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Even just disabling your adblocker will help it's only text and plain image ads I promise. Becoming a patron will upgrade your account to premiumgiving you no ads and more features. Shout outs: Stacey, Chris St. Pierre, Wildbot3d. Their contribution stands as a beacon of hope for all adventurers! Username: Password: Forgot? Campaign Generator - Generates everything you need to start a new campaign from scratch.
Including surrounding geography, local culture and experts, a structure and motivation for adventure, religion and gods, and additional lore to fill your world. Plot Twist Generator - Story stuck? Twist it up! Try injecting some of these plot twists into your story to shock your players and get things moving again. World Map - Generates a world map with towns, dungeons, and countries. Run the ultimate open-world game in just a single click. Includes attributes, gear, personality, and back-stories.
Random Plot Hooks Generator - Quest and plot ideas for any adventure. Random Wandering Monsters - Random monsters found wandering by environment. Useful when you need an encounter while traveling.
Random Dungeon Generator - Randomly generate parts of a dungeon on the fly, pieces are modular and fit together so you can even generate an entire dungeon this way.Below are a selected number of ideas for places to adventure in, complete with explanations and adventure hooks. Some areas, usually the more sophisticated ones, have more detailed explanations than others.
Obviously, the only limits to where one can adventure in a fantasy role-playing game are set by one's imagination, and these settings should be considered no more than a tiny fraction of what the mind can conceive. Below, there are mentioned a number of general fantasy settings, both archetypal and stereotypical alike, and any variant on them can be and ought to be considered. City settings operate on a different basis than most other locations.
In a city, there are usually laws and authorities, and the very dynamics of life are greatly different than in the countryside; the pace is quicker, the street are crowded, the buildings are larger, and the concentrations of great wealth and great poverty are more pronounced.
Urban adventures generally take place over less area than those set elsewhere, and are usually done in the context of a set government and society. The most important thing to remember about a city is that it is artificial, not natural; the kinds of foes one tends to face in urban areas are products of civilization, not nature.
Of course, the size of a city can mean little to defining it, if there is some special attribute that it has.
Epithets such as "the city of dragons" or "the city of gold" are useful in constituting an urban area's character. A relatively small urban area, this city has not yet reached its full potential, but, given favorable conditions, shall do so one day. Expect to see a growing population, increasingly wealthy citizens, and new construction in this setting.
The greatest problems a city such as this might face are the struggles against nature, having to push back the wilderness in order to settle more people.
At this stage of development, the city and its institutions are fully developed and the population is rather large. Its merchants are rich, its temples are huge, and its cultural, economic, and political influence is felt both regionally and worldwide.
The major problems facing the city are internal.
Power struggles, crime, and inequality are the major dilemmas. At this point, the city's government is generally competent and clean, and is usually trying to fix the problem rather than be the cause of it. Adventures are likely to focus on preventing problems before they happen.
A city whose laws, economy, population, institutions, or all of the above is in decline. If this state of being should come to pass, the city's former glory is fading, and although not fully gone, shows clear signs of decline.
Corruption, recession, plague, and population loss are all characteristic of the urban area. The schemes players try to stop have usually already begun. A city that has fallen under the influence of dark powers is considered fallen. In a sense, it is the opposite of the great city; rather than be an agent for justice, the city is under control of a tyrant whose word is law, or has else fallen under the control of evil magics, devils, wicked dragons, malevolent wizards, or some other power.
Rebel forces are common, and good adventurers in the city may be interested in helping them. Alternatively, the fallen city may be in a state of lawlessness, and the streets could be ruled by bands of thugs and criminals. Evil plans have already succeeded, and so players may be involved in helping to change the situation. Ruins occur in one of two main ways; the physical destruction of the settlement they were a part of, or the undermining of the social, economic, religious, or political systems which supported them.
Likely to be the home of monsters and the undead. Below are some ideas to work with when designing your fortifications for your game. For dungeon masters who are short on time, there's a nice page to generate random castles quickly [ here ].
A towering building that is built to outlast siege.Biomes are regions in a world with varying geographical features, floraheightstemperatures, humidity ratings, and sky and foliage colors. Biomes separate every generated world into different environments, such as forests, jungles, deserts, and taigas. Biomes have a temperature value that determines if it snowsrainsor does not have either kind of precipitation. The required temperature values are less than 0.
The temperature also drops 0. These values can be used to determine the heights that snow generates at in different biomes. The temperature affects only the transition from rain to snowfall. Dry biomes do not transition to rainy ones under any circumstance. For example, savannas do not experience rain or snow due to their heat.
Adventure Locations and Ideas (DnD Other)
They are almost always separated during terrain generation to prevent biomes with huge temperature differences being placed side-by-side such as a snowy taiga next to a desertand to allow biomes with similar temperatures to be placed next to each other more often such as forests and swamps. While biomes are still split into 5 categories, generation of biomes between 1. In general, land biomes generate in 3 different clusters: cold, dry, and green biomes.
Green biomes are often larger and more continuous than the other types. Cold and dry biomes generate in smaller clusters, but can still extend a thousand or more blocks. Cold biomes include the snow-covered Snowy Tundra and Snowy Taiga. Dry biomes consist of Savanna, Plains, and Desert. Plains biomes are somewhat unusual in that they generate in both green and dry biome clusters. However, in the source code, green biomes are further subdivided into temperate green biomes and lush green biomes.
Temperate green biomes include Mountains, Taiga, Forest, and Plains. The only way to differentiate between these two climates is by noting whether there are areas of Taiga or areas of Birch Forest, Dark Forest, and Swamps. Forest, Mountains, and Plains generate in both of these climates. In dry climates, Deserts are weighed 3 times, Savanna 2 times, and Plains only once, meaning in dry climates, Deserts are more common than Savannas, and Plains are rarer than Savannas.
The biome clusters then generate their respective biomes. These three land biomes may also occasionally generate standalone separate from their parent biome clusters. In addition, an "edge" variant biome surrounds these three biomes. Jungle Edges separate Jungles from most other land biomes aside from regular Forest or Taiga if bordering a Swamp the Jungle edge extends up to 3 chunksand Desert separates Badlands from the rest of the land biomes except with Modified Badlands.
During the biome edge stage of biome generation, portions of some biomes can be overwritten and replaced by different ones. This generally occurs in areas where two nearby biomes would create a strange and contrasting border. Plains biomes can overwrite Swamps if the Swamps border snowy areas or Deserts.
Jungle Edge biomes overwrite Swamps if Jungles border Swamps. Taigas that surround Giant Tree Taigas are generated in the Biome-Edge layer stage, however Jungle Edges and Deserts that surround Jungles and Badlands are generated in the stage where shores and beaches are generated. As such, the latter two biome edges cannot generate modified biome variants, but modified biomes can take over any biome edges within the biome edge generation. The generation of Hill biomes and Modified biomes is done together when pasted onto the main biome types.
The dense Dark Forest uses Plains as its Hill biome, forming glades. Note Mushroom Fields locations are pre-determined in the biome climate stage of biome generation. In the Badlands, the Badlands Plateau is the actual main biome generated with the regular badlands as the Hills biome.Natural Explorer At 1st level, you are adept at traveling and surviving in the wilderness and particularly familiar with one type of natural environment.
Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence Investigation, Nature or Wisdom Animal Handling, Perception, Survival check while in your related to your favored terrain, your proficiency bonus is doubled if you are using one of those skill that you're proficient in, or you add half your proficiency bonus rounded down if you are not proficient.
While traveling for an hour or more in your favored terrain, you gain the following benefits:. Jump to: navigationsearch. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling such as foraging, navigating, or trackingyou remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
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Natural Explorer (5e Class Feature)
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Latitudes: N S.Biomes are the world's major habitats. These habitats are identified by the vegetation and animals that populate them. The location of each biome is determined by the regional climate.
Deserts are dry areas that experience extremely small amounts of rainfall. Many people assume falsely that all deserts are hot. This is not the case as deserts can be either hot or cold. The determining factor for considering a biome to be a desert is the lack of precipitationwhich can be in various forms rain, snow, etc. A desert is classified according to its location, temperature, and amount of precipitation.
Overview of the Desert Biome
The extremely dry conditions of the desert biome make it difficult for plant and animal life to thrive. Organisms that make their home in the desert have specific adaptations to deal with the harsh environmental conditions. Deserts are determined by low amounts of precipitation, not temperature. They typically receive less than 12 inches or 30 cm of rain per year. The driest deserts often receive less than a half an inch or 2 cm of rain per year.
Temperatures in the desert are extreme. Because of the lack of moisture in the air, heat quickly dissipates as the sun sets. Cold deserts generally receive more rainfall than hot deserts. Deserts are estimated to cover about one-third of the Earth's land surface.
Some locations of deserts include:. The largest desert in the world is the continent of Antarctica. It spans 5. The largest hot desert in the world is the Sahara Desert. It covers 3. Some of the highest temperatures ever recorded were measured in the Mojave Desert in California and the Lut Desert in Iran. Intemperatures in the Lut Desert reached a sweltering Due to very dry conditions and poor soil quality in the desert, only a limited number of plants can survive.
Desert plants have many adaptations for life in the desert. They also have leaf adaptationssuch as a waxy covering or thin needle-like leaves to help reduce water loss. Plants in coastal desert regions have broad thick leaves or large root systems to absorb and retain large amounts of water. Many desert plants adapt to the dry conditions by going dormant during very dry periods and growing only when seasonal rain returns. Examples of desert plants include cacti, yuccas, buckwheat bushes, black bushes, prickly pears, and false mesquites.
Deserts are home to many burrowing animals. These animals include badgers, jackrabbits, toads, lizards, snakesand kangaroo rats.
Other animals include coyotes, foxes, owls, eagles, skunks, spiders and various kinds of insects. Many desert animals are nocturnal. They burrow underground to escape the extremely high temperatures in the day and come out at night to feed.Looking to have your adventurers get lost in the forest while looking for that temple, elven village or whatever?
Let us do the work for you. Since this was first published in October the Dungeon Master Guide was released and provides lists of Monsters by Environment in Appendix B, but the lists are basic. Challenge Rating: 4 When your adventurers make camp for the night the faint cries of a banshee will keep them awake. A banshee was once a female elf, but now she can frighten and hurt your party with just her wail and horrible visage. In my current campaign, I had my players find an abandoned ship full of ghouls and a banshee in the lower hold.
Blights can be controlled by a Gulthias Tree and used to fill its growing corrupted forest or they can be part of a vine invasion the quickly takes over a forest settlement. In my current campaign, my players were traveling through a dying forest full of giants spiders and blights.
Dinosaurs Challenge Rating: 2 to 8 So your group of adventurers are walking through a forest when they hear a loud crash from the trees up ahead. Suddenly, a huge T-Rex crashes into the forest clearing, bearing its massive teeth.
The Monster Manual has 5 dinosaurs you can send out for a forest encounter, but you should have a reason for the dinosaurs being there. Are you running a prehistoric campaign? Are you players exploring a lost world? Are the dinosaurs the creation of an insane magic user? Maybe dinosaurs never went extinct and raptors are bring used as mounts by halflings. If you want to go Jurassic World check out my homebrew Velociraptor and Indominus Rex monster builds.
I was really happy when I found out dinosaurs were going to be in 5th edition Monster Manual. Dinosaurs work well in a forest and in most cases even better in a jungle.
Dragon, Green Challenge Rating: 2 to 22 Green dragons are cunning, treacherous and nasty. A green dragon would be right at home in a cave located in the center of a forest shrouded in acrid fog.