Compendium of Classes

One day arrives and brings the Compendium of Classes in its first edition. No longer have you search through all these rulebooks, only to puzzle your class together (like Paladin of the PHB and the Oath of the Crown from SCAG).
You can get it per my Supplement Site or just by licking on this link.
Compendium of Classes (kentusrpg)v1

I also made some minor corrections to the Compendium of Races. You can grab it at Supplement as well.

Compendium of Races

Hey there. This blog may be on pause, since my new work and a lot of D&D (there can’t be too much) eats my time well and I’m still half-moving, therefore I’m currently a bit much lazy. But sometimes I do some stuff, too, so here we are.
I’m reading through the Sword Coast Adventurer’s Guide and I’m surprised, how few character options are there. It seems that WotC wants to stick with the “slow but good”-pacing and I like it.
But since we already have different resources for player characters, I brought some together in one .pdf. This is a racial compendium, filled with fluff-texts and traits from the PHB, SCAG, DMG and EEPC. These are all official rulings, no homemade.
Maybe I’ll update it at a later occasion. But the next plan would be, to do the same for classes. Maybe one day…

Compendium of Races (kentusrpg)v2

EDIT: Updated to v2, some minor corrections.

Skinwalker – Otherworldly Patron

I made this for the forums and after a second look a few days later, I decided to put it here, too. It’s made for someone, who wanted to include the druid’s wild shape feature to the warlock class and asked the forum, what would be appropriate. So I simply made up a new subclass.

The Skinwalker

The warlock made a pact with a powerful shapeshifter or beast god, like Malar of the Forgotten Realms. This pact concentrates of attaining the ability to change into various beasts. This is much like the Moon druid subclass in many cases, but overall, this subclass is less powerful in most regards.

At 1st level you get the shapeshifter subtype and can grow either claws, fangs or a horn as a bonus action. Claws go with d4 finesse and light, the bite with d6 finesse and the horn with d8. You have proficiency with all kind of natural attacks. Additionally your beasty nature allows you to roll animal handling and charisma checks with advantage, as long as you interact with beasts.

Your pact spells could be:
1st – Beast Bond (EE Player Guide), Longstrider
2nd – Pass without Trace, Moonbeam
3rd – Bestow Curse, Nondetection
4th – Locate Creature, Greater Invisibility
5th – Commune with Nature, Reincarnate

At 3rd level you have to take a new form of a pact boon, Pact of the Beast. This will be your wildshape-kinda feature, even though it is more restricted. You can only use it once per short rest and have to spend a spell slot to do so. Otherwise it works like wildshape, even though you can use it as a bonus action (but not spend spell slots to heal yourself). And even though you should name it differently, you also get the Circle Forms.

At 6th you get the Primal Strike like a Moon Druid.

At 10th level when you’re in beastform, you have resistance to non-silvered, non-magical weapons to increase the unholiness of the shapeshifting nature. Your natural weapons also count as silvered.

At 14th level you can use your form of wild shape as often as you want, as long you have spell slots. You can even change your shape when you’re still in another.

You can add some druidic spells as invocations, like speak with animals at-will, conjure animals once per day by spending a spell slot, etc. I would choose those, who would make your warlock more like a leader of a pack or an animal master.

Since Wild Shape levels with the character, the other features aren’t too impressive, but it should be a good way to embrace the beast while remaining a warlock in all other aspects. Polymorph wasn’t added for a reason, since there is already an Eldritch Invocation for this and it should be only be usable once per day, since this spell packs a lot of power.

-5 to Hit, +10 to Damage

Most players and DMs know the following feats: Great Weapon Master and Sharpshooter. Both feats have the ability, to take a -5 penalty on your attack roll to add +10 to the damage roll. Some DMs have a bit of trouble with these feats.

  • Since most ACs of monsters aren’t that high, even with -5 to hit it’s still seems pretty accurate
  • Classes who have reliable means of gaining advantage (like the barbarian) or ways to grant their allies advantage (like a lot of spellcasters with spells like Guiding Bolt, Faery Fire, etc.) or those ways to grant +hit (like the Bless spell or a Battle Master’s Precision Attack maneuver) trades the intended reliability to outright more damage potential
  • Both feats overall (and especially that trait) boosts the overall combat ability of two builds (ranged weapon and two-handed weapon), while other weapon builds seems to have only subpar feats (due the more specific use of Shield Master, the somewhat lacking feeling advantages of Dual Wielder and the seemingly lack of something, which enhances your one weapon, one hand free style [try Tavern Brawler; one of the best ways to be a defender, imo])

OK, I have to admit: These feats are really good. But after seeing both in action, I don’t think, that they’re broken. It only seems that way at first, since at the beginning of a campaign, those +10 damage will kill monsters outright, however, after getting around 5th level, the monsters won’t be taken down that easily and . And remember, bounded accuracy actually makes it so, that the to hit chance decrease by 25%, unless the enemy’s AC is outright horrible.

But the farther you go, the less it means in math. At least for some classes. Of course the statistic will change, with different means to give your damage. Let’s compare the paladin and fighter: While the fighter gets another attack at 11th level, the paladin does more damage with his attacks. So the fighter gets more reliability (which means he can take the -5 while having a buffer attack left), while the paladin begins to want more of his attacks actually hit (especially under Divine Favor or another damage buff). Even though the math is the same (-5 to hit, +10 to damage), the paladin player wants all his attacks to hit, while the fighter will think, that one attack missing won’t negate the +10 damage most of the time. A ranger (hunter) with Colossus Slayer will rather try to get his bonus damage done first and then switch to the more unreliable but powerful attacks afterwards, to make most of this subclass trait.

What really makes those both feats shine early on are the other effects. Like making an attack as a Bonus Action when scoring a critical (say hallo, Champion)/killing one or ambushing enemies by shooting from far, far away. Of course these don’t seem all that powerful, until you see it in action. With the +damage the GWM is able to kill a lot of early enemies and trigger the bonus attack, while the sharpshooter can make more shots by retreating.

So, how can I think, that these feats aren’t broken? Simply, because I learned how to soften them without ruling. A special way to ensure it is: More enemies. More enemies makes more damage less important than reliability, since you need to take some of them out, otherwise the bounded accuracy will kick your ass.

As long as you don’t place them that all of them will be spellslinger-fodder, your weapon users will get a hard time, since even with all the damage and all the extra attacks, there will be more rolls, which makes a combat more statistically stable. And the joke is, that even then the XP won’t be as much, since using more enemies makes a encounter more difficult, so you won’t need as much to make it challenging.

Another reason why I don’t go WTF is because most of the real ‘unbalanced’ stuff comes from resources (Superiority Dice), risk (Reckless Attack) or teamwork. And I think teamwork should be strong, playing a game together is one of the reasons why you play D&D in the first place. Even though you should disrupt it occasionally. in the Forgotten Realms are places, where spells won’t work like the caster might think (weaveless areas and spellplague) or the setting makes it impossible to pull off (like balancing on a 2 foot width bridge).


If you really think, that those two feats are bad, you should simply not allow them. If you think, that the -5/+10 aren’t balances, either allow a -5/+5 variant for all other characters or simply switch it with +1 STR for GWM and +1 DEX for Sharpshooter, so the other effects stays in place.

Or maybe you’re like me as a DM and customize some of your enemies to have those feats as well or increade their accuracy/damage otherwise, so the combats will be quicker without loosing their menace.

Fantastic Comedy

Since today is still April 1st (in GMT+1) , and I really dislike April’s Fools, I decided to make a serious post about comedy at a D&D-gaming table. Why only D&D? Because there are systems which are meant to be played in a comedic style (like Toons) or those who are so unbelievable in terms of character feats, that you transcend the grasp of realism (like Scion).

A normal D&D-campaign balances around realism and fantasy, in most cases it does so well, even though (in the typical American Fantasy Style) it’s always turning into an epic story with powerful characters which defies the laws of realism in one time while being very vulnerable to realism otherwise. For this, I point to the Tyranny of Dragons Story, which is good imho, but bringing Tiamat t the Forgotten Realms and fighting foes which can shape the realms to their whims, while there are a ton of situations, where you can easily die? It’s very over the top, which is not something all people enjoy.
But like I said, normally D&D balances the realism and the fantastic moments pretty well. So we have a sense of seriousness, coming from the realism, and a sense of freedom, from fantasy, which can turn into humor. Is it bad? Of course not, since everyone having fun is one of the main-goals of playing after all. Can it disturb? Definitely.
Now I simply write about my personal experiences of having comedy in D&D (with some insight in other campaigns).

Comedy-based campaigns

Maybe some of you experienced a comedy-based campaign already and in most of the times: It won’t last long, since the DM will run out of ideas (s)he wants to master. The problem is to find a balance between serious story-telling to get the characters to where the fun belongs and the jokes which are cracked to be cracked. In movies it works well, since the characters aren’t sentient beings, in P&P it’s problematic, since the players often don’t recognize when to stop.
If you give the players the whatever-bag (in: take out whatever you want), you can be sure, that they pull out a grenade launcher to bomb the villain you’re just introducing. But if you don’t give the whatever-bag, of course in the end they end up in only having the resources they have, without much spark of creativity. It’s basically only what they do in normal campaigns, except they’re more brave, like trying to make a Looney Tunes routine (“Duck-Hunt.” “Rabbit-Hunt.” “Duck-Hunt.” “Rabbit-Hunt.” “Rabbit-Hunt.” “Duck-Hunt!”)
How do you work with that? There are several ways. One of the easiest: Only one side is comedic. If the players like to play the fools, let them form a party which doesn’t take anything serious (like the old TMNT) and match them up with serious plots. Since only goofing around won’t stop the plot, they will somehow or another pull themselves together when needed and make it right through!
Or maybe the heroes are serious, while the villains and plots are somehow strange. Like a wizard, who tries to reshape the weave, so every spell will create cookies. Or another is just a maniac, who wants to break out the 4th wall, trying to convince everyone, that they’re nothing more than notes on a paper.
If only one side goofs around, it’s much easier to control the plot itself and make something like a story. With a real story, a DM is much better able to keep the campaign going, since one scenario will flow into the next and in the end it’s simply a direction to follow. Those who play regularly needs something like that, since simple and connectionless-episodic is very tiring when done repeatedly.
Another got rule in the DMG (p. 269) are: Plot points. This optional rule allows the players to shape the story to their own ideas and of course limiting the access of unbelievableness is another great way to make a comedy without playing randomly.

Comedy as a supplement

Normally, I don’t play comedy-based campaigns, but I do add often some comedy as supplement. So when you (for example) play Tyranny of Dragons, you might think: Hey, this might work. Why don’t I add a bullywug, which is actually thinking, it’s a transformed princess. The bizarreness of the situation is something that might enhance the story in a funny way without breaking it. Just be sure, that the players can’t possibly think of it as a subquest or story-hook.
Funny things happens in real life and in Fantasy, you can make it more funny with just a bit of work. Like adding a fart-sound to the evil wizard’s Stinking Cloud or just a description, how a critical hit looks like on the enemy: “Your sword cuts deep into the body of your enemy and splashes hits the adjacent one, which complains: “Hey, look where you’re leaking!”


In the end the most important thing is to determine how much comedy your gaming-group can process. If you’re joking as much out-of-game as playing serious, maybe you should consider to add some more comedy to the game itself as a DM or a player, to keep the rest more focused on the game. So maybe your character has the flaw, that he regularly messes up serious situations. Or maybe you add, as a DM, an additional condition to your lich, like that his phylactery can only be destroyed while he can see it, so you can deliver this line: “Erm, how do you… wait, I meant, what are you holding there? Seems like a very valuable treasure, so it might be better if you keep it somewhere safer than this battlefield. I know, I’m your enemy and trying to kill you, but I really had the urge to give you that piece of advice. Take it, seriously!”
And often the most memorable moments of a campaign are the most funniest. And that’s definitely better than the most annoying ones. -_-

Buying and Selling Magical Items

Anyone who plays D&D in campaigns comes to the realization, that the characters will have more gear at some point than they need. Be it due the numbers of attuneable items (I love the attunement system for the limit, normally) or because they found simply better gear and the old one is not needed anymore. Or, of course, because you, the DM, gave all these enemies some cheap magical items, for whatever reasons.

Or maybe your players wants to buy some simpler magic gear, like a Battle Axe +1 without going through all the trouble of a great adventure.

The main question remains: How do you determine the price. Of course the DMG have a table, which shows the value of a magic item, but it’s always in a range.

  • Common: 50-100 gp
  • Uncommon: 101-500 gp
  • Rare: 501-5.000 gp
  • Very Rare: 5.001 – 50,000 gp
  • Legendary: 50,001+ gp

For my campaigns, I use simple pointers.

  • Potions are always the least possible price
  • Scrolls are twice as valuable as Potions, this is also the standard price for one-time consumables
  • for every further charge of non-rechargeable consumables add a potion
  • Weapons and Armor uses a special table, depending on their type (see below)
  • non-combat gear is 30% of the highest possible price, if you have to attune it and 60% if you don’t have to
  • 60% for attuneable combat gear and 90% for gear you don’t need to

This won’t be helpful for all items, but at least it covers a lot. For weapon and armors, I simply take the highest possible price for the rarity and takes a portion of it, depending on the type of item. Since I personally think, that a dagger is much easier to enchant than a greatsword (since it’s simply lesser you need to work on) and the power of a weapon or armor often synergies with its price.

Armor (Rare; x10 for very rare and x100 for legendary)

Here you have consider the fact, that there are some things to consider. First, the most powerful armor in each category have to be more expensive than a lesser armor of a category before, since they are less useful. And heavy armors in general are bad except the Plate Armor or if you have a sub-par Strength score. You always have disadvantage and only your STR determines the final outcome and most characters which uses heavy armor, should have STR 15 to see it through.

  • Padded 501 gp
  • Leather 550 gp
  • Studded leather 1100 gp
  • Hide 550
  • Chain shirt 1100
  • Scale mail 1100
  • Breastplate 3500
  • Half plate 4000
  • Ring mail 550
  • Chain mail 1500
  • Splint 3000
  • Plate 5000
  • Shield (Common 110gp, Uncommon 550 and then use the x10 formula)

Weapons (Uncommon, rare x5, very rare x50, legendary x500)

Since most weapons aren’t as pricey as armor and there are actually reasons to have a certain weapon within your proficiencies, these should be normally less valuable. But don’t hesitate to push up the value of certain weapons, like Flametongue, which seems to be too great of a weapon for the ‘over the thumb ruling’ I provide.

  • Club 101 gp
  • Dagger 110 gp
  • Greatclub 110 gp
  • Handaxe 120 gp
  • Javelin 120 gp
  • Light hammer 110 gp
  • Mace 120 gp
  • Quarterstaff 110 gp
  • Sickle 101 gp
  • Spear 101  gp
  • Crossbow, light 250 gp
  • Dart 120 gp
  • Shortbow 250 gp
  • Sling 101  gp
  • Battleaxe 150 gp
  • Flail 150 gp
  • Glaive 200 gp
  • Greataxe 300 gp
  • Greatsword 450 gp
  • Halberd 200 gp
  • Lance 150 gp
  • Longsword 175 gp
  • Maul 150 gp
  • Morningstar 175 gp
  • Pike 120 gp
  • Rapier 250 gp
  • Scimitar 250 gp
  • Shortsword 150 gp
  • Trident 120 gp
  • War pick 120 gp
  • Warhammer 175 gp
  • Whip 110 gp
  • Blowgun 150 gp
  • Crossbow, hand 500 gp
  • Crossbow, heavy 450 gp
  • Longbow 450 gp
  • Net 101 gp

Be beware

These are only quick and dirty rules for the value of items. If a player asks about a certain item, like: “How much would it be, if I want to acquire a Longsword +1?”, you can look this list up, to say: “At least 175gp, but be prepared to spend more.”

If the players asks about a “Manual of Bodily Health”, of course you’re supposed to answer in mean laughter. A permanent boost to an ability score is of course something, which isn’t measured in gold pieces, but in mercy.

Consider always the possibility to lower or raise the price, if you can or if the item is especially powerful or too specialized to be useful most of the time. You should even go over the normal limits of the category, if you think it’s doable.

And of course, it’s only the value. For selling, you should adjust it (normally half the value, but I often use reputation and such to raise or drop the selling price).

Update of the cleric’s and paladin’s overviews+BG-Campaign

Like the title says, I updated the cleric’s and paladin’s overviews. I replaced the Death Spoiler with the actual Death Domain in the DMG, which got some features changed (like no more ignoring necrotic immunity) and I added the Oathbreaker.

Seriously, the only reason I could understand why those weren’t included in the PHB would be, that they weren’t ready that time.


When writing the wizard’s overview, I will include the Artificer Arcane Tradition, of course. This turned out to be great, since I’m in love with resource management and this Arcane Tradition makes a lot of use of it.


btw, we had our first Baldur’s Gate Self-Made Campaign game session yesterday and it was great. Even though I realized, that you have to change some mechanism and events from the game (since you shouldn’t expect PCs running into someone’s else houses and asking them directly, if there is something wrong), I realized by playing it, that there are a lot of mechanism in 5e, which should be included, like cartography (and proficiency with its tools) or out of combat features, which can bypass some encounters entirely.

We got to level 3 and are currently in Beregost, even though it’s much more fast paced than the game in terms of level, it does feel right in terms of power so far. Next they want to hunt the gnolls at High Hedge, before going to Nashkel to investigate the iron shortage.