Dungeons and Dragons Megathread

Mostly because they operate in a context where they aren't the uncontested top dog in the same way, and their worshippers tend to be more mixed up with worshippers of other gods.
 
From a Doylist perspective, including benevolent deities, logically be far more powerful than your presumedly mortal adventurers, would be quite difficult to write around.

Of course, this applies to all powerful NPCs and organisations, but at least those do not possess literally celestial power.

It seems they're getting around this by.. having the level of deific power on display vary as the plot demands.
 
Yeah I feel like a lot of this can be explained (from a Watsonian perspective anyway) by Lolth specifically being a deranged micromanager.

Doylistically it's a clumsy save by writers trying to cover their asses about how their Mega Cool No Seriously evil elf society hasn't self-destructed yet.
 
Yeah, obviously the real reason is it's what the writers wanted to happen, but if you're looking for an in universe reason I think the best one is that Lolth is operating at a much smaller scale than a god of her power normally would. Her peers from the elven pantheon are all gods of tons of different elven civilizations across the world and she's got a handful of moderately large cities in the underdark where the best food crop is cave fungus which consume all of her time.
 
Why can't the other gods do this with their own worshippers?
For the Watsonian version:

Well, the only other gods who could would be racial pantheon heads, of races that don't live mixed in with other races.

Of those, the Orc God is too busy with his war against the Goblin God and vice versa, the Dragon God expressly wants his people to take care of shit themselves (but wasn't above mind controlling all the humans on one planet to zerg rush the dragons as a ploy to stop the metal/color infighting), the Giant God swore an oath to his wife, the Dwarf God prefers to be a craftsman to a ruler, the Elf God is busy with his/her many romantic affairs and planar politics, etc…
 
Okay I have been thinking of homebrewing some new dragon variants for a 5e project I'm helping out with, how would you suggest I go about creating say, blood or diamond dragons?
 
Okay I have been thinking of homebrewing some new dragon variants for a 5e project I'm helping out with, how would you suggest I go about creating say, blood or diamond dragons?
Find the existing dragon you want it to compare to CR and ability-wise, and swap the elements and maybe the peripherals. I'm not sure what you want to represent 'blood' as mechanically, but there are canon examples of gem dragons in 5e (crystal would be extremely easy since you can just steal the statblock wholesale) to pattern off of.
 
Okay I have been thinking of homebrewing some new dragon variants for a 5e project I'm helping out with, how would you suggest I go about creating say, blood or diamond dragons?
You might have a look as some of the older types that have been forgotten, like Ruby, Jade, Onyx, Iron, Colbalt, Tungston, Nickel, and Chromium.

More generally, it's rare for anything have better breath than red or gold in terms of sheer damage potential.
 
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Find the existing dragon you want it to compare to CR and ability-wise, and swap the elements and maybe the peripherals. I'm not sure what you want to represent 'blood' as mechanically, but there are canon examples of gem dragons in 5e (crystal would be extremely easy since you can just steal the statblock wholesale) to pattern off of.
You might have a look as some of the older types that have been forgotten, like Ruby, Jade, Onyx, Iron, Colbalt, Tungston, Nickel, and Chromium.

More generally, it's rare for anything have better breath than red or gold in terms of sheer damage potential.
Thanks, I have actually been thinking of taking the stats of the crystal drgaona and changing it's breath weapon to be influences by the hues of light in the surrounding area, so it would be a everchanging element type of dragon.

For blood well I was legit thinking of literally taking the whites and letting them instead of doing a elemental breath weapon just suck the life with their breath by inhaling the life force of a target through a wound.
 
Thanks, I have actually been thinking of taking the stats of the crystal drgaona and changing it's breath weapon to be influences by the hues of light in the surrounding area, so it would be a everchanging element type of dragon.

For blood well I was legit thinking of literally taking the whites and letting them instead of doing a elemental breath weapon just suck the life with their breath by inhaling the life force of a target through a wound.
Shadow Dragons used to do the life drain thing, but I dunno if/how 5e has done them
 
Because the drow are imports from greyhawk that exemplify the absolute worst of gygax's misogyny, but hasbro doesn't have the spoons to ever really CHANGE them.
I think it's less about having the spoons than about them just not caring. Hasbro cares much less about the game itself than about the value of the IP for selling merchandise and licensing tie-ins, so they'll only step in when something is upsetting enough people to potentially sully the brand. And the people who have creative control at WOTC are mostly nostalgic grognards who just want everything to go back to how it was when they played the game as a kid. I doubt that Mike Mearls, a guy who doxxed abuse victims, is especially bothered by the misogynistic implications of the drow.
 
At the very least the drow are at least a little interesting with some pretty alright interpretations of them in the dnd multiverse, which is more then I can say about the fucking neogi who are literally the most bland, boring dnd creation ever, they aren't even cool in their evilness like the mindflayers or beholders, who can be absolutely interesting and complex. Meanwhile the neogi are just evil space slaver capitalists who literally can't conceive of a mutually-beneficial relationship between two neogi.

Anyways, anyone have any dmsguild recs? I've been browsing it for a few days now and I'm looking for some cool stuff.
 
At the very least the drow are at least a little interesting with some pretty alright interpretations of them in the dnd multiverse, which is more then I can say about the fucking neogi who are literally the most bland, boring dnd creation ever, they aren't even cool in their evilness like the mindflayers or beholders, who can be absolutely interesting and complex. Meanwhile the neogi are just evil space slaver capitalists who literally can't conceive of a mutually-beneficial relationship between two neogi.

Anyways, anyone have any dmsguild recs? I've been browsing it for a few days now and I'm looking for some cool stuff.

The neogi I always felt were an unfortunate mixture of "too much" and "not enough." As well as suffering from an excess of "vaguely scif-fi themed aberration with a psionic enslavement power" monsters that the game already has (although oddly, in their original 2e appearance, they didn't have the mind powers and were just mundanely rather than psionically boring).

I really dig their gonzo high weirdness aesthetics, with the spider shaped timber-and-sails airships and the pet umber hulks, but they never got any interesting lore or mechanics.
 
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The neogi I always felt were an unfortunate mixture of "too much" and "not enough." As well as suffering from an excess of "vaguely scif-fi themed aberration with a psionic enslavement power" monsters that the game already has (although oddly, in their original 2e appearance, they didn't have the mind powers and were just mundanely rather than psionically boring).

I really dig their gonzo high weirdness aesthetics, with the spider shaped timber-and-sails airships and the pet umber hulks, but they never got any interesting lore or mechanics.
Personally I just find the neogi and their kind of evil super bland and uninteresting, literally their slaves are more interesting then them, although if you want a good punching bag villain, then they are alright in that regard.
 
Personally I just find the neogi and their kind of evil super bland and uninteresting, literally their slaves are more interesting then them, although if you want a good punching bag villain, then they are alright in that regard.

That's what I mean by "too much and too little." The evil is always ramped up passed 11, but there's none of the personality and complexity that some other mega-uber-evil dnd monsters have besides some charmingly weird aesthetics.

I've had some ideas for how to reimagine the neogi. Most of which more or less come down to three things.


1. The neogi are inhuman in a way that forces them to have developed inhuman values.

I like the idea that rather than having been conquered by them at some point in the past, the umber hulks and neogi are actually co-evolved to be each other's brawn and brain; thus, giving orders and making decisions for other creature's is literal instinct for neogi. Additionally, their life cycle requires the total degredation and eventual agonizing death of one of their own kind; there's a callousness, hierarchy, and sense of "life is cheap" that you can't avoid if that's your biology. The "life is cheap" part isn't helped by them being an r-type species with vicious, nonsapient predator newborns either.

But nonetheless, these creatures were able to form a functional society. One advanced enough to be capable of building and operating magical spaceships, no less. How did they do that? There must be philosophies and morals here. Harsh, bleak ones, perhaps, but still ones that encourage cooperation, interdependence, and in-group loyalty. They have an idea of what makes a neogi a good person or a bad person. It doesn't totally overlap with how humans would judge such things, but it isn't totally unrecognizable or inimical either. You can be friends with a neogi. As individuals, neogi don't have to be evil at all, but it's very hard for a society of them to not be.


2. The neogi might be thieves and slavers, but they are primarily, before anything else, merchants.

The whole "neogi are hated by literally everyone" thing is irreconcilable with their alleged way of life. They must have people who they trade with. You don't give your trading partners reasons to hate you, if you can help it. In most cases, if you meet a neogi, it won't be trying to eat you or enslave you; it will be trying to sell you something. And they really do sell everything. With their flying ships and foolhardy ways, neogi have truly been everywhere, and can get back and forth between anyplace and anyplace else with astonishing speed. Need a magic item? A crafting material? A piece of information? If they don't have it in their hold right now, they can be back here with it in a month if you pay a tenth up front! They sell shady stuff up to and including people, yes, but they also sell nonshady stuff of every kind.

Are you willing to dirty your hands by doing business with these things? Is your situation so desperate that you can't afford NOT to do business with these things?


3. When it does come to combat, they need more interesting mechanics than "3/day mind control." I've been thinking about making them nonmagical by default, and instead giving them a moveset stemming from the "designed by nature (and/or the gods) to boss giant stag beetles around" concept. They've got leadership abilities. Think 4E taclord kinda stuff, with actions that give their minions extra movement and attacks and stuff.

I've also toyed with an idea that sort of borrows from the "lolenslave" powers of third edition onward, but is more flavorful and less like every other aberration. I'm thinking they have a sort of Bene Gesserit-ish commanding voice ability that they can use to make people perform short, reflexive actions (like a watered down version of the Command spell). Meanwhile, their venom (delivered either by bite or more commonly by poisoned dart) is a narcotic that gives you a penalty to mental saving throws. Thus making their voices more effective and also making their umber hulks' confusion powers more likely to work.

So, instead of a fight with neogi playing out exactly like a fight with mind flayers or whatever, it's a battle against big brutes that each have a little low-hitpoint action economy ratfucker riding on their shoulders. Maybe make it so they can use their umber hulks as body shields unless you flank, surprise, or attack from above, thus giving the players some interesting tactical options.
 
2. The neogi might be thieves and slavers, but they are primarily, before anything else, merchants.

The whole "neogi are hated by literally everyone" thing is irreconcilable with their alleged way of life. They must have people who they trade with.

… is this just fantasy anti-semitism again?

Because this sounds like a "Middleman minority" through the lens of the people who hate them.
 
… is this just fantasy anti-semitism again?

Because this sounds like a "Middleman minority" through the lens of the people who hate them.
There's literally 3 races in the setting that Neogi come from that are defined exclusively as "merchant races". The Arcane (blue giants who invented the most common form of FTL), the Neogi, and the Dohwar (penguin people who ride flying pigs and form telepathic bonds with their chosen mates).
 
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