Update & Price Drop for Compendium of Biblical Verbal Components

One of my favorite parts about magic in fiction is all the extra accoutrements that go with it. Complicated hand gestures, mysterious and rare materials, and powerful incantations fill out a rich world of wonder. While D&D 5e has gone to significant lengths to put fun and creative material components in the rules, those verbal components have been left up to each player’s imaginations. Most of the time, however, that fun part of the game gets quickly glossed over.

If you follow me on Twitter, you know that I have a habit of tweeting out Biblical verbal components for the many and various spells of Dungeons & Dragons 5e. Over the last couple years, I’ve tweeted thousands of Bible verses matched up with hundreds of different spells. Last year I published that collection of Biblical Verbal Components over on DMsGuild.com. This supplement offers options for what to say when you need some verbal spell components for the over 500 officially published spells in D&D 5e!

Since I first published that collection, new spells have been added to the game in Icewind Dale: Rime of the Frostmaiden and Tasha’s Cauldron of Everything. I’ve been working on updates recently and am proud to announce Biblical Verbal Components 2.0! All the new spells have been added and some of the old ones changed to match the errata. There’s new artwork as well to help inspire your imagination as you play.

I’ve also dropped the price on this collection of over 50 pages of supplemental content. Now it’s just $5. Every penny of profit goes to help people in need through an emergency needs fund. This fund helped meet over $2,500 of need in 2020.

Words of power, uttered from the lips of heroes, change the world with a supernatural force. What words will your hero say?

https://www.dmsguild.com/product/311874/Biblical-Verbal-Components

Embracing Resurrection

One of the things that never scares me as a Dungeon Master is whether or not I’ll be able to challenge my players.

A lot of people worry about this. As a DM you don’t want the game to be too easy and of no consequence. You also don’t want it to be an adversarial and impossible grind that punishes player characters just for existing. You need to find just the right balance of challenge.

I’ve got lots of little tricks that I’ve learned along the way, but the one that has been the most freeing for me has been this little rule: “Your character only stays dead if you want them to.”

I unabashedly embrace resurrection in my games. I always provide a way back from the dead, and one that doesn’t take up too much table time, though it might provide an opportunity for other characters to make a sacrifice for their fallen ally. In a current campaign one player made a deal with an evil NPC to raise their comrade from the dead, while another had an opportunity to offer up one of their own bones for the sake of a resurrection.

Embracing resurrection in your TTRPG also teaches an important faith lesson: Death is not the end of our story. God overcame death, so that we could do the same. Death need not be feared.

Without being afraid of killing the PCs at my table, I embrace things like putting monsters in front of players that hit like a dump truck and knock them out, rolling dice in the open and letting them fall where they lie, putting giant mobs of monsters in front of them, making them figure out how to actually overcome difficult challenges or even come back from the dead.

I’ve knocked out and killed plenty of characters in my games, but there’s always that rule “Your character only stays dead if you want them to.” This rule has created deep and meaningful story moments as the players get the opportunity to role play with grief and loss, emotions that we often shun. It’s beneficial for us to experience these grittier emotions, especially if we can do so in a relatively safe way. A bit of grit is a good thing. The grit gives our stories and our lives definition.

Character death also has a game mechanics benefit. It gives players an opportunity to respec their PCs, or say goodbye and build a whole new character if they like. I find that a lot of times they’re ready for some kind of change. It’s an opportunity for the player to consider their character and if their story is complete just yet.

And if you TPK the party of heroes? Well it’s the same rule. They stay dead only if the players want them to. Mostly a TPK is just an opportunity to up the stakes a bit. Fail forward and raise them up in a hairy situation with an opportunity to overcome defeat.

You can’t learn to rise if you never get the chance to fall.

D&D 5E – Time Tracking Tool

Just a quick post to share a DM tool I’ve really enjoyed over the last year.

I’ve tried keeping track of time in previous campaigns, and I always fall off the wagon pretty quick. I found this little tool from olddungeonmaster.com and have been using it over a year now on my current campaign and I LOVE it!

It’s well designed and simple enough to do what I need without getting in the way. It’s quick and efficient and I love being able to shade in the little boxes. There’s tons of space for adding notes about anything else I deem to be relevant.

DM Tool for Tracking Time Download your free copy here. I have tried several different ways to keep track of time in a dungeon. Years ago I even wrote a “Time Tender” software program. I was thinking of getting a toy clock, or a broken clock that I could turn the hands on. Thinking of […]

D&D 5E – Time Tracking Tool

Keeping track of time has improved my game in all sorts of ways. On the big scale it’s helped me track moon cycles, npc contracts, and town festivals. On a smaller scale it has added a much more satisfying way to answer the player’s inevitable questions of, “What time is it?” with more than hand-wavy-timey-wimey-ness.