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Treantmonk joins us to talk about Wizards, which means we're about to spend an unreasonable amount of time discussing concentration saves, initiative bonuses, spell selection, and why standing anywhere near the enemy is a terrible lifestyle choice. We're taking the 2014 Wizard from levels 1 through 7, starting with a fragile academic who can be killed by an aggressively thrown sandwich and ending with a battlefield-control monster who can Web half the room, Fireball the other half, and still have enough magic left over to argue about which subclass is best. Along the way, we discover the Muscle Wizard, question why Medicine is still a skill, turn a spellbook into an arcane Predator drone, and once again prove that the strongest Wizard strategy is simple: Go first. Stay far away. Don't lose concentration. Easy. Show Notes Treantmonk joins Tyler, Ash, and Randall as we start building the 2014 D&D 5e Wizard from levels 1 through 7. We kick things off with ability scores, skills, defenses, and the eternal Wizard question: how much effort should you put into not immediately dying? That leads naturally into armor dips, Constitution saves, initiative, and why keeping concentration is often more important than squeezing out a little more damage. Then we get into subclasses. War Magic gets plenty of attention for its defensive tools and initiative bonus, Divination continues being Divination, Illusion gives Ash plenty to work with, and Order of Scribes eventually lets Tyler use his spellbook like a magical surveillance drone. Transmutation is also discussed. We'll leave it at that. Then comes the real Wizard experience: picking spells. Shield, Mage Armor, Find Familiar, Absorb Elements, and Magic Missile get us started before the gloves come off and everyone starts fighting over Web. From there we hit Fireball, Hypnotic Pattern, Slow, Fear, Counterspell, Tiny Hut, Summon Undead, Arcane Eye, Sickening Radiance, Greater Invisibility, Banishment, Polymorph, and enough other spells to remind everyone why building a Wizard takes three hours and a spreadsheet. By the end, one thing is very clear: Wizards don't need to solve every problem with damage. But they absolutely can. Key Takeaways The Wizard's biggest class feature is still its spell list. Your subclass matters, but your spell choices matter more. Protect your concentration. Positioning, Constitution saves, Shield, Absorb Elements, and simply refusing to stand next to angry monsters will keep your best spells running. Going first is incredibly powerful. War Magic gets a lot of love because dropping battlefield control before the enemy gets moving can completely change a fight. The classic Wizard staples are classics for a reason. Shield, Find Familiar, Mage Armor, Absorb Elements, Magic Missile, and rituals give you a ridiculous amount of mileage at low levels. Web is excellent. Everyone knows Web is excellent. This becomes a problem when multiple people are drafting spells and everybody wants Web. Third-level spells are where the Wizard really starts showing off. Fireball is Fireball, but Slow, Hypnotic Pattern, Fear, Counterspell, and other control options can be even more important depending on the fight. Don't build around a single saving throw or status effect. Having multiple ways to attack a problem keeps you useful when monsters inevitably refuse to cooperate with your favorite spell. Utility spells are a huge part of what makes Wizards so good. Scouting, teleportation, rituals, summons, battlefield control, and information gathering often solve problems before initiative is even rolled. Order of Scribes gets wonderfully weird once Manifest Mind enters the picture. Your floating spellbook can scout and act as the point of origin for your spells, turning your Wizard into a magical drone operator. And remember: dealing damage is technically a form of support if the thing threatening your party is no longer alive. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
The Sidebars go full debate mode! Will they convince the various powers-that-be in the Air Kingdom to reunite the denizens of the Vapour Vaults with those above?Featuring the persuasive talents of:Erika Jayne as Taryn GrimSeverin Gourley as Dexter ClementineKasia Wayfinder as Granny Sabinkaand Julz Burgisser as DMVisit www.fateofisen.com to learn more.Fate of Isen is one of the Feedspot top D&D podcasts in the world! Check out Feedspot here.If you like the show, please feel free to follow us on social media (@fateofisen) or support us on Patreon! ★ Support this podcast on Patreon ★ Intro, outro, and recap music by freesound user, Tyops, and ambient sound by TabletopAudio.comThis episode features the songs "In the Court of Anise and Lavender" and "Eyka's Song" by Will Savino (www.wsavino.com)
At level 5, the Barbarian unlocks a revolutionary new combat technique: hitting the problem twice. From there, things escalate exactly as responsible game design intended. Randall gambles his way through Wild Magic, Tyler perfects the ancient martial art of being an unbearable pain in the ass, and Ash becomes a house-sized fairy with tiny butterfly wings, a returning elemental pike, and enough reach to poke somebody from the next county. Then Brutal Critical shows up and somehow the math becomes angrier than the Barbarian. Grab your greataxe, start screaming, and remember: if smashing something once didn't work, the rules now officially support smashing it again. Show Notes We're back with the second half of our 2014 D&D 5e Barbarian builds, taking Randall's Path of Wild Magic, Ash's Path of the Giant, and Tyler's Path of the Ancestral Guardian from level 5 all the way to 20. Extra Attack immediately delivers exactly what everyone came for: more smash. From there, the builds start developing very different personalities. Randall embraces the chaos of Wild Magic and Great Weapon Master, Tyler becomes increasingly obnoxious to anything trying to hurt his friends, and Ash discovers that being a flying, increasingly enormous fairy with a throwable elemental pike is every bit as ridiculous as it sounds. We dig into Instinctive Pounce, subclass features, feat choices, Relentless Rage, Persistent Rage, and the glorious absurdity of Primal Champion. We also spend a healthy amount of time asking why Brutal Critical is supposed to be exciting when critical hits refuse to happen on command. By the end, we have battlefield control, flying giants, magical gambling, angry ancestors, Polearm Master shenanigans, and Barbarians who are extremely difficult to kill. Basically, the class gets tougher, weirder, and significantly better at solving problems with repeated applications of a large weapon. Key Takeaways Level 5 is huge. Extra Attack effectively doubles the Barbarian's basic offense, while Fast Movement helps get the angry person into smashing distance faster. Instinctive Pounce is an excellent quality-of-life feature, letting you Rage and immediately move toward whatever has made the poor decision to exist nearby. Ash's Giant Barbarian becomes increasingly ridiculous. Elemental Cleaver turns his pike into a returning elemental weapon, and later features let his flying fairy become enormous, extend his reach, and attack enemies from extremely inconvenient places. Randall's Wild Magic Barbarian is built around controlled chaos. Bolstering Magic helps attacks and ability checks, while later features let him reroll Wild Magic effects and improve his odds of getting something useful. Tyler's Ancestral Guardian becomes an excellent defender. Spirit Shield reduces damage to allies, and Vengeful Ancestors eventually makes enemies regret hurting anyone except Tyler. Brutal Critical is the problem child. The crew likes the fantasy of gigantic Barbarian crits but argues that the feature arrives too rarely and scales too poorly to carry high-level damage. Polearm Master, Great Weapon Master, and eventually Sentinel turn the builds into increasingly nasty melee threats, particularly when combined with Reckless Attack and extended reach. Relentless Rage keeps Barbarians standing after hitting zero hit points, Persistent Rage finally makes Rage easier to maintain, and Primal Champion delivers a genuinely satisfying capstone with massive Strength and Constitution boosts. The overall verdict: Barbarians remain wonderfully straightforward at their core, but the subclasses are doing a lot of the heavy lifting at higher levels. Fortunately, sometimes all you really need is Rage, Reckless Attack, and another opportunity to smash something. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall Jamesd BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
At level 5, the Barbarian unlocks a revolutionary new combat technique: hitting the problem twice. From there, things escalate exactly as responsible game design intended. Randall gambles his way through Wild Magic, Tyler perfects the ancient martial art of being an unbearable pain in the ass, and Ash becomes a house-sized fairy with tiny butterfly wings, a returning elemental pike, and enough reach to poke somebody from the next county. Then Brutal Critical shows up and somehow the math becomes angrier than the Barbarian. Grab your greataxe, start screaming, and remember: if smashing something once didn't work, the rules now officially support smashing it again. Show Notes We're back with the second half of our 2014 D&D 5e Barbarian builds, taking Randall's Path of Wild Magic, Ash's Path of the Giant, and Tyler's Path of the Ancestral Guardian from level 5 all the way to 20. Extra Attack immediately delivers exactly what everyone came for: more smash. From there, the builds start developing very different personalities. Randall embraces the chaos of Wild Magic and Great Weapon Master, Tyler becomes increasingly obnoxious to anything trying to hurt his friends, and Ash discovers that being a flying, increasingly enormous fairy with a throwable elemental pike is every bit as ridiculous as it sounds. We dig into Instinctive Pounce, subclass features, feat choices, Relentless Rage, Persistent Rage, and the glorious absurdity of Primal Champion. We also spend a healthy amount of time asking why Brutal Critical is supposed to be exciting when critical hits refuse to happen on command. By the end, we have battlefield control, flying giants, magical gambling, angry ancestors, Polearm Master shenanigans, and Barbarians who are extremely difficult to kill. Basically, the class gets tougher, weirder, and significantly better at solving problems with repeated applications of a large weapon. Key Takeaways Level 5 is huge. Extra Attack effectively doubles the Barbarian's basic offense, while Fast Movement helps get the angry person into smashing distance faster. Instinctive Pounce is an excellent quality-of-life feature, letting you Rage and immediately move toward whatever has made the poor decision to exist nearby. Ash's Giant Barbarian becomes increasingly ridiculous. Elemental Cleaver turns his pike into a returning elemental weapon, and later features let his flying fairy become enormous, extend his reach, and attack enemies from extremely inconvenient places. Randall's Wild Magic Barbarian is built around controlled chaos. Bolstering Magic helps attacks and ability checks, while later features let him reroll Wild Magic effects and improve his odds of getting something useful. Tyler's Ancestral Guardian becomes an excellent defender. Spirit Shield reduces damage to allies, and Vengeful Ancestors eventually makes enemies regret hurting anyone except Tyler. Brutal Critical is the problem child. The crew likes the fantasy of gigantic Barbarian crits but argues that the feature arrives too rarely and scales too poorly to carry high-level damage. Polearm Master, Great Weapon Master, and eventually Sentinel turn the builds into increasingly nasty melee threats, particularly when combined with Reckless Attack and extended reach. Relentless Rage keeps Barbarians standing after hitting zero hit points, Persistent Rage finally makes Rage easier to maintain, and Primal Champion delivers a genuinely satisfying capstone with massive Strength and Constitution boosts. The overall verdict: Barbarians remain wonderfully straightforward at their core, but the subclasses are doing a lot of the heavy lifting at higher levels. Fortunately, sometimes all you really need is Rage, Reckless Attack, and another opportunity to smash something. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall Jamesd BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Today we're building Barbarians, the D&D class for anyone who looked at tactical combat and thought, This needs fewer tactics and significantly more upper body strength. We've got Rage, Reckless Attack, enormous hit points, questionable wardrobe choices, and an ongoing debate over whether a shield is sensible equipment or an admission that you lack confidence in your own face. By level four, Ash has become a flying fairy giant with a pike, Tyler is weaponizing irritation, and Randall has embraced the ancient Barbarian tradition of solving probability with violence. Grab your protein shake, yell something incomprehensible, and roll initiative. SHOW NOTES In this episode of the RPGBOT.Podcast, we finally tackle the 2014 D&D 5e Barbarian from levels 1 through 4, and things immediately become louder, sweatier, and considerably less concerned with personal safety. We start with the fundamentals: Strength, Constitution, that glorious d12 Hit Die, armor choices, and why Unarmored Defense looks much better on paper than it usually works in practice. Then we get into Rage, the feature that turns getting punched in the face from a problem into something approaching a class strategy. We also talk about managing those limited early Rage uses and why running into every fight screaming may be thematically correct but mechanically questionable. At level 2, Reckless Attack gives Barbarians one of their defining tactical choices: advantage for you, advantage for everyone trying to murder you. Fortunately, Barbarians have a lot of hit points and remarkably little respect for consequences. Danger Sense adds some much-needed protection against Dexterity saves, because apparently surviving fireballs through sheer gym-bro intuition is a legitimate class feature. Level 3 brings Primal Knowledge and, more importantly, subclasses. We run through the Barbarian options, separating the powerful from the interesting and occasionally discovering that those are not the same thing. Ancestral Guardian is an effective defender but can feel repetitive, Wild Magic brings some desperately needed unpredictability, and Path of the Giant lets Ash fulfill the perfectly reasonable fantasy of playing a tiny fairy who gets angry, becomes enormous, and starts stabbing things from fifteen feet away. By level 4, the builds are taking shape. Tyler leans into Ancestral Guardian with a whip, shield, and Slasher to become an incredibly annoying battlefield defender. Randall grabs Great Weapon Master and combines it with Reckless Attack because accuracy penalties matter considerably less when you've already decided to roll everything with advantage. Ash takes Strike of the Giants, picks up a pike, and continues transforming his fairy into a flying problem with an increasingly ridiculous reach. It's everything you need to get a 2014 Barbarian through tier one: Rage management, big weapons, bigger hit points, questionable decisions, and enough tactical depth to prove that smash actually has several different settings. KEY TAKEAWAYS Strength and Constitution are the Barbarian's priorities. Dexterity helps, but investing heavily in it just to improve Unarmored Defense is usually difficult to justify. Medium armor is often better than it feels. The shirtless Barbarian fantasy is great, but half plate can save you a lot of ability-score investment. Rage is your core resource, especially at low levels when you only have a few uses. Don't waste it on fights that don't need it. Rage doesn't have to mean screaming fury. It can be cold focus, a physical transformation, magical power, or whatever fits the character. Reckless Attack is the Barbarian bargain: you get advantage on Strength-based attacks, but enemies get advantage against you. Fortunately, getting hit is already part of the job description. Danger Sense helps compensate for one of the Barbarian's defensive weaknesses by giving advantage on many Dexterity saves. Barbarians have limited utility outside combat, so backgrounds, racial abilities, and creative roleplaying can do a lot to make the character feel more rounded. Subclass power and subclass fun are not necessarily the same thing. Ancestral Guardian is strong but mechanically repetitive, while options like Wild Magic and Giant bring more toys to the table. Great Weapon Master pairs beautifully with Reckless Attack because advantage helps offset the feat's attack penalty. By level 4, the Barbarian already knows exactly what it wants to be: difficult to kill, extremely dangerous, and preferably standing much too close to whoever made the mistake of starting this fight. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Today we're building Barbarians, the D&D class for anyone who looked at tactical combat and thought, This needs fewer tactics and significantly more upper body strength. We've got Rage, Reckless Attack, enormous hit points, questionable wardrobe choices, and an ongoing debate over whether a shield is sensible equipment or an admission that you lack confidence in your own face. By level four, Ash has become a flying fairy giant with a pike, Tyler is weaponizing irritation, and Randall has embraced the ancient Barbarian tradition of solving probability with violence. Grab your protein shake, yell something incomprehensible, and roll initiative. SHOW NOTES In this episode of the RPGBOT.Podcast, we finally tackle the 2014 D&D 5e Barbarian from levels 1 through 4, and things immediately become louder, sweatier, and considerably less concerned with personal safety. We start with the fundamentals: Strength, Constitution, that glorious d12 Hit Die, armor choices, and why Unarmored Defense looks much better on paper than it usually works in practice. Then we get into Rage, the feature that turns getting punched in the face from a problem into something approaching a class strategy. We also talk about managing those limited early Rage uses and why running into every fight screaming may be thematically correct but mechanically questionable. At level 2, Reckless Attack gives Barbarians one of their defining tactical choices: advantage for you, advantage for everyone trying to murder you. Fortunately, Barbarians have a lot of hit points and remarkably little respect for consequences. Danger Sense adds some much-needed protection against Dexterity saves, because apparently surviving fireballs through sheer gym-bro intuition is a legitimate class feature. Level 3 brings Primal Knowledge and, more importantly, subclasses. We run through the Barbarian options, separating the powerful from the interesting and occasionally discovering that those are not the same thing. Ancestral Guardian is an effective defender but can feel repetitive, Wild Magic brings some desperately needed unpredictability, and Path of the Giant lets Ash fulfill the perfectly reasonable fantasy of playing a tiny fairy who gets angry, becomes enormous, and starts stabbing things from fifteen feet away. By level 4, the builds are taking shape. Tyler leans into Ancestral Guardian with a whip, shield, and Slasher to become an incredibly annoying battlefield defender. Randall grabs Great Weapon Master and combines it with Reckless Attack because accuracy penalties matter considerably less when you've already decided to roll everything with advantage. Ash takes Strike of the Giants, picks up a pike, and continues transforming his fairy into a flying problem with an increasingly ridiculous reach. It's everything you need to get a 2014 Barbarian through tier one: Rage management, big weapons, bigger hit points, questionable decisions, and enough tactical depth to prove that smash actually has several different settings. KEY TAKEAWAYS Strength and Constitution are the Barbarian's priorities. Dexterity helps, but investing heavily in it just to improve Unarmored Defense is usually difficult to justify. Medium armor is often better than it feels. The shirtless Barbarian fantasy is great, but half plate can save you a lot of ability-score investment. Rage is your core resource, especially at low levels when you only have a few uses. Don't waste it on fights that don't need it. Rage doesn't have to mean screaming fury. It can be cold focus, a physical transformation, magical power, or whatever fits the character. Reckless Attack is the Barbarian bargain: you get advantage on Strength-based attacks, but enemies get advantage against you. Fortunately, getting hit is already part of the job description. Danger Sense helps compensate for one of the Barbarian's defensive weaknesses by giving advantage on many Dexterity saves. Barbarians have limited utility outside combat, so backgrounds, racial abilities, and creative roleplaying can do a lot to make the character feel more rounded. Subclass power and subclass fun are not necessarily the same thing. Ancestral Guardian is strong but mechanically repetitive, while options like Wild Magic and Giant bring more toys to the table. Great Weapon Master pairs beautifully with Reckless Attack because advantage helps offset the feat's attack penalty. By level 4, the Barbarian already knows exactly what it wants to be: difficult to kill, extremely dangerous, and preferably standing much too close to whoever made the mistake of starting this fight. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Tales of Three Campaign OneArc 3.1: Rest and ResearchEpisode 88: Birds of a FeatherTUO faces the King of the Unseelie and tries to find the safety of StillwaterContent Warnings: complicated relationship dynamics, emotional distress, fantasy violence, loss of agency, profanity, lost in the woodsTales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.
In the aftermath of world-changing events for the various peoples of the Air Kingdom, the Sidebars split the party in an effort to gather as much information as they can about what's really going on and what they need to tackle next. Fans of Fate of Isen Book 1 will enjoy some serious throwbacks in this one!Featuring:Erika Jayne as Taryn GrimSeverin Gourley as Dexter ClementineKasia Wayfinder as Granny Sabinkaand Julz Burgisser as DMVisit www.fateofisen.com to learn more.Fate of Isen is one of the Feedspot top D&D podcasts in the world! Check out Feedspot here.If you like the show, please feel free to follow us on social media (@fateofisen) or support us on Patreon! ★ Support this podcast on Patreon ★ Intro, outro, and recap music by freesound user, Tyops, and ambient sound by TabletopAudio.com
Nach einem durchwachsenen Start der Rettungsmission in der Gläserfabrik geht es für unsere Helden unvorteilhaft weiter: Trotz guter Ideen und vollen Einsatzes scheint die Übermacht des blauen Mannes und seiner Truppe unüberwindbar.Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:"Anamalie" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/Sprecherin: Carolin SabathSound- & Musikquellen:"Fire Dance (Music Only)" by tabletopaudio.com"High Alert (Music Only)" by tabletopaudio.com"Infiltration (Music Only)" by tabletopaudio.com"Starforged: Fray" by tabletopaudio.com"Winter Encampment (Ambience only, no activity)" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Nature is healing. Unfortunately, nature has chosen violence. We're taking the Druid from level 5 all the way to 20, which means summoning packs of velociraptors, turning into dinosaurs, raising fungal zombies, weaponizing potted plants, becoming an angry celestial nature wizard, and eventually gaining the power to erase armies with natural disasters. But none of that matters because we discovered the true pinnacle of Druid magic: summoning cows sixty feet above our enemies and letting gravity finish the spell. Welcome to high-level Druid optimization, where Mother Nature loves you, but she has absolutely had enough of your crap. Show Notes We return to our 2014 D&D 5e Druid builds and take Tyler's Circle of Spores, Randall's Circle of the Moon, and Ash's Circle of Stars from level 5 all the way to 20. Third-level spells immediately send us down the Conjure Animals rabbit hole, where velociraptors look terrifying until someone suggests cows. From there, the entirely reasonable discussion of battlefield control becomes the Twister Gambit: summon livestock above your enemy and allow physics to contribute to the encounter. As the levels climb, the Druids only become more ridiculous. Randall gets increasingly dangerous Wild Shape options and eventually Elemental Wild Shape. Tyler builds an expanding fungal entourage while becoming increasingly difficult to kill. Meanwhile, Rain Shadow graduates from peaceful celestial hippie to terrifying flying star mage with an alarming willingness to unleash the wrath of nature. We dig through the Druid spell list, separating great options from traps, discussing Polymorph, Wall of Fire, summoning, battlefield control, Draconic Transformation, Foresight, Shapechange, and the point where spells like Earthquake and Tsunami stop feeling like combat abilities and start feeling like natural-disaster plot devices. By level 18, Beast Spells lets Druids cast while Wild Shaped, and level 20's Archdruid removes the practical limit on Wild Shape altogether. The result is a class that starts by talking to squirrels and ends as a nearly unkillable force of nature capable of turning into monsters, casting world-altering magic, and presumably still dropping cows on people whenever the situation demands it. Key Takeaways Conjure Animals remains enormously powerful, especially when quantity, Pack Tactics, battlefield control, and questionable applications of gravity get involved. The Twister Gambit proves that cows are not merely livestock. They are ammunition. Druids excel at battlefield control, with spells like Plant Growth capable of making movement extremely difficult under the right circumstances. Circle of the Moon keeps improving its Wild Shape options, eventually gaining Elemental Wild Shape and much stronger beast forms. Circle of Spores develops into a durable melee caster surrounded by fungal undead and eventually gains excellent defensive abilities. Circle of Stars becomes increasingly flexible as its Starry Forms improve, allowing Ash's Rain Shadow to become the terrifying celestial nature prophet she was always destined to be. Higher-level Druid magic increasingly shifts from winning encounters to reshaping entire situations with spells like Earthquake and Tsunami. Beast Spells dramatically changes Wild Shape by allowing Druids to cast while transformed. Foresight and Shapechange provide outstanding ninth-level options and make already-powerful Druids even harder to deal with. Archdruid's unlimited Wild Shape makes the level 20 Druid extraordinarily difficult to kill, especially for Circle of the Moon. The Druid's greatest strength is versatility. It can summon, heal, control the battlefield, transform, deal damage, support allies, infiltrate, and eventually become a walking ecological catastrophe. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Nature is healing. Unfortunately, nature has chosen violence. We're taking the Druid from level 5 all the way to 20, which means summoning packs of velociraptors, turning into dinosaurs, raising fungal zombies, weaponizing potted plants, becoming an angry celestial nature wizard, and eventually gaining the power to erase armies with natural disasters. But none of that matters because we discovered the true pinnacle of Druid magic: summoning cows sixty feet above our enemies and letting gravity finish the spell. Welcome to high-level Druid optimization, where Mother Nature loves you, but she has absolutely had enough of your crap. Show Notes We return to our 2014 D&D 5e Druid builds and take Tyler's Circle of Spores, Randall's Circle of the Moon, and Ash's Circle of Stars from level 5 all the way to 20. Third-level spells immediately send us down the Conjure Animals rabbit hole, where velociraptors look terrifying until someone suggests cows. From there, the entirely reasonable discussion of battlefield control becomes the Twister Gambit: summon livestock above your enemy and allow physics to contribute to the encounter. As the levels climb, the Druids only become more ridiculous. Randall gets increasingly dangerous Wild Shape options and eventually Elemental Wild Shape. Tyler builds an expanding fungal entourage while becoming increasingly difficult to kill. Meanwhile, Rain Shadow graduates from peaceful celestial hippie to terrifying flying star mage with an alarming willingness to unleash the wrath of nature. We dig through the Druid spell list, separating great options from traps, discussing Polymorph, Wall of Fire, summoning, battlefield control, Draconic Transformation, Foresight, Shapechange, and the point where spells like Earthquake and Tsunami stop feeling like combat abilities and start feeling like natural-disaster plot devices. By level 18, Beast Spells lets Druids cast while Wild Shaped, and level 20's Archdruid removes the practical limit on Wild Shape altogether. The result is a class that starts by talking to squirrels and ends as a nearly unkillable force of nature capable of turning into monsters, casting world-altering magic, and presumably still dropping cows on people whenever the situation demands it. Key Takeaways Conjure Animals remains enormously powerful, especially when quantity, Pack Tactics, battlefield control, and questionable applications of gravity get involved. The Twister Gambit proves that cows are not merely livestock. They are ammunition. Druids excel at battlefield control, with spells like Plant Growth capable of making movement extremely difficult under the right circumstances. Circle of the Moon keeps improving its Wild Shape options, eventually gaining Elemental Wild Shape and much stronger beast forms. Circle of Spores develops into a durable melee caster surrounded by fungal undead and eventually gains excellent defensive abilities. Circle of Stars becomes increasingly flexible as its Starry Forms improve, allowing Ash's Rain Shadow to become the terrifying celestial nature prophet she was always destined to be. Higher-level Druid magic increasingly shifts from winning encounters to reshaping entire situations with spells like Earthquake and Tsunami. Beast Spells dramatically changes Wild Shape by allowing Druids to cast while transformed. Foresight and Shapechange provide outstanding ninth-level options and make already-powerful Druids even harder to deal with. Archdruid's unlimited Wild Shape makes the level 20 Druid extraordinarily difficult to kill, especially for Circle of the Moon. The Druid's greatest strength is versatility. It can summon, heal, control the battlefield, transform, deal damage, support allies, infiltrate, and eventually become a walking ecological catastrophe. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
We talk about a creature so funny we stop the episode early because we knew there was no topping that. Kobold Press, you've done it again!
Miguel muss sich auf dem Weg zurück zum Kegelclub erneut eine Verfolgungsjgd liefern, während dort letzte Vereinbarungen für die Mission "Rettet Renate" getroffen werden. Als es dann losgeht, tauchen schnell die ersten Probleme auf.Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:"Anamalie" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/Sprecherin: Carolin SabathSound- & Musikquellen:"On the Ground" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/"Scheming Weasel (Faster Version)" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/"Surf Shimmy" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/"Car Chase (Music Only)" by tabletopaudio.com"Lost Contact" by tabletopaudio.com"Secret Facility (Music Only)" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Druids are what happens when a wizard looks at civilization and decides indoor plumbing was a mistake. You get questionable armor, inexplicable scimitar proficiency, the ability to become a bear, and a secret language apparently reserved for people who think Elvish is too mainstream. This week we build three dirt wizards, including an emo mushroom warrior, a cosmic hippie named Rain Shadow, and a Moon Druid who discovers that inside him there are apparently two wolves per short rest. Nature is healing. Unfortunately, it has also prepared Spike Growth. Show Notes We're digging into the 2014 DnD 5e Druid from levels 1 through 4, starting with ability scores, weapons, armor, spellcasting, and the ancient mystery of why Druids can wield metal scimitars but get weird about metal armor. We also confront Druidic, the secret language nobody asked for, before getting into the real reason most people showed up: Wild Shape. At level 2, we break down the Druid Circles and discover that not all hippies are created equal. Tyler embraces complexity with Circle of Spores and begins his transformation into an angry mushroom with a stick. Ash creates Rain Shadow, a Circle of Stars Druid fueled by cosmic energy, Guiding Bolt, and an aura that desperately needs balancing. Randall chooses Circle of the Moon because sometimes optimization means turning into a bear and eating the problem. By levels 3 and 4, second-level spells bring control options like Spike Growth, summoning gets increasingly useful, and the builds start finding their identities. We talk feats, Wild Shape tactics, concentration, battlefield control, and why a group of Druids working together might actually be more frightening than whatever encounter the DM prepared. Key Takeaways Wisdom comes first, with Dexterity and Constitution doing important work keeping your poorly armored nature wizard alive. Druidic is basically Thieves' Cant for people who compost, and the episode's theory that it is Elvish for hipsters remains disturbingly plausible. Wild Shape varies enormously by subclass. Moon Druids turn it into a major combat tool, while other Druids often have better uses for those resources. Circle of Stars is exceptionally versatile, offering damage, healing, and better concentration through its Starry Forms. Circle of Spores can be powerful but complicated, rewarding careful building while offering plenty of opportunities to accidentally build an underperforming mushroom. Circle of the Moon is the straightforward animal violence option, especially at low levels when Wild Shape provides a ridiculous pile of extra hit points. Spike Growth is fantastic battlefield control, particularly when combined with summoned creatures, mobile Wild Shapes, and party members waiting to maul anything that escapes. At level 4, the builds take shape: Tyler goes Spores, Ash goes Stars, and Randall goes Moon, proving there are at least three completely different ways to weaponize a hike through the woods.
Druids are what happens when a wizard looks at civilization and decides indoor plumbing was a mistake. You get questionable armor, inexplicable scimitar proficiency, the ability to become a bear, and a secret language apparently reserved for people who think Elvish is too mainstream. This week we build three dirt wizards, including an emo mushroom warrior, a cosmic hippie named Rain Shadow, and a Moon Druid who discovers that inside him there are apparently two wolves per short rest. Nature is healing. Unfortunately, it has also prepared Spike Growth. Show Notes We're digging into the 2014 DnD 5e Druid from levels 1 through 4, starting with ability scores, weapons, armor, spellcasting, and the ancient mystery of why Druids can wield metal scimitars but get weird about metal armor. We also confront Druidic, the secret language nobody asked for, before getting into the real reason most people showed up: Wild Shape. At level 2, we break down the Druid Circles and discover that not all hippies are created equal. Tyler embraces complexity with Circle of Spores and begins his transformation into an angry mushroom with a stick. Ash creates Rain Shadow, a Circle of Stars Druid fueled by cosmic energy, Guiding Bolt, and an aura that desperately needs balancing. Randall chooses Circle of the Moon because sometimes optimization means turning into a bear and eating the problem. By levels 3 and 4, second-level spells bring control options like Spike Growth, summoning gets increasingly useful, and the builds start finding their identities. We talk feats, Wild Shape tactics, concentration, battlefield control, and why a group of Druids working together might actually be more frightening than whatever encounter the DM prepared. Key Takeaways Wisdom comes first, with Dexterity and Constitution doing important work keeping your poorly armored nature wizard alive. Druidic is basically Thieves' Cant for people who compost, and the episode's theory that it is Elvish for hipsters remains disturbingly plausible. Wild Shape varies enormously by subclass. Moon Druids turn it into a major combat tool, while other Druids often have better uses for those resources. Circle of Stars is exceptionally versatile, offering damage, healing, and better concentration through its Starry Forms. Circle of Spores can be powerful but complicated, rewarding careful building while offering plenty of opportunities to accidentally build an underperforming mushroom. Circle of the Moon is the straightforward animal violence option, especially at low levels when Wild Shape provides a ridiculous pile of extra hit points. Spike Growth is fantastic battlefield control, particularly when combined with summoned creatures, mobile Wild Shapes, and party members waiting to maul anything that escapes. At level 4, the builds take shape: Tyler goes Spores, Ash goes Stars, and Randall goes Moon, proving there are at least three completely different ways to weaponize a hike through the woods.
Tales of Three Campaign OneArc 3.0 The In-between- The Night of AbundanceEpisode 87: The Unseelie KingTUO hops into Elara's pockets and make a huge discovery. That night, an event transpires that changes the course of everything.Content Warnings: complicated relationship dynamics, emotional distress, fantasy violence, loss of autonomy, profanity.Tales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.Check out our friends at Big Campaign Stories here!
In the bowels of the Air Kingdom, the Sidebars uncover ancient secrets, and Dexter has a monumental encounter with some very powerful beings whose decisions shape the world.Fans of Fate of Isen Book 1 will recognise a familiar old face!Featuring:Erika Jayne as Taryn GrimSeverin Gourley as Dexter ClementineKasia Wayfinder as Granny Sabinkaand Julz Burgisser as DMVisit www.fateofisen.com to learn more.Fate of Isen is one of the Feedspot top D&D podcasts in the world! Check out Feedspot here.If you like the show, please feel free to follow us on social media (@fateofisen) or support us on Patreon! ★ Support this podcast on Patreon ★ Intro, outro, and recap music by freesound user, Tyops, and ambient sound by TabletopAudio.com
Um bis zum Showdown am Freitag unentdeckt zu bleiben, entscheiden sich unsere Helden für einen Standortwechsel in Richtung Kegel-Club. Auf dem Weg dorthin taucht jedoch ein flotter Verfolger auf.Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:"Anamalie" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/Sprecherin: Carolin SabathSound- & Musikquellen:"On the Ground" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/"Scheming Weasel (Faster Version)" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/"Sentient Eye (Music Only)" by tabletopaudio.com"Stakeout (Music Only)" by tabletopaudio.com"Winter Encampment (Music Only)" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Tales of Three Campaign OneArc 3.0 The In-between- The Night of AbundanceEpisode 86: The Woman of FireIvy has an encounter in her Mind Palace before waking up. TUO & Co part ways and our trio decides to head back to Felismore.Content Warnings: complicated relationship dynamics, emotional distress, loss of agency, memory loss, panic, profanity, reference to injuries.Tales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.Check out our friends at Tales of the Ever After here!
The boys rub shoulders with some artificial life, but like, the cool fantasy kind not the bad stealing intellectual property kind.
Unser uraltes venezolanisches Tentakelwesen tut sich schwer damit, das Vertrauen der Helfer in spe zu gewinnen – aber einer macht nach einiger Überzeugungsarbeit von Seiten Miguels dann doch mit. Es ist angerichtet!Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:"Anamalie" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/Sprecherin: Carolin SabathSound- & Musikquellen:"On the Ground" by Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/"Dark Continent" by tabletopaudio.com"Primate Lab (Music Only)" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Tales of Three Campaign OneArc 3.0 The In-between- The Night of AbundanceEpisode 85: Stabbed 37 Times in the ChestThe battle continues and TUO & Co have to pull out all the stops to turn the battle to their side, but the hag still has a few devastating tricks up her sleeve.Content Warnings: blood, complicated relationship dynamics, emotional distress, fantasy violence, profanity, vomiting, reference to memory loss.Tales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.Get your ticket to the Arcane Amphitheater here!
Das Vorhaben, Renate zu retten, ohne Armin preiszugeben, will gut geplant sein – und benötigt Verbündete. Miguels Kartell-Kontakt Diego erweist sich dabei als ebenso nützlich wie zwei etwas schräge alte Bekannte von Rainer.Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:Anamalie by Kevin MacLeodLink: https://filmmusic.io/song/4980-anamalieLicense: https://filmmusic.io/standard-licenseSprecherin: Carolin SabathSound- & Musikquellen:"Arcane Athenaeum" by tabletopaudio.com"Astral Plane" by tabletopaudio.com"Neo Noir (Music Only)" by tabletopaudio.com"Stakeout (Music Only)" by tabletopaudio.com"Primate Lab (Music Only)" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Welcome to Ranger levels 1 through 4, where you can become a deadly shadow archer, command your own miniature dragon, or sacrifice your entire action so that a flying snake with the structural integrity of wet parchment can participate in combat. In this episode, we explore Favored Enemies nobody tracks, terrain nobody visits, spells competing for the same concentration slot, and the revolutionary discovery that the Ranger becomes significantly better when you replace most of the Ranger. Grab your longbow, release your drake, and prepare to whisper, "Go get 'em, little buddy," moments before your animal companion is killed by incidental damage. Show Notes The Ranger has spent years carrying a terrible reputation, but is the entire class actually bad, or did everyone read the original Beast Master, experience psychic damage, and refuse to look at the class again? In this episode, we begin our journey through the 2014 Ranger from levels 1 through 4. We break down the class's ability scores, armor, weapons, skills, Fighting Styles, spellcasting, and its awkward position somewhere between Fighter, Rogue, and person who remembers to bring enough trail rations. We examine the original Favored Enemy and Natural Explorer features, which are extremely useful when the campaign takes place in one specific biome against one specific enemy and the DM insists that every mile of travel be handled in real time. Then we look at Tasha's optional features, including Favored Foe and Deft Explorer, which give Rangers abilities they might actually use during an adventure. At level 3, the builds split dramatically. Randall embraces the darkness with a Gloom Stalker built around stealth, hand crossbows, and making an alarming number of attacks before the enemy understands that combat has started. Ash chooses the Drakewarden, gaining a durable dragon companion that can attack, support allies, and generally behave like a functional subclass feature. Tyler, meanwhile, voluntarily builds the original Player's Handbook Beast Master. Armed with determination, optimism, and a flying snake that can be eliminated by an aggressively closed door, he attempts to prove that the subclass can work. It technically can, provided your definition of working includes surrendering your action, protecting your pet at all costs, and carrying its body around until the DM allows you to find another one. By level 4, the difference is impossible to ignore. The Gloom Stalker is attacking repeatedly from the shadows, the Drakewarden is firing arrows while a dragon controls the front line, and the Beast Master is pointing toward the enemy and asking his snake to please do something useful. Two Rangers are ready for the next tier of play. One Ranger needs to lie down. Key Takeaways Dexterity is usually the Ranger's best primary ability. It supports ranged and finesse weapons, Armor Class, initiative, Stealth, and several important saving throws without demanding the impossible ability spread required by most Strength builds. The original level-one features are painfully campaign-dependent. Favored Enemy mostly helps with tracking and recalling information, while Natural Explorer becomes relevant only when the party is traveling through the terrain you selected. Tasha's optional features are major improvements. Favored Foe provides extra damage without consuming a bonus action, while Deft Explorer gives the Ranger expertise in a chosen skill and helps it better occupy the party's scout role. Bonus-action management matters. Hunter's Mark, two-weapon fighting, Crossbow Expert, and companion commands can all compete for the same bonus action, so your build needs a clear plan for how its turns will work. Archery remains an excellent Fighting Style. The attack bonus is reliable, useful at every level, and especially valuable for builds planning to use powerful ranged feats later. Ranger spells should provide more than damage. Healing, control, mobility, and utility can offer better value than repeatedly concentrating on Hunter's Mark, especially when Favored Foe can handle shorter fights. Most Ranger subclasses are functional or strong. Gloom Stalker offers excellent opening-round offense, Drakewarden delivers an effective companion, and even Hunter remains playable. The original Beast Master is the feature responsible for much of the class's terrible reputation. The original Beast Master has a brutal action economy. Commanding the companion to attack consumes the Ranger's action, leaving the character watching their pet play D&D on their behalf. Modern companion subclasses demonstrate what Beast Master should have been. The Drake can act through a bonus action, contribute extra damage with its reaction, support the front line, and survive encounters without requiring constant emotional and medical supervision. Your build should have a recognizable combat loop by level 4. Randall attacks rapidly from hiding, Ash fires from range while the Drake fights up front, and Tyler commands a snake while quietly reconsidering every decision that brought him here. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome to Ranger levels 1 through 4, where you can become a deadly shadow archer, command your own miniature dragon, or sacrifice your entire action so that a flying snake with the structural integrity of wet parchment can participate in combat. In this episode, we explore Favored Enemies nobody tracks, terrain nobody visits, spells competing for the same concentration slot, and the revolutionary discovery that the Ranger becomes significantly better when you replace most of the Ranger. Grab your longbow, release your drake, and prepare to whisper, "Go get 'em, little buddy," moments before your animal companion is killed by incidental damage. Show Notes The Ranger has spent years carrying a terrible reputation, but is the entire class actually bad, or did everyone read the original Beast Master, experience psychic damage, and refuse to look at the class again? In this episode, we begin our journey through the 2014 Ranger from levels 1 through 4. We break down the class's ability scores, armor, weapons, skills, Fighting Styles, spellcasting, and its awkward position somewhere between Fighter, Rogue, and person who remembers to bring enough trail rations. We examine the original Favored Enemy and Natural Explorer features, which are extremely useful when the campaign takes place in one specific biome against one specific enemy and the DM insists that every mile of travel be handled in real time. Then we look at Tasha's optional features, including Favored Foe and Deft Explorer, which give Rangers abilities they might actually use during an adventure. At level 3, the builds split dramatically. Randall embraces the darkness with a Gloom Stalker built around stealth, hand crossbows, and making an alarming number of attacks before the enemy understands that combat has started. Ash chooses the Drakewarden, gaining a durable dragon companion that can attack, support allies, and generally behave like a functional subclass feature. Tyler, meanwhile, voluntarily builds the original Player's Handbook Beast Master. Armed with determination, optimism, and a flying snake that can be eliminated by an aggressively closed door, he attempts to prove that the subclass can work. It technically can, provided your definition of working includes surrendering your action, protecting your pet at all costs, and carrying its body around until the DM allows you to find another one. By level 4, the difference is impossible to ignore. The Gloom Stalker is attacking repeatedly from the shadows, the Drakewarden is firing arrows while a dragon controls the front line, and the Beast Master is pointing toward the enemy and asking his snake to please do something useful. Two Rangers are ready for the next tier of play. One Ranger needs to lie down. Key Takeaways Dexterity is usually the Ranger's best primary ability. It supports ranged and finesse weapons, Armor Class, initiative, Stealth, and several important saving throws without demanding the impossible ability spread required by most Strength builds. The original level-one features are painfully campaign-dependent. Favored Enemy mostly helps with tracking and recalling information, while Natural Explorer becomes relevant only when the party is traveling through the terrain you selected. Tasha's optional features are major improvements. Favored Foe provides extra damage without consuming a bonus action, while Deft Explorer gives the Ranger expertise in a chosen skill and helps it better occupy the party's scout role. Bonus-action management matters. Hunter's Mark, two-weapon fighting, Crossbow Expert, and companion commands can all compete for the same bonus action, so your build needs a clear plan for how its turns will work. Archery remains an excellent Fighting Style. The attack bonus is reliable, useful at every level, and especially valuable for builds planning to use powerful ranged feats later. Ranger spells should provide more than damage. Healing, control, mobility, and utility can offer better value than repeatedly concentrating on Hunter's Mark, especially when Favored Foe can handle shorter fights. Most Ranger subclasses are functional or strong. Gloom Stalker offers excellent opening-round offense, Drakewarden delivers an effective companion, and even Hunter remains playable. The original Beast Master is the feature responsible for much of the class's terrible reputation. The original Beast Master has a brutal action economy. Commanding the companion to attack consumes the Ranger's action, leaving the character watching their pet play D&D on their behalf. Modern companion subclasses demonstrate what Beast Master should have been. The Drake can act through a bonus action, contribute extra damage with its reaction, support the front line, and survive encounters without requiring constant emotional and medical supervision. Your build should have a recognizable combat loop by level 4. Randall attacks rapidly from hiding, Ash fires from range while the Drake fights up front, and Tyler commands a snake while quietly reconsidering every decision that brought him here. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Das Haus von Rainer und seiner Frau Renate ist komplett verwüstet, alles sieht nach einem Kampf aus. Das ist schlimm genug, aber dann hat ein mysteriöser Anrufer einen noch viel finstereren Trick im Ärmel.Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:Anamalie by Kevin MacLeodLink: https://filmmusic.io/song/4980-anamalieLicense: https://filmmusic.io/standard-licenseSprecherin: Carolin SabathSound- & Musikquellen:"Existential Dread" by tabletopaudio.com"Stakeout (Music Only)" by tabletopaudio.com"Primate Lab (Music Only)" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Send us Fan MailOur Adventurers happen upon a distillery of the Red Water Potion that seems to be permeating the forest floor with its fog. They see a group of sleepwalking zombies surrounding the owner of the Factory, who happens to have access to the party's ride to Sharn. Support the show
Frisch geduscht und angekommen in Deutschland haben unsere drei Helden direkt wieder Ärger: Während Armin sich noch von seinem Sturz in der Dusche erholt, bemerkt Miguel ein Auto mit unerwünschten Gästen.Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:Anamalie by Kevin MacLeodLink: https://filmmusic.io/song/4980-anamalieLicense: https://filmmusic.io/standard-licenseSprecherin: Carolin SabathSound- & Musikquellen:"Fluffing a Duck" by Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/ "Closing Time (Music Only)" by tabletopaudio.com"Dark City" by tabletopaudio.com"Stakeout (Music Only)" by tabletopaudio.com"Pagan Woods (Music Only)" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
At levels 1 through 4, the 2014 Monk is a beautiful dream: you punch, you kick, you spend ki like a raccoon with a stolen credit card. Then levels 5 through 20 arrive, and suddenly the class asks, "Would you like to stun a dragon, run across a lake, catch a missile, become immune to poison, astral project emotionally, and still somehow worry about running out of ki before lunch?" This episode dives into the Monk's awkward, glorious, high-speed middle and late game, where every turn is a choice between tactical brilliance and blowing your entire budget on Flurry of Blows because punching four times feels spiritually correct. Show Notes In this episode of the RPGBOT.Podcast, the team continues the 2014 DnD 5e Monk breakdown by moving beyond the early levels and into the part of the class where things get weird, fast, and occasionally very effective. Levels 5 through 20 are where the Monk picks up its signature battlefield identity: mobility, disruption, defensive tricks, and the ability to make enemy spellcasters deeply regret standing within sprinting distance. The discussion centers on what Monks actually do well once Extra Attack, Stunning Strike, and higher-level ki features come online. This is not just about throwing more punches. It is about choosing when to spend ki, when to conserve it, which enemies deserve a Stunning Strike attempt, and how to use the Monk's speed to pressure weak points instead of face-tanking like a fighter with worse armor and better hamstrings. The episode also looks at the Monk's scaling problem. The class gains a lot of flavorful and useful features, but its damage can start to lag behind other martial characters unless the player leans into the Monk's strengths. That means playing like a skirmisher, controller, mage-hunter, and mobile problem solver rather than trying to win every fight by standing still and trading hits. By the late game, features like Evasion, Diamond Soul, Empty Body, and improved movement turn the Monk into something incredibly hard to pin down. You may not always be the biggest damage dealer at the table, but you can be the character who crosses the map, ruins the villain's concentration, survives the fireball, and then politely explains that gravity is more of a suggestion than a rule. Key Takeaways Level 5 is the Monk's big glow-up. Extra Attack and Stunning Strike dramatically change how the class plays, giving the Monk real battlefield control instead of just more ways to punch things. Stunning Strike is powerful, but expensive. It can shut down dangerous enemies, but burning ki on every hit is a fast road to becoming a lightly armored commoner with martial arts branding. Monks are skirmishers, not front-line tanks. Their speed, mobility, and defensive tools work best when they pick targets carefully, disrupt key enemies, and avoid getting surrounded. Ki management is the entire game. Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike, and subclass abilities all compete for the same limited resource, so every choice matters. The Monk is excellent at harassing casters and fragile backline enemies. High movement speed and multiple attacks make the Monk great at reaching enemies who thought they were safely hiding behind the big monsters. Defensive features become a major strength. Evasion, Stillness of Mind, Purity of Body, Diamond Soul, and Empty Body all help the Monk survive effects that can ruin other characters. Damage scaling can be frustrating. The Monk gets more options and survivability, but it may struggle to keep pace with optimized martial builds in raw damage. Ability scores are tight. Monks usually want Dexterity, Wisdom, and Constitution, which makes feats tempting but costly. Late-game Monks are weird in the best way. Running up walls, ignoring poison, surviving saving throws, turning invisible, and resisting damage all support the fantasy of a supernatural martial artist. The best Monk play is tactical, not automatic. The class rewards players who think about positioning, target priority, resource timing, and when not to spend ki just because the button is shiny. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
At levels 1 through 4, the 2014 Monk is a beautiful dream: you punch, you kick, you spend ki like a raccoon with a stolen credit card. Then levels 5 through 20 arrive, and suddenly the class asks, "Would you like to stun a dragon, run across a lake, catch a missile, become immune to poison, astral project emotionally, and still somehow worry about running out of ki before lunch?" This episode dives into the Monk's awkward, glorious, high-speed middle and late game, where every turn is a choice between tactical brilliance and blowing your entire budget on Flurry of Blows because punching four times feels spiritually correct. Show Notes In this episode of the RPGBOT.Podcast, the team continues the 2014 DnD 5e Monk breakdown by moving beyond the early levels and into the part of the class where things get weird, fast, and occasionally very effective. Levels 5 through 20 are where the Monk picks up its signature battlefield identity: mobility, disruption, defensive tricks, and the ability to make enemy spellcasters deeply regret standing within sprinting distance. The discussion centers on what Monks actually do well once Extra Attack, Stunning Strike, and higher-level ki features come online. This is not just about throwing more punches. It is about choosing when to spend ki, when to conserve it, which enemies deserve a Stunning Strike attempt, and how to use the Monk's speed to pressure weak points instead of face-tanking like a fighter with worse armor and better hamstrings. The episode also looks at the Monk's scaling problem. The class gains a lot of flavorful and useful features, but its damage can start to lag behind other martial characters unless the player leans into the Monk's strengths. That means playing like a skirmisher, controller, mage-hunter, and mobile problem solver rather than trying to win every fight by standing still and trading hits. By the late game, features like Evasion, Diamond Soul, Empty Body, and improved movement turn the Monk into something incredibly hard to pin down. You may not always be the biggest damage dealer at the table, but you can be the character who crosses the map, ruins the villain's concentration, survives the fireball, and then politely explains that gravity is more of a suggestion than a rule. Key Takeaways Level 5 is the Monk's big glow-up. Extra Attack and Stunning Strike dramatically change how the class plays, giving the Monk real battlefield control instead of just more ways to punch things. Stunning Strike is powerful, but expensive. It can shut down dangerous enemies, but burning ki on every hit is a fast road to becoming a lightly armored commoner with martial arts branding. Monks are skirmishers, not front-line tanks. Their speed, mobility, and defensive tools work best when they pick targets carefully, disrupt key enemies, and avoid getting surrounded. Ki management is the entire game. Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike, and subclass abilities all compete for the same limited resource, so every choice matters. The Monk is excellent at harassing casters and fragile backline enemies. High movement speed and multiple attacks make the Monk great at reaching enemies who thought they were safely hiding behind the big monsters. Defensive features become a major strength. Evasion, Stillness of Mind, Purity of Body, Diamond Soul, and Empty Body all help the Monk survive effects that can ruin other characters. Damage scaling can be frustrating. The Monk gets more options and survivability, but it may struggle to keep pace with optimized martial builds in raw damage. Ability scores are tight. Monks usually want Dexterity, Wisdom, and Constitution, which makes feats tempting but costly. Late-game Monks are weird in the best way. Running up walls, ignoring poison, surviving saving throws, turning invisible, and resisting damage all support the fantasy of a supernatural martial artist. The best Monk play is tactical, not automatic. The class rewards players who think about positioning, target priority, resource timing, and when not to spend ki just because the button is shiny. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Tales of Three Campaign OneArc 3.0 The In-between- The Night of AbundanceEpisode 84: Nightmares Brought to LifeTUO & Co. face off against the hag and she has a slew of tricks up her sleeve . . . And in her nightmare jars.Content Warnings: complicated relationship dynamics, emotional distress, fantasy violence, loss of agency, profanity, reference to nightmares.Tales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Check out our friends at There's Always a Tavern here!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.
The gang are a step closer to finding Fia... to figuring things out... to understanding. Who are we kidding?! They're lost! AJ's unconscious AGAIN! Hephaesta seeks out supplies for the journey ahead but finds herself caught between a croque monsieur and a hard anvil as she explores the village of Boudoir.Help our tales travel further: leave a review, drop a comment, or share the episode link on your socials. Tag us @d8dungeon so we can thank you properly. Join our Discord for more shenanigans! Are you following us on Twitch? Check out our other shows!Cast Dungeon Master - Declan Hephaesta Tinderson - Amber Ivan of the Forgotten Vale - Sam Fia Izzidrim - Louise AJ Steele - Ben Title Card Art by DaithiCDesign Theme Song 'Fight for Each Other' by Steven Tynan Vocals by Abe Soare Get in touch with us: d8dungeon@gmail.com
Sometimes the nerd is actually cool as heck and sometimes the cool guy is super lame. Lessons learned, and more, on this episode!
Our Animon chosen continue to look for one of their own as they continue their journey into a strange area that is an amalgam of the Animon and Real World. Will they save the day or find themselves human popsicles? Stay tuned!Other Gestalheim ProductionsCapers and CataclysmsAdventurers With AttitudeThree Mask PlanningStories and SteinsFictional HeroismAnomalous AdventuresFriends of Gestalheim ProductionsThree Besties and a GuestieTalk Anything with CassSewers and ShruikensThe Actual PlaycePart of the FunInstallers NetworkJoin us on the Queer Actual Play Guild Discord!Find out more at Gestalheim Productions! Want to talk to some of the cast and maybe play a oneshot or two? Join us at the Gestalheim Social Club! Want to give us a review, hit us up on Podchaser! Buy us a cup of coffee on Ko-fi!
Armin tut sich schwer damit, zu akzeptieren, dass er hinsichtlich seiner Wächter-Aufgabe belogen wurde, und steckt in einer echten Sinnkrise. Miguel und Rainer versuchen mit allen Mitteln, ihn zu einem Neuanfang zu überreden.Du hörst die Kerkerkumpels, das Pen & Paper Hörspiel. Die Geschichte, die du hörst, ist live improvisiert. Ob unseren Charakteren eine Aktion gelingt, entscheiden die Würfel!Intro/Outro:Anamalie by Kevin MacLeodLink: https://filmmusic.io/song/4980-anamalieLicense: https://filmmusic.io/standard-licenseSprecherin: Carolin SabathSound- & Musikquellen:"Awakenings (Music Only)" by tabletopaudio.com"A New Beginning (Music Only)" by tabletopaudio.com"Bloodgate" by tabletopaudio.com"Fire Dance (Music Only)" by tabletopaudio.com"Steampunk Station" by tabletopaudio.comAll sounds from tabletopaudio.com are licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND 4.0).Mehr Infos zu unseren Aktionen und Werbepartnern findest du auf https://kerkerkumpels.de/links/aktionen/Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Monks are supposed to be serene masters of body, mind, and spirit, which is adorable because in 2014 DnD 5e they mostly begin life as a lightly dressed Dex-Wis-Con spreadsheet sprinting toward danger with 10 hit points and a dream. This week, the RPGBOT crew enters the monastery to ask the big questions. Can you punch your way to enlightenment? Is ki a precious spiritual resource or just a tiny battery labeled please do not waste on disappointment? And at levels 1 through 4, are Monks ascending to greatness, or are they simply discovering that inner peace does not count as armor? Show Notes This episode begins the RPGBOT.Podcast's two-part breakdown of the 2014 DnD 5e Monk, starting where every fragile martial arts legend begins: levels 1 through 4. The crew digs into what makes the Monk exciting, frustrating, stylish, and mechanically hungry enough to eat every good ability score on your character sheet. The conversation looks at the Monk's core identity as a fast, unarmored martial character built around Dexterity, Wisdom, and Constitution. That sounds elegant until you realize the class wants all three of those stats immediately, then quietly asks whether you also had room for feats, survivability, and emotional support snacks. From Unarmored Defense to Martial Arts, the early Monk has a lot of cool tools, but not always enough breathing room to use them comfortably. The team also explores the Monk's early features, including Flurry of Blows, Slow Fall, and the looming promise of Stunning Strike. There is plenty to like here, especially for players who enjoy movement, positioning, and the fantasy of solving problems with disciplined violence. But the episode also does not shy away from the class's pain points, including limited weapon options, resource pressure, and design choices that make the Monk feel like it is constantly trying to do three jobs while dressed for yoga. Subclasses also enter the dojo, with discussion of options like Ascendant Dragon, Open Hand, Shadow, Drunken Master, Four Elements, Long Death, Mercy, and Cobalt Soul. Some bring strong flavor, some bring real mechanical value, and some bring the familiar DnD experience of reading a subclass feature and whispering, why would you do this to me? Along the way, the crew talks optimization, multiclassing, race choices, ability score improvements, and how to build a Monk that can actually survive long enough to become the terrifying battlefield blur you imagined. It is a practical, opinionated, and occasionally exasperated look at a class with fantastic vibes, uneven mechanics, and the eternal promise that someday, somehow, punching a dragon in the ankle will be a sound tactical plan. Key Takeaways The 2014 DnD 5e Monk has one of the strongest class fantasies in the game, but the mechanics can struggle to fully support it. Early Monks rely heavily on Dexterity, Wisdom, and Constitution, making them very ability-score dependent right from level 1. Unarmored Defense is flavorful and useful, but it also means the Monk needs strong stats to keep up defensively. Martial Arts gives the Monk its core identity, letting the character fight with speed, flexibility, and style without relying on heavy weapons or armor. Weapon limitations can make early Monk choices feel narrower than expected, especially compared to other martial classes. Ki is powerful but limited, so early Monks need to be careful about when they spend it and when they save it. Flurry of Blows is iconic, but it competes for the same limited resource pool as other Monk tricks. Slow Fall is useful and very funny when it works, especially if your campaign includes cliffs, towers, rooftops, or poor decisions. Stunning Strike is one of the Monk's most famous features, but its effectiveness depends heavily on enemy Constitution saves and ki availability. Subclass choice matters a lot because some Monk subclasses help solve the class's problems, while others mostly hand you a decorative ribbon and a bill. Open Hand and Mercy tend to offer more reliable mechanical value, while subclasses like Four Elements can be harder to recommend without generous table support. Shadow Monk brings strong utility and sneaky fantasy, especially for players who want mobility, stealth, and magical ninja nonsense. Ascendant Dragon adds big style and elemental flavor, giving the Monk a more dramatic combat identity. Drunken Master, Long Death, and Cobalt Soul each offer distinct flavor and tools, but their value depends heavily on campaign style and player expectations. Multiclassing can help some Monk builds, but it can also delay important class features and make an already hungry build even hungrier. Ability Score Improvements are especially important because the Monk often needs raw stats more than flashy feats. Race choice can make a meaningful difference, especially when it supports Dexterity, Wisdom, survivability, mobility, or extra utility. The Monk works best when the player leans into movement, positioning, skirmishing, and selective resource use rather than trying to stand still and trade hits like a Fighter. The class is stylish, mobile, and fun, but it asks the player to manage limitations carefully. The Monk's biggest tragedy is that it looks like a simple punch class, but underneath the robes is a complicated optimization puzzle doing parkour. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Monks are supposed to be serene masters of body, mind, and spirit, which is adorable because in 2014 DnD 5e they mostly begin life as a lightly dressed Dex-Wis-Con spreadsheet sprinting toward danger with 10 hit points and a dream. This week, the RPGBOT crew enters the monastery to ask the big questions. Can you punch your way to enlightenment? Is ki a precious spiritual resource or just a tiny battery labeled please do not waste on disappointment? And at levels 1 through 4, are Monks ascending to greatness, or are they simply discovering that inner peace does not count as armor? Show Notes This episode begins the RPGBOT.Podcast's two-part breakdown of the 2014 DnD 5e Monk, starting where every fragile martial arts legend begins: levels 1 through 4. The crew digs into what makes the Monk exciting, frustrating, stylish, and mechanically hungry enough to eat every good ability score on your character sheet. The conversation looks at the Monk's core identity as a fast, unarmored martial character built around Dexterity, Wisdom, and Constitution. That sounds elegant until you realize the class wants all three of those stats immediately, then quietly asks whether you also had room for feats, survivability, and emotional support snacks. From Unarmored Defense to Martial Arts, the early Monk has a lot of cool tools, but not always enough breathing room to use them comfortably. The team also explores the Monk's early features, including Flurry of Blows, Slow Fall, and the looming promise of Stunning Strike. There is plenty to like here, especially for players who enjoy movement, positioning, and the fantasy of solving problems with disciplined violence. But the episode also does not shy away from the class's pain points, including limited weapon options, resource pressure, and design choices that make the Monk feel like it is constantly trying to do three jobs while dressed for yoga. Subclasses also enter the dojo, with discussion of options like Ascendant Dragon, Open Hand, Shadow, Drunken Master, Four Elements, Long Death, Mercy, and Cobalt Soul. Some bring strong flavor, some bring real mechanical value, and some bring the familiar DnD experience of reading a subclass feature and whispering, why would you do this to me? Along the way, the crew talks optimization, multiclassing, race choices, ability score improvements, and how to build a Monk that can actually survive long enough to become the terrifying battlefield blur you imagined. It is a practical, opinionated, and occasionally exasperated look at a class with fantastic vibes, uneven mechanics, and the eternal promise that someday, somehow, punching a dragon in the ankle will be a sound tactical plan. Key Takeaways The 2014 DnD 5e Monk has one of the strongest class fantasies in the game, but the mechanics can struggle to fully support it. Early Monks rely heavily on Dexterity, Wisdom, and Constitution, making them very ability-score dependent right from level 1. Unarmored Defense is flavorful and useful, but it also means the Monk needs strong stats to keep up defensively. Martial Arts gives the Monk its core identity, letting the character fight with speed, flexibility, and style without relying on heavy weapons or armor. Weapon limitations can make early Monk choices feel narrower than expected, especially compared to other martial classes. Ki is powerful but limited, so early Monks need to be careful about when they spend it and when they save it. Flurry of Blows is iconic, but it competes for the same limited resource pool as other Monk tricks. Slow Fall is useful and very funny when it works, especially if your campaign includes cliffs, towers, rooftops, or poor decisions. Stunning Strike is one of the Monk's most famous features, but its effectiveness depends heavily on enemy Constitution saves and ki availability. Subclass choice matters a lot because some Monk subclasses help solve the class's problems, while others mostly hand you a decorative ribbon and a bill. Open Hand and Mercy tend to offer more reliable mechanical value, while subclasses like Four Elements can be harder to recommend without generous table support. Shadow Monk brings strong utility and sneaky fantasy, especially for players who want mobility, stealth, and magical ninja nonsense. Ascendant Dragon adds big style and elemental flavor, giving the Monk a more dramatic combat identity. Drunken Master, Long Death, and Cobalt Soul each offer distinct flavor and tools, but their value depends heavily on campaign style and player expectations. Multiclassing can help some Monk builds, but it can also delay important class features and make an already hungry build even hungrier. Ability Score Improvements are especially important because the Monk often needs raw stats more than flashy feats. Race choice can make a meaningful difference, especially when it supports Dexterity, Wisdom, survivability, mobility, or extra utility. The Monk works best when the player leans into movement, positioning, skirmishing, and selective resource use rather than trying to stand still and trade hits like a Fighter. The class is stylish, mobile, and fun, but it asks the player to manage limitations carefully. The Monk's biggest tragedy is that it looks like a simple punch class, but underneath the robes is a complicated optimization puzzle doing parkour. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Tales of Three Campaign OneArc 3.0 The In-between- The Night of AbundanceEpisode 83: The Night of AbundanceWith Ivy unconscious, the wolf comes out, Veronica makes a run for it, and Rayla tries to bargain with the hag.Content Warnings: complicated relationship dynamics, emotional distress, fantasy violence, loss of agency, profanity, reference to nightmares.Tales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.
The Sidebars find their way into the Air inner sanctum, with their ultimate goal finally - FINALLY - within reach. Will they make this opportunity count? Will it even make a difference?Featuring:Erika Jayne as Taryn GrimSeverin Gourley as Dexter ClementineKasia Wayfinder as Granny Sabinkaand Julz Burgisser as DMVisit www.fateofisen.com to learn more.Fate of Isen is one of the Feedspot top D&D podcasts in the world! Check out Feedspot here.If you like the show, please feel free to follow us on social media (@fateofisen) or support us on Patreon! ★ Support this podcast on Patreon ★ Intro, outro, and recap music by freesound user, Tyops, and ambient sound by TabletopAudio.com
Tales of Three Campaign OneArc 3.0 The In-between- The Night of AbundanceEpisode 82: The Morning of AbundanceWith the clock ticking our trio heads back into the woods to look for the hag. Back in town, something is out of place.Content Warnings: complicated relationship dynamics, deep woods, emotional distress, fantasy violence, loss of agency, nausea and vomiting, profanity, reference to nightmares, eating on mic during bloopers 1hr 16 minsTales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.Go check out Dusty's fanfic here!
A snowy weasel, a giant crab, and Macho Man Randy Savage walk into a tavern... The joke writes itself. It's more Tome of Beasts 2 from Kobold Press!
As the Sidebars prepare to confront a potentially treasonous Air diplomat, they are sucked into a strange C H A O T I C alternate reality by a powerful entity.Also, it's Fate of Isen's 8TH BIRTHDAY!!! Happy birthday to us. This episode is wild. You've been warned.Featuring:Erika Jayne as Taryn GrimSeverin Gourley as Dexter ClementineKasia Wayfinder as Granny Sabinkaand Julz Burgisser as DMVisit www.fateofisen.com to learn more.Fate of Isen is one of the Feedspot top D&D podcasts in the world! Check out Feedspot here.If you like the show, please feel free to follow us on social media (@fateofisen) or support us on Patreon! ★ Support this podcast on Patreon ★ Intro, outro, and recap music by freesound user, Tyops, and ambient sound by TabletopAudio.com
Warlocks are the only class where the phrase "I signed a terrible contract and somehow came out ahead" counts as a character concept. By level 20, your patron has become equal parts sugar daddy, eldritch therapist, and extended warranty scammer. Somewhere between your third Eldritch Invocation and your fourth existential crisis, you stop asking whether the power is worth the cost and start asking if your soul came with roadside assistance. Show Notes In the second half of the Warlock deep dive, we continue advancing our example characters from level 5 all the way to level 20, exploring how the class evolves from a reliable blaster into one of the most customizable spellcasters in 2014 D&D 5e. Along the way we discuss new spell options, increasingly specialized Eldritch Invocations, Pact Boon upgrades, and the always-interesting challenge of squeezing maximum value out of a very limited number of spell slots. As the builds mature, we compare different approaches to survivability, damage output, and utility. The conversation highlights how Warlocks reward careful planning while still leaving plenty of room for weird and thematic choices. Whether you're building a Hexblade, Fiend, or something stranger, the class offers countless ways to personalize your character. Naturally, no discussion of Warlocks would be complete without jokes about selling your soul, suspicious contracts, and patrons who definitely read the fine print that you ignored. Between optimization advice and increasingly ridiculous examples, we discover that eldritch power and bad life decisions make an excellent combination. Key Takeaways Level 5 is a major power spike thanks to 3rd-level spells and additional Eldritch Invocation options. Invocations continue to define a Warlock's identity throughout higher levels. Pact Boons and invocation choices can dramatically change how two Warlocks of the same subclass play. Short rests remain essential because Pact Magic depends heavily on recovering spell slots frequently. Gift of the Ever-Living Ones and other defensive options can greatly improve survivability. Blade-focused builds use options like Thirsting Blade to keep pace with martial classes. Mystic Arcanum provides access to powerful high-level spells without changing the core Pact Magic system. Warlocks excel when players specialize rather than trying to do everything at once. The class rewards planning and understanding how individual features interact. Flavor and mechanics blend exceptionally well, making Warlocks one of the most thematic classes in 5e. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Tales of Three Campaign OneArc 3.0 The In-between- The Night of AbundanceEpisode 81: Sweet NightmaresTUO realizes they've been charmed, and everyone has nightmares.Content Warnings: complicated relationship dynamics, emotional distress, fantasy violence, nightmares, darkness, imprisonment, being held against one's will, allusion to harm to a child at 21:28-22:14, dog attack at 21:52-22:14, manipulation, fire, toxic romantic relationships, body gore, body horror, falling, abandonment, drowning, death of a loved one, loss of agency, profanity.Tales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!Check out Dusty aka PossumBytes on Twitch!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.
AJ is lost in dreamland, but the nightmare is only just beginning. Back in the waking world, the gang try to turn the abandoned mine tunnels into a handy little shortcut. All they need to do is keep their heads down, stay quiet, and avoid drawing unwanted attention... So, naturally, that goes terribly. With AJ beyond reach, Nate and Hephaesta in the crosshairs, and “alive” suddenly sounding more like a suggestion than a requirement, the quiet route is about to become anything but... Help our tales travel further: leave a review, drop a comment, or share the episode link on your socials. Tag us @d8dungeon so we can thank you properly. Join our Discord for more shenanigans! Are you following us on Twitch? Check out our other shows!Cast Dungeon Master - Declan Hephaesta Tinderson - Amber Ivan of the Forgotten Vale - Sam Fia Izzidrim - Louise AJ Steele - Ben Title Card Art by DaithiCDesign Theme Song 'Fight for Each Other' by Steven Tynan Vocals by Abe Soare Get in touch with us: d8dungeon@gmail.com
Arc 3.0 The In-between- The Night of AbundanceEpisode 80: Charmed I'm SureTUO get's the chance to party before The Night of Abundance, Véres gets flirted with, and a new person my be joining the party.Content Warnings: alcohol consumption, complicated relationship dynamics, romance, flirting, jealousy, emotional distress, fantasy violence, profanity, loss of agency and losing control of one's faculties due to magical meansTales of Three is an all-queer, dark fantasy dnd podcast where your three Game Masters are also your three Players!If you like what you hear please tell your friends about us & consider giving us a 5 star review! It's a quick and easy way to show your support for small creators whose content you enjoy!Follow the Cast:Arianna as Elara SpinelsparkDusty as Ivy Nightbreeze-TinkerfeyWayra as VéresFind our socials here!Want to chat with the cast, talk spoilers, play games, and make new friends? Join our Discord!If you want to help keep the podcast running and get access to bonus content check out our Patreon or buy us a coffee on Ko-fi!This week we are shouting out our friends at Punch & Roll! Check out their actual plays here!Special thanks to SG for theme song, Chriss for the logo, Fenn & Ely for the character art!Background music and SFX by Epidemic Sounds & Monument Studios.
The Sidebars reunite with an old friend and attempt a very risky jailbreak.Also Granny is still a cloud sheep.** TRIGGER WARNING ** This episode contains themes of modern slavery, severe illness, and human(oid) sacrifice.Featuring:Erika Jayne as Taryn GrimSeverin Gourley as Dexter ClementineKasia Wayfinder as Granny Sabinkaand Julz Burgisser as DMVisit www.fateofisen.com to learn more.Fate of Isen is one of the Feedspot top D&D podcasts in the world! Check out Feedspot here.If you like the show, please feel free to follow us on social media (@fateofisen) or support us on Patreon! ★ Support this podcast on Patreon ★ Intro, outro, and recap music by freesound user, Tyops, and ambient sound by TabletopAudio.com
Every adventuring party has that one person who looks at an ancient magical artifact and immediately thinks, I can improve this. In this episode, we continue our journey through the Artificer and explore what happens when a character combines magical talent, engineering confidence, and absolutely no respect for reasonable safety standards. The result is a class that can solve problems, create new problems, and somehow convince the rest of the party that both outcomes were part of the plan. Show Notes The Artificer continues to stand apart as one of the most unique classes in modern fantasy roleplaying games. In this second installment of our Artificer deep dive, we move beyond the basics and dig into the class features, mechanics, and choices that transform a clever inventor into a walking magical toolbox. We examine how the class blends spellcasting, utility, and support capabilities while maintaining remarkable flexibility. Along the way, we discuss infusions, equipment choices, subclass considerations, and the many ways Artificers can fill gaps in a party composition. Whether you're building a heavily armored front-line inventor, a battlefield support specialist, or a gadget-obsessed problem solver, the class offers an impressive range of options. As always, we explore both the strengths and limitations of the design, highlight practical build advice, and discuss how players can get the most value out of their magical inventions without accidentally turning every session into a product demonstration. Key Takeaways Artificers thrive on versatility and can adapt to a wide variety of party roles. Infusions remain one of the class's defining features and provide significant customization opportunities. Equipment selection often has a larger impact on performance than it does for many other classes. The class rewards players who enjoy planning ahead and thinking creatively about problem solving. Artificers excel at supporting allies through magical items, utility options, and flexible spellcasting. Resource management and preparation are important for maximizing the class's effectiveness. Different subclass choices can dramatically change how the character functions at the table. The class often shines brightest when solving challenges outside of combat. Creative use of tools and class features can frequently accomplish things that other classes cannot. Understanding how your infusions, spells, and equipment interact is key to building an effective character. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Send us Fan MailFresh off the milestone 100th episode, Ty and Troy kick off "Season 2" of Playin' & Slayin' with a discussion about new editions in tabletop gaming. They share recent gaming adventures, hobby projects, crowdfunding finds, books, podcasts, and video games before diving into when a new edition improves a game—and when it misses the mark. From Warhammer 40K and Age of Sigmar to Dungeons & Dragons, X-Wing, Space Hulk, and classic board games, the hosts explore how rules updates can breathe new life into a game or leave players behind.Playin' and Slayin' is proud to be a member of the Tabletop Battles Media Network. Find more podcasts like this one at https://tabletopbattles.com/
The Sidebars continue their journey into the depths beneath the air kingdom, and discover something they never expected. There's happiness, sadness, and a whole lot in between. Also Granny is a cloud sheep.Featuring:Erika Jayne as Taryn GrimSeverin Gourley as Dexter ClementineKasia Wayfinder as Granny Sabinkaand Julz Burgisser as DMVisit www.fateofisen.com to learn more.Fate of Isen is one of the Feedspot top D&D podcasts in the world! Check out Feedspot here.If you like the show, please feel free to follow us on social media (@fateofisen) or support us on Patreon! ★ Support this podcast on Patreon ★ Intro, outro, and recap music by freesound user, Tyops, and ambient sound by TabletopAudio.com