist, you’d prefer just the 5 or 6 great tracks to those same tracks, plus another half dozen that don’t stand out. Of course you can always discard what you don’t like… it’s just you need a bit more time to evaluate what’s hot and what’s not. Anyway considering the difficulty of pitching spells powers I think the publishers have done very well overall, with nothing falling too far either side of the mark (under vs overpowered) and plenty to get the creative juices flowing. It’s also worth noting that what I like and will use might be completely different to what someone else likes, so maybe we’ll forgive the publishers for opting for a high quantity product – it’s a more surefire way of providing something for everyone.

Magic Items (and trinkets)

I pretty much hate magic items as a rule. Not only do I dislike the high fantasy aesthetic, with players owning dozens of powerful arcane tools (give me a gritty Westerosi style setting instead please!), but they also unbalance play and detract from the much more satisfactory sensation of powering up via achieving new levels and experience-based abilities. But anyway, so as not to be a completely miserable bastard I took a look at what Elminster’s Guide to Magic has to offer on this front and found a few I really liked. Cat’s Eye Marble, conferring dark vision of 60ft is a lovely fix for the human in the party who has to lug a torch around every time they go underground, Leaf of Falling stops you having to learn feather fall every day (annoying use of a limited pool of prepared spells!), but a clear favourite is the Golden Tongue: This charm is the shape of a small golden tongue. It grants you advantage on Charisma (Persuasion) checks—however you are required to make your argument in rhyming couplets. If you fail to speak in rhyme when making the check, you take 1d8 psychic damage. Brilliant, that’s going in my next adventure for sure!

These were all labelled Wondrous Items, but there’s actually a list of Magical Trinkets that I like even more. Little treasures like a malachite figurine carved in the shape of a dragonfly, which flies around and kills any flies or mosquitoes in your presence and a crystal goldfish. When held, it enables you to hold your breath for 2 minutes longer can add fun and flavour to the game without any worry of unbalancing it. If nothing else they inspire the imagination!

Factions & Archetypes

I haven’t had time to go through all the factions and I’m not sure how many of them have been homebrewed vs. already alive in Realm’s lore (having taken up D&D again after a 20 years break, I’m seriously behind on my lore!), but anyway I do see some good material there for DMs to delve into for their campaigns. As for the new archetypes… it seems like homebrewing these are more or less an obsession for all DMs Guild creators, but they are almost always amongst the content I’m least likely to use. For one thing there are so many cool archetypes I haven’t had a chance to play in the Player’s Handbook and now in Xanathar’s Guide to Everything that there doesn’t strike me as any need for any more. The other is that these really do need more playtesting than a few rogue authors, no matter how experienced, can manage alone. WoTC have a massive team and vast community to draw on, and I don’t see myself playing anything other than their tried and tested archetypes, well ever, really. But maybe you’re different?

Other Stuff

There’s a few other bits and bobs in this supplement, such as a library of arcane texts (just for flavour), potential names of wizard towers, something about verbal components (turning the geek level right up to 11), and a pretty useful ‘Advice for Young Wizards’ section that most beginner to mid-level player can learn a few valuable lessons from.

Hipsters’ Conclusion

Elminster’s Guide to Magic is not perfect (although I suppose neither are the official WoTC products!) and you’re going to have do some sifting to separate the bits you like from the bits you don’t, and I sense a bit of tinkering here and there too, but given the depth and breadth of the content, for 15 dollars it has to be one of the best value-for-money products on the DMs Guild – if not the best. Every type of spellcaster is going to benefit from having a copy in their library, not just in terms of powering up, but in terms of unveiling exciting new possibilities. Meanwhile DMs who enjoy pitting their parties against nefarious evil spellcasters will love the looks of surprises on their PCs’ faces as they unveil new trick after new trick from up their baggy black sleeves. What’s more the material has a near infinite shelf life and is going to remain useful to you adventure after adventure, campaign after campaign. (Obviously when you buy an adventure you tend to only play it once!).

Buy It

You can buy Elminster’s Guide to Magic via the DMs Guild.

Finally, before you go, I have also homebrewed a few of my very own 5e spells for wizards which you can check out on this here blog. They will form part of a published adventure coming to the DMs Guild very soon!

Disclosure: I was gifted a free copy of this supplement. 

Saboteur: A New Roguish Archetype by the Kind GM

So recently I got in touch with fellow DM, blogger and Rogue-lover, Chris from the Kind GM and he was nice enough to send me a free copy of his 5e homebrew Roguish archetype, the Saboteur, which he co-authored with his friend Anastasios. I quote:

A cloaked figure slinks down a dark alleyway, and soon after the building behind it explodes in flames. A man hidden high in a tree watches with a grin as a flurry of spikes erupt from the forest floor, impaling a group of bandits. Saboteurs are experts at constructing traps and various other mechanisms and substances that allow them to create mayhem without placing themselves in direct danger.

A kind of arcane terrorist, the Saboteur’s weapon of choice are the traps he (or she) carries around with him (or her… I’m just going to continue using masculine form, from now!), which number his Rogue level times two. The archetype lists eight different types of trap, such as the Blaster Bomb (think hand grenade), Fire Nova Mine (think flaming landmine) and Thunderblast Trap (think Thunderwave in mine form), and a 3rd level Saboteur knows how to construct three of them.

Deploying a trap takes one action, whilst restocking them takes a long rest (they work a bit like spell slots in that respect). A PC can deploy different types of triggers such as pressure plate, tripwire or timer (and when they reach 9th level a remote trigger).

The result is a sneaky bastard who can cause absolute havoc on the battlefield… especially if he is expecting you.

Pros

I think this is a highly original archetype, and a chance to play a completely different type of character than exists in the Player’s Handbook.

A lot of creativity has gone into the traps and as well I think it opens the path for a lot of creativity for the PC on how they would deploy their arcane snares and wreak maximum chaos.

The archetype is properly laid out in the form of an official Rogue archetype.

Cons

I have a few questions about the gameplay, and how it would pan out in a session. For example Chris and Anastasios write:

When someone aware of your traps triggers one of them, they make the saving throws for its effects with advantage.

But one imagines that if a creature spots a trap they would then take care not to trigger it. Also there is a DC calculator for trap saving throws, but not for spotting the traps. (One imagines it might be the same however).

Also I found the mechanic that traps are automatically restocked during a long rest and kept in a magic satchel a bit too convenient. It seems that arcane traps should take some time to construct and not be something that effectively construct themselves when you’re having a nice sleep. So maybe I’d have advocated a saboteur with less traps, that are more powerful, but kept in a normal satchel (Bags of Holding, which is effectively what these satchels seem to be, are something I loathe about D&D… but I’ll write about that another time). The traps needn’t be that big, especially as they seem to be constructed at least partially using magic, so I don’t see a need for an additional magical item to hold them in. Related to this point, I think a more accurate name for this class would be Arcane Saboteur.

Finally, whilst I feel the class is pretty balanced, I think at lower levels this class is going to feel a bit overpowered compared to other Rogues. Maybe the number of traps should be more in line with the number of spell slots of an Arcane Trickster.

Final Verdict

Overall this is a really fun archetype, that might need a tiny bit of fine-tuning in order to fit on your table. A lot of creativity has gone into it and if you’re looking to play a Rogue with new potential this could be just the product for you.

You can buy it on the DM’s Guild right here. Average rating is 4.5/5 and it costs just 99 cents, so a low risk investment.

I would also highly advise you to check out Chris’ blog, which has a tonne of useful reviews and extensive lists of 5th edition resources.

Pssst… if you love Rogues don’t forget to read about my homebrew 5e Assassins Guild (The White Scorpions), my sample Rogue Assassin and my guide on how to play a cold-blooded contractual killer!

The White Scorpions: An Assassins’ Guild (5e D&D)

A bit like a football defense, festival ticket system, or wedding seating plan, crime is better when it’s organised. The lone wolf assassin may be good at the actual art of killing people, but who answers his emails, does his PR and marketing and collects his invoices? If he lives anywhere in the multiverse, then the answer should be his guild.

Admin. aside, there’s a reason every Dungeons & Dragons player should sign up their Rogue Assassin to a local guild, and that’s because a well thought out guild adds so much flavour to your PC, as they become part of a credible entity with a mission statement, code of conduct, mode of operations, insignia and other fantasy lore that will make roleplaying said character that much more enjoyable.

Every Dungeons & Dragons player should sign up their Rogue Assassin to a local guild… because a well thought out guild adds so much flavour to your PC, as they become part of a credible entity with a mission statement, code of conduct, mode of operations, insignia and other fantasy lore…

One of the first things I did after I was given an Assassin to play in my first 5e D&D session (after a 20 year hiatus from the game!) was start to work on the background of my cold-blooded killer. I asked myself many questions, such as: what could have happened to get her into the killing game? How did she attain her knowledge of stealth, poison and dealing deadly blows? But perhaps the most formative question I asked was how could she still be a nice person to be around, if slitting people’s throats was her profession? I didn’t want her to be that forever menacing character of slim principles who none of the other PCs could trust, mostly because it’s no fun for the rest of the party wondering if their beloved character who they’ve been playing for months / years is likely to be poisoned in the night by someone who is supposed to be on their side (this inter-party tension might be fun for a short time, but it soon wears thin!), but also because I myself prefer to play D&D as a team game, using our collective minds and abilities to overcome obstacles and challenges that come before us.

In short I wanted to play a good-aligned assassin.

So I asked myself, who kills without mercy, using any means necessary, but still has their principles and moral high ground. The answer was: vigilantes. People with a belief system, that in their mind at least, vindicates them going above and beyond the law to deliver their own vision of justice. And from this seed The Order of the White Scorpions were born.

As someone who enjoys attention to detail I created enough lore about the White Scorpions to publish a small book… and so that’s exactly what I’ve done, in the hope that others will enjoy playing an agent of this guild as much as I have over the last year or two.

The guide is on sale via the DMsGuide for the princely sum of $2.99. For the price of a cheap coffee here’s what you get:

What do you get with this e-book?

  • An introduction to The White Scorpions
  • A history of The White Scorpions
  • A mission statement
  • Secret signs for identifying one another
  • Three Maxims
  • Official Motto
  • Unofficial Motto
  • Organisational structure of the guild
  • Details on the Order’s secret tongue / cant
  • Favoured killing methods
  • Details on Necrodicta (death sentences)
  • Details and rules for a new poison – Deathstalker Scorpion Venom
  • A special dagger owned by each agent in the Order
  • Training methods
  • Scary initiation ceremony (including gameplay rules)
  • Duties, rules and regulations – a table of rules and punishments
  • Role of religion in the Order (and a prophecy)
  • Rules for adventuring as a White Scorpion
  • A fully developed new background: Trainee Assassin (for those characters who wish to join the guild at Level 1).
  • Character backgrounds and stat blocks of four prominent guild members, including Grandmaster Oblivion, and Xenia ‘Nightsting’ Zanetti.
  • Dungeon Master’s Class – 15 strong adventure hooks, and some general tips for bringing an assassin’s backstory into the game.

Who should buy this e-book and why?

1) Anyone playing a Rogue Assassin in 5th edition D&D. Because, for some loose change, you’ll be able to add so much more depth to your character and increase the amount of fun you have at the table with your PC.

2) Dungeon Masters with a Rogue Assassin in their party, especially if your adventure hasn’t begun yet. The Adventure Hooks section of the guide is very thorough and gives you 15 ideas you incorporate or base an adventure around, along with some advice on DMing with a Rogue Assassin at the table.

>>> Buy The White Scorpions Assassins Guild for 5th Edition Dungeons & Dragons <<<

This is my first ever product, so I’m excited to release it online into the www.ilderness. And if I make a few sales here and there I might even be able to carve out the time to write more material!

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