Game Date: 7/6/2025
Location: Home GameCampaign: Eville-sentials, Session 1
System: D&D 5e
DM: Matt
Game Date: 7/6/2025
Location: Home GameGame Date: 3/29/2025
Location: Home Game![]() |
OrbieAC 15, 20 hit points, Speed 30, Initiative 5Immunities: LightningResistances: BludgeoningWeaknesses: PiercingAttack: +8On hit, 0 damage, but the target is knocked into the nearest wall within 10 feet.
Off-topic, but I've just self-published my eighth book, a swords-and-sorcery fantasy titled "Nomads of Zyden." Synopsis:
When a tribe of ghoulish monsters wipes out her mountain clan, a fierce warrior named Marta sets out on a mission of revenge. But while she grew up fighting giant beasts in the frigid wastelands, she isn’t prepared for the culture shock of meeting people from the lowlands.
During her epic journey she befriends a jester, a fairy, and a woman with whom she shares a magical bond. Together they take on a much larger quest in which they must explore ancient temples and fight ruthless monsters, all to retrieve a set of artifacts that will help them defeat an all-powerful evil. Their time is short and the fate of the world hangs in the balance.
I don't always post it here when I release a new book, but since this one takes place in a fantasy setting, I thought it my interest this blog's readers. You can get it (and my other books) here:
Game Date: 3/1/2025
Location: Home GameI'm not sure if I really needed to upgrade my Monster Manual. I mean, the old MM works just fine with the new rules. But I wanted to complete my set, so here we are.
So what's different? Hell if I know. I've cracked open the original 5e MM maybe five times. I mean, in the past ten years I've been a player more than a DM. When I did DM, half the sessions were online, where I tended to google the stat block I needed at the time. And the games I ran in person, I used a pre-made module with its own stat blocks.
I'll say this, I like the new look of the stat blocks. They're cleaner-looking, which is easier on the eyes. It's not a huge difference, but putting initiative in the top right, and putting boxes around the stats (now with their saves) is convenient. There's also a line for gear, for those DMs whose players loot everything they kill.
The monster's CR now also includes their PB, which I can only assume is the monster's peanut butter rating, something D&D has been sorely lacking. Those of us who use Reese's for monster minis have been demanding a peanut butter rating for years.
Edit: Okay, so I looked it up, and that's actually the monster's proficiency bonus. I guess that could be useful, but I'm a little disappointed about the peanut butter thing.
The monsters are organized a bit differently this time, which may or may not make things easier. For example, in the 2014 edition, the dragons were all lumped together. In 2025, black dragons are listed together with the B's, green dragons are listed with the G's, and so on.
However, the "index of stat blocks," which was in the back of the 2014 MM, is right up front as part of the table of contents page this time. It lists everything alphabetically, so "Adult Red Dragon" is listed in the A's while the "Young Red Dragon" is listed near the end, despite appearing together in the book itself.
This is good. I do remember a couple of times when I was looking up a monster, I found the index more useful than the table of contents. Putting the index up front makes it that much more intuitive.
One thing that's causing a bit of controversy is that orcs are no longer in the Monster Manual. This struck me as odd at first. I mean, yeah, sure, they're a player race now, but that doesn't mean you won't still fight orcs.
But it makes sense in context. Traditional orc stats aren't hugely different than those of a strong human. The Monster Manual still includes stats for humanoids, including bandits, berserkers, knights, warriors, toughs, cultists, mages, spies, nobles, and so on. Every one of those is designed so they can be any humanoid race.
Some monsters are gone, but some have been renamed or replaced with something very similar. Thugs are now toughs, quippers are now piranha, and lizardfolk now use the "scout" stat block. This book contains more monsters than the previous book, so overall it's a net gain.
There's a list in the back of the book that tells you what new monsters to use in place of monsters that vanished between 2014 and 2025. So if you want to build an orc warband, use berserkers instead of the orc grunts, use the "tough boss" instead of the chief, and use the "cultist fanatic" instead of the shaman. So there's no particular reason orcs needed to take up space in an already crammed book.
Bottom line: I can't say the 2025 Monster Manual is a necessity if you already have the 2014 book. There are improvements, but they're nothing groundbreaking. Still, if I had to choose between the two books, I'd pick the 2025 version.
Honestly, the DM’s guide is probably the most useless of the core books. There’s very little a DM needs to know that isn’t already covered in the PHB and Monster Manual. Generally speaking, if you know how to play D&D, then you know how to DM.
But I want the complete set of the 2024 core books, so I splurged a little and picked it up. So how is it? I'm pretty happy with it. Here’s a breakdown on the chapters.
Chapter 1: What does a DM do? - This section is remedial for anybody who’s run a game before. But even if you’re new to being a DM, it still doesn’t do much that isn’t covered in the PHB.
Chapter 2: Running the Game - More tips, including things like running with multiple DMs, when to use advantage and disadvantage, ways to track initiative, and so on. Again, maybe useful info for newbie DMs.
Chapter 3: DM’s Toolbox – Tips on running chases, how to create backgrounds, creatures, magic items, and spells, how to manage curses, fear, mental stress, and rules for firearms. This section is moderately useful for advanced DMs.
Chapter 4: Creating Adventures – Tips on making adventures compelling and interesting. The advice in this chapter could be applied to writing in general, not just gaming.
Chapter 5: Creating Campaigns – This section mostly centers on planning ahead and making sure a campaign is leading somewhere. But it also contains an extended look at the Greyhawk campaign setting, which is pretty cool. The Greyhawk pages almost feel like an excerpt from a different book, but it’s a good-sized section (about 17 pages), so if you like the setting, this could help you. Note that the book also contains a fold-out map of the city of Greyhawk.
Chapter 6: Cosmology – The usual info on the planes, including a bit of Spelljammer content.
Chapter 7: Treasure – The section I tend to use most. I’ve seen most of these magic items before, but there’s a few new ones scattered in there. I’m sure some of the existing items have been tinkered with for balance, but I haven’t looked that closely. It includes all the magic items from the 80s D&D cartoon. In the previous DM's guide, the sentient magic items and artifacts were listed separately from the other magic items, but this version mixes all the magic items in together.
Chapter 8: Bastions – Rules for letting players build their own forts and keeps. It’s always surprising to me what does and doesn’t make it into a DM guide, but this one feels like it belongs.
Chapter 9: Lore Glossary – A guide to classic D&D characters and locations. It's pretty useful if you're into D&D lore, though personally I tend to make up my own worlds. They honestly could have filled an entire book up with lore, so it's a little funny to see which characters/locations did or didn't make the cut.
Chapter 10: Maps – Just a bunch of sample maps to jump-start your imagination.
Tracking Sheets – The book contains several examples of tracking sheets (events, magic items given to the party, etc), scattered about the book in different sections. It’s a nice tool for certain DMs.
Bottom line: Is this book worth it? Well, you don't need it. It’s more fluff than crunch, and fluff is the one thing I don’t need help on. I barely cracked open the 2014 DM book, and I don’t expect this one to get much use beyond looking up magic items. Still, it's a decent read and I’m glad to have it on my shelf.
Game Date: 10/12/2024
Location: Home GameGame Date: 9/14/2024
Location: Home GameThe biggest thing, to me, is how the book is organized. It looks like it will be easier than ever to find the exact rule you’re looking for when you need to know it. The first 30 or so pages offer a very organic explanation of the game’s rules, with plenty of gameplay examples for the inexperienced. It uses clear, simplified language to keep from scaring off the newcomers.
Next we have the Classes. Each class has four subclasses now. A lot of these are ones that initially appeared in other splatbooks, and they picked some good ones to port over to the PHB.
I’m a huge fan of Bards, and this PHB doesn’t disappoint. It includes my favorite Bard subclass, the “College of Glamour,” which previously appeared in Xanathar’s. It also includes the “College of Dance,” a subclass that makes Bards play a little bit like Monks. I definitely want to try that one sometime.
Speaking of Monks, I was pleased to see the “Warrior of Mercy” subclass, which previously appeared in Tasha’s Cauldron. I like this subclass because it allows you to heal your allies by punching them in the face. Okay, maybe not exactly, but you can provide healing touches as part of your Flurry of Blows, which is pretty funny.
I’m always a fan of giving healing options to non-healing classes that way. I was disappointed that they didn’t include the “Divine Soul” Sorcerer (Xanathar's), which gives Sorcerers access to Cleric spells. That’s one I’ve always wanted to try. I mean, I suppose I still can – old splatbooks are still mostly compatible - but it would have been handy to have all my favorites in one book.
Next we have Backgrounds. These are more important than ever, since these are where you get your stat bonuses. Each background lists three stats, and you have the option of picking two (+2 to one, +1 to the other), or +1 to all three. Each background also gives you a feat, skill and tool proficiencies, and equipment (or just gold if you like to buy it yourself). Despite the extra importance of these backgrounds, they actually take up less space than they did in the original PHB, with two on each page. They no longer give you roleplay bonuses like “you can always find a place to stay in an unfamiliar town,” but honestly I never saw anyone use those anyway.
Then we have Species. These also take up less space than before. The biggest change here is that there are no longer any half species. Instead, we get Aasimar, Goliath, and full-blood Orc in the PHB. If you still want to play a Half-Elf or Half-Orc, you would probably just build an Elf or an Orc and use a background appropriate to your upbringing.
Some will freak out at the fact that Races are now called Species, but then, some people freak out when they see a female Jedi, so apparently some people just need to get out more.
Then we have Feats. These are also more organized than before. The feats section is divided into Origin Feats (which you get from your background), General Feats (the ones you’re used to), Fighting Style Feats (like Duelist or Two-Weapon fighter, which used to be in the Class sections for those classes), and Epic Boon Feats (the level 20+ feats which used to be in the DM guide). This makes it much easier to find the feat you’re looking for, IMO.
Next is Equipment. Not much has changed here except for the Weapon Mastery options. If you’re playing a class that has the Weapon Mastery feature, then a lot of weapons do extra things they didn’t do before, such as cleave. In a way it makes fighters feel more like they did in 4e, which might not be a plus for everyone, but I’ll wait until I see how it plays before I pass judgement. It's a great way to give martial classes a few more options, but I'm a little worried it might undermine the simplicity I've always loved about 5e.
Next up is Spells, which as usual takes up nearly half the book. I have not gone through and read all the spells yet. I panicked a little at first when I saw that Bards have to prepare spells now. There’s reasons I prefer Bards and Sorcerers over Wizards, and one of those reasons is that their spell system is slightly less complicated. However, nothing has actually changed here except the terminology. All spellcasters “prepare spells” now. It just that Wizards prepare them every long rest, and Bards/Sorcerers prepare them whenever they gain a level. The system is the same, but the language is applied more universally.
Then there’s a small section on the Multiverse that honestly I think should have been in the DM’s guide.
Next there’s a section of Creature Stats – similar to the original PHB, it’s mostly creatures a PC might summon, ride, or transform into. It’s always nice that they do this, as it keeps non-DMs from having to buy a monster manual.
And finally we have the Rules Glossary, a place where you can quickly look up any rule or term in the game. Honestly the way this section is organized is fantastic, even if parts of it are redundant with the “how to play” section earlier in the book.
As far as Player’s Handbooks go, this version is top-notch. It excels as a guide to teach new players how to play, and it excels at helping experienced players find specific rules more easily.
Game Date: 8/17/2024
Location: Home GameGame Date: 3/23/2024
Location: Home GameGame Date: 10/22/2023
Location: Roll20Game Date: 10/15/2023
Location: Roll20Game Date: 9/10/2023
Location: Roll20