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INCLUDING THE CRITICALLY ACCLAIMED ZEITGEIST ADVENTURE PATH FOR 5E!

EN World EN5ider is the new way to get regular gaming supplements and adventures online. For a small monthly donation, you will receive rules supplements, gaming advice, adventures, and more. You get one item per week (including one adventure per month). EN Publishing's critically-acclaimed designers will bring you a continuous stream of content for your favourite roleplaying game! There are four FREE sample supplements for you to check out before you become a Patron - including an entire adventure! Download The Occultist, a new 5E class by Mike Myler, Treasures Dark and Terrible from James Haeck, Priests of Elemental Power from C. Richard Davis, and our 100th issue, Into the Feywild, a fey-themed adventure by Kiel Chenier! If you like what you see, and want more of this every week, simply become a Patron!



Become a patron now and get access to the entire back catalog! Here's what's new:

  • #207. The Gemini. Gemini are warriors that evade, confound, and attack by creating dangerous magical multiples of themselves or copying a foe's techniques. A brand new character class for your 5th Edition games! By Mike Myler; illustrated by Indi Martin.
  • #206. Mubida: The Hunter's Bane. This large Challenge 10 monstrosity is a herald of strife, a patchwork guardian of nature. Also includes a CR-14-15 sample encounter, plot hooks, tactics, lore, and ecology.
  • #205. Villain Spotlight: Ezekiel. Ezekial is a minotaur gifted (or maybe cursed) with intelligence and cunning beyond that of most of his kin. Ezekial is the leader of a small band of thieves who are on a crime spree stealing priceless artifacts and rare tomes of knowledge. This article describes Ezekial, his goals and personality, a description of his band of thieves, and lists possible plot-hooks that involve Ezekial.
  • #204. ZEITGEIST #3 (Part 2) - Digging For Lies. The third adventure in the ZEITGEIST adventure path continues in this 33-page instalment!
  • #203. Words of Power. Take your 5th Edition spellcasting into new realms with this article by Edric Alan Leggett. Words of Power is a variant rule system which uses combinations of words to craft spells. This article contains fifty such words of power, arranged into Anchor Words, Action Words, and Creature Words, Effect Words, and Unfettered Words, which the caster combines into a Spell Phrase of between three and five words. Illustrated by Herman Lau.
  • #202. Fantastic Elves. Following the popular Fantastic Humans article, Michael McCarthy brings you variant racial traits such as Ancient Master, Unearthly, and Child of the Bow; new elven equipment like the ring of rulership and the travel wafer; and three new elven subraces: the tenacious Ash Elves, the sociable Ocean Elves, and the whimsical Sky Elves. Illustrated by Yihyoung Li.
  • #201. Anatomy of a HeistRun a fantasy bank job, steal some rare dragon eggs, and overcome traps, labyrinth, and monstrous guardians in your 5th Edition game! Jeff Gomez presents a range of options to choose from - targets, goals, factions, methods, and obstacles to help you devise an exciting scenario of subterfuge and stealth! Illustrated by Phil Stone.
  • #200. Enchanted Trinkets I. For our 200th article, we introduce the first in a new series called Enchanted Trinkets! These 13 minor magical items include the Butter Knife of Perfect Serving, Flask of Inebriation, Signaling Ammunition, and the Wig of Styling, amongst others. By Erik Evjen; illustrated by Yihyoung Li.
  • #199. Horrors Beneath the Ice. Watch out for the amorphous Black Icers, the hard-to-see Snow Angels, and the ethereal Wailer on the Ice! Writer Walt Ciechanowski bring you three icy undead monstrosities for your 5th Edition games! Illustrated by Phil Stone.
  • #198. ZEITGEIST #3 (Part 1) - Digging for Lies. Welcome to the third adventure in the ZEITGEIST adventure path! In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of ancient artifacts. These primitive weapons contain powerful spells capable of conjuring alien monsters never seen in modern times. To unearth why shadowy forces are collecting these relics, the partytravels into the High Bayou, lair of the dread fey titan called the Voice of Rot. There, beneath an ancient ziggurat, the party finds the remains of a doomed archaeological expedition, and learns that a powerful alien entity has escaped its ancient prison and entered this world. The party has tugged into view one thread of the conspiracy, but to reach its heart and see how deep the threat goes, they're going to have to dig.
    An adventure for enterprising heroes of 5th level.
  • #197. Over the Next Hill: Stonewatch Lighthouse. Stonewatch is an aging lighthouse that looms above a particularly dangerous stretch of coastline. Its lone, weather-beaten spire rises from a rocky hilltop, as if stubbornly guarding against the thick ocean mists that churn below. The lighthouse itself is manned by an elderly knight in the middle of his final vigil, and a humble village nearby provides a modicum of refuge for passing travelers. Every light casts a shadow, though - and Stonewatch is no exception. The villagers whisper about strange, unexplained events, such as travelers disappearing from their rooms and ghostly forms appearing on misty nights, seemingly emerging through the solid walls of the nearby lighthouse itself.  
  • #196. Those Who Walk Through Time. Details on the Plane of Time, tethers, and timeslips, and the guardians of time, The Order of Chronology Devoted; along with a new Warlock Patron, the Chronomental (one of the time dimensionals which move through, around, and between timestreams, its form ever shifting between all possible variations of reality); and a Wizard Tradition, the Chrononaut (wizards who study, manipulate, and travel through the magic of Time - They are masters of the past, present, and future, aware of multitudes of possibilities and timestreams). By GM Lent; illustrated by Yihyoung Li.
  • #195. The Gunfighter. A full character class based around using firearms, with three archetypes: the Bushwacker, the Drifter, and the Maverick. By Walt Ciechanowski; illustrated by Yihyoung Li.
  • #194. Legend of the Heart Eater. A warlock subclass that can be inserted into play when a character dies, giving that character a second chance at life... with a price. By James Haeck; illustrated by Kim Van Deun.
  • #193. ZEITGEIST #2 (Part 3) - The Dying Skyseer. Concluding The Dying Skyseer! In part 3 of this adventure, the party uncovers the fourth investigation thread, the climax, and the conclusion of this complex instalment. Dragonborn arsonist brothers set a factory ablaze, creepy warehouses are investigated, and the PCs try to take down Mayor Reed Macbannin during an earthquake. What will they find in Macbannin Manor? For 4th-level characters.
  • #192. Gifts of the Dragon. Welcome to this collection of dragon-themed player options! This article includes: the Marked by the Dragon background; various draconic environmental objects such as the Draken Sigil, Draconic Obelisk, Vasssal Reliquary, Dragonvein, and Petrified Fundamentum; a draconic plot generator; A new Inspiration mechanic called Draconic Favor, which grants PCs the ability to activate a dragonvein, roar a draconic curse, be granted a draconic audience, to learn draconic knowledge, to invoke draconic fortitude, and more. 
  • #191. Another Year Passed. Every setting needs traditions and celebrations, but these vary widely by culture. This article helps you to randomly flesh out your setting's New Year traditions, birthday celebrations, the effects of growing old, and how the changing years affect NPCs.
  • #190. Cold Snap: Encounters in the Frozen Wastes. As the cold weather in the real world continues, we continue our theme on EN5ider! Avalanches, frozen bridges, mammoth warriors, winter riders, and wolves in the storm await in this article by James J. Haeck; illustrated by Ellis Goodson.
  • #189. Treasures From Beneath The Snow. Anorak of the Ice People. Barrow Bread. Ebon Blade. Guiding Harpoon. Ice Riders. Ironweed Rope. Memory Leaves. Summer Sight Goggles. These snow-themed treasures may be found deep within the coldest regions of the world, hidden inside ancient snow barrows. By Walt Ciechanowski; illustrated by Yihyoung Li.
  • #188. We All Wear Masks: Faces of the Kindred. These five magical masks allow the wearer to wield different racial powers. The Mask of the Feychild, Stoneborn Death mask, Jawbreaker's War Mask, Mask of the Infernal Offpsing, and the Mask of Humanity each comes with the history of the mask, its powers and benefits for the wearer, and plot hooks suggesting places where the mask might be found and the NPCs who might wear them. By Kiel Chenier; illustrated by Kim Van Deun.
  • #187. Monstrous Menagerie: Chilling Foes. As the cold weather grips the real world, add some wintry foes to your D&D world! The Isaac is a monster of sharp ice and cold heart; the Forvirskripi is a tiny malevolent fey able to bring about icy disaster; the Hlaupa is a giant ice-pig with ivory tusks and mighty antlers; and the Knútadraugr is an icy undead warrior, with a hollow, chilling glare. By Mike Myler; illustrated by Kim Van Deun.
  • #186. ZEITGEIST #2 (Part 2) - The Dying Skyseer. The next part of the ZEITGEIST adventure path continues the party's investigations into the goings-on in Flint.
  • #185. Anatomy of an Island. Jeff Gomez brings you a selection of random tables to hope you generate a memorable island for your players to encounter. Roll for the initial approach, threat, treasure, terrain, and notable locations. Illustrated by Phil Stone.
  • #184. Spiritual Alignment: Chaotic Cleric Domains. Chaotic Good, Chaotic Neutral, and Chaotic Evil. Three chaotic domains. This article presents the Liberty Domain, Anarchy Domain, and Entropy Domain for your cleric characters. By Walt Ciechanowski; illustrated by Scott Harshbringer.
  • #183. Anatomy of a Guild. Use this system to quickly generate a guild for your game. Randomly choose the guild type, fees, perks, structure, guildhall, and symbol. By Jeff Gomez; illustrated by Phil Stone.
  • #182. Behold My True Form: Creating Evolving Boss Monsters. It can be tough to run a solo boss encounter when the PCs have it outnumbered 6:1 with actions. The focused-fire principle often means that such encounters are embarrassingly short, unless you just make the creature a ridiculous bag of hit points. This article talks about ways to make your solo boss encounters more challenging, and more interesting, by going it special traits which kick in at different times. By James J Haeck; illustrated by Ellis Goodson.
  • #181. Spiritual Alignment: Neutral Cleric Domains. Welcome to the Neutral Philosophies - the Integrity Domain (Neutral Good believers in goodness and justice), the Harmony Domain (True Neutral proponents of universal balance), and the Supremacy Domain (Neutral Evil clerics who ket nothing stand in the way of their desires). By Walt Ciechanowski; illustrated by Kim Van Deun.
  • #180. We All Wear Masks: Faces of the Grotesque. This collection of five magical masks, fashioned out of a monstrous creature's visage, imbue 5E characters with the powers of the monsters they depict. Each mask has a history, powers, plot hooks, and curses and drawbacks -- the Goblin Mask, Mask of the Dragon, Dire Bear Mask, Hill Giant Mask, and Octopoid Mask.
  • #179. ZEITGEIST #2 (Part 1) - The Dying Skyseer. When a woman is murdered in the Danoran consulate, the party's investigation threatens to unearth a conspiracy, and those in power move to silence all who might reveal them. Only with the guidance of an old dying prophet will the party have a chance to pierce the conspiracy's veil, and save Flint from a coming doom. These whopping 36-pages are the first part of The Dying Skyseer, the second adventure in the ZEITGEIST adventure path.
  • #178. Spiritual Alignment: Lawful Cleric Domains. These new clerical domains - Community (LG), Authority (LN), and Conformity (LE) - allow a cleric to follow the philosophy and ethics of a specific alignment. Lawful philosophies emphasise order and tradition, with strict rites and scripture; however, they can be good, neutral, or evil, and each domain is different. By Walt Ciechanowski; illustrated by Victoria Oliveira.
  • #177. Anatomy of a Cult. Cults are well-established features of fantasy settings. This article from Jeff Gomez helps you to randomly generate its core tenet, commandments, central myth, dintisguishing mark, priests, and temple.
  • #176. Roak Creek. This artistic community is located in a secretive clearing. What no one knows is that Lord Childe made an enemy of the devious night hag, Auntie Mudwillow. He stole her heartstone, the black gem that allows her to become ethereal. While she eventually killed him, he never divulged where he hid her heartstone, and she has searched for it ever since. A location, including NPCs, areas, rumors, and plot hooks. By Shambralyn Baker, illustrated by Ellis Goodson.
  • #175. EN Obscurus: Clan Arrowheart. Located in an inconspicuous cove romantically illuminated on full moon nights, Clan Arrowheart runs an extensive smuggling operation... coupled with covert matchmaking services. When they aren't running illegal goods, they investigate romances, unite lonely hearts, and avenge wrongdoings in the name of love (and coin)! By Josh Gentry; illustrated by Kim Van Deun.
  • #174. Faces of Hallow's Eve. Magical Halloween masks that impart the wearer with incredible powers, by ENnie Award-winning designer Kiel Chenier. A ghastly, wailing white mask grants the wearer the ability to interact with ghosts on their level. A hag's mask grants you the hag's powers, but now that hag sees through your eyes...and slowly alters you into her perfect vessel. And a stitched together collection of human faces grants you the bloodlust of 'the slasher'...but at a terrible price. Illustrated by Kim Van Deun.
  • #173. Keep Your Powder Dry: Unusual Firearms II. This article introduces the barrel chain rifle, elephant gun, harmonica gun, and more, along with seven new weapon properties. By Walk Ciechanowski; illustrated by Sade.
  • #172. En Obscurus: Bloodkeeper's Barricade. Deep underground is the Barricade, the guild hall for the Bloodkeepers assassins' guild. The main chamber reeks of carrion from a wall doused in blood. Should the blood ever run dry, the archfiend sealed within would break free. To ensure this never happens, the assassins magically drain the blood from all their victims--binding it within a crystal orb--creating rumors of vampires and cultists wherever they strike.
  • #171. ZEITGEIST #1 (Part 3): Island at the Axis of the World. The ZEITGEIST adventure path continues! Can the party infiltrate Axis Island, and open the way for Risur's navy to take down the treasonous duchess?
  • #170. Terrors of the Deep: Abolithic Servitors. These horrific monstrosities include the Maw Swarm (a cluster of living humanoid mouths driven by an all-consuming hunger), Oculites (two-foot diameter eyes encased in crystal shells), Slitherwhites (amputated tentacles grafted into a knot of writhing flesh), and the Slithering Crown (a higher form of merged Slitherwhite). Each monster comes with stats and story hooks. Also, for warlocks and wizards, we include the all-new conjure deep abomination spell. By Brandes Stoddard; illustrated by Ellis Goodson.
  • #169. Epitheos Monastery. The Epithets Monastery is a remote mountainside sanctuary where monks practice a unique theology. This article from Josh Gentry introduces the monastery, rumours, new background traits, two new feats (Metaknowledge and Swordsaint), significant NPCs, and three quest hooks. Illustrated by Kim Van Deun.
  • #168. Allies & Adversaries: Summer Magi. The Summer Magi are an arcane nomadic people who venerate Summer. In this article, you will find new subclasses for your 5E game, including the Sacred Blaze cleric domain, Eternal Blaze warlock patron, and the Arcane Blaze sorcerous origin. By GM Lent; illustrated by Phil Stone.
  • #167. Keep Your Powder Dry! Unusual Firearms I. Meet fire arrows, fire lances, the King's walking staff, the repeating flintlock pistol, the revolving blunderbuss, and the superposed gun, along with new weapon properties such as Chain Fire, Loud, Match Loading, Misfire, and Shot. These unusual firearms from Walt Ciechanowski really existed, but were exotic items which never became "mainstream". Perfect for a fantasy RPG, we say! Illustrated by Sade.
  • #166. Treasures from the Deep. Seven new magical items, all from the deep sea! They may be found half-buried in the sand, forgotten in treasure troves, or even in the hands of the character’s seafaring enemies! Barnacle mail, bracelet of the deep, death's touch, fiddler's grip, luminescent gum, shark's endurance, and the star heart make up this collection of exotic treasures. By Walt Ciechanowski; illustrated by Yihyoung Li.
  • #165. ZEITGEIST #1 (Part 2): Island at the Axis of the World. The critically acclaimed adventure path continues! In this Act, the heroes will open the way for Risur's navy to take down the treacherous duchess by infiltrating Axis Island. Espionage and skullduggery abound!
  • #164. Anatomy of a Ship. If you need a fantasy ship for your game, writer Jeff Gomez has you covered! Randomly determine the ship's name, cargo, crew, propulsion, and weapons. For example, the Lonely Star, propelled by a weather witch, and armed with a swivel-mounted ballista, is transporting gemstones. Illustrated by Phil Stone.
  • #163. Over The Next Hill: Gazebo Bay. The Over The Next Hill series continues with another "plug-in" location, ready to be inserted into your 5E campaign. Gazebo Bay is a tropical island, and a place to recuperate after an arduous adventure. Ambrose Ingram brings you NPCs like Chef Bosco, and "Big E" Affleby, and a description of the island and its various areas. Illustrated by Victoria Oliveria.
  • #162. Fantastic Humans. In many RPGs, humans are the "default" standard for racial abilities; they tend to be the ordinary race. But humans are exceptional, just like elves and dwarves are, and this article introduces a range of variant human traits to your 5E game, designed to represent the breadth of human endeavour. These traits replace the generic +1 to each ability score that humans get, and instead allow you to choose three traits from a list including Cross-County Endurance, Life-Saving Scars, Clever Tools, Nomad's Perseverance, and more. Also included are four human feats - Dauntless scars, Human Adaptability, Ready to Go, and Wand Master. By Michael McCarthy; illustrated by Claudio Pozas.
  • #161. Secrets of Nature's Fury. These ten new spells are new additions to the druid’s repertoire and represent the cornucopia of blessing that Nature shares with her greatest allies. A handful of these spells are available for rangers as well. Nature is not stingy to those who protect her sacred places. Spells include Venomous Succor, Wolsbane, Blade of Grass, Everygreen Army, Druidhome, and more. By Anthony Jennings; illustrated by Keir Lyles.
  • #160. Allies & Adversaries: Creeps in the Storm. Fisher Gretchen, Captain Mordercai Graves, Drenched Wench and her Parasitic Baby, and Lamprey Joe -- four dark NPCs to be encountered on a stormy night. Each with a full description, background, roleplaying notes, and statistics, plus a couple of stormy adventure hooks - The Thing The Sea Vomited Up, and Hunting The Kraken.
  • #159. The Goddess Within: Playing Nymphs. A brand new character race for 5E players! Immortal nature spirits, Nymphs have three subraces - Earth Nymphs, Forest Nymphs, and Water Nymphs. Also included are two new feats available only to these races, as well as information on Nymphs' place in the world, responsibilities to nature, families, and names. By Josh Gentry; illustrated by Tamara Cvetkovic.
  • #158. ZEITGEIST #1 (Part 1): Island at the Axis of the World. The first part of the critically acclaimed adventure path is here! In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world’s mightiest vessel of war: the R.N.S. Coaltongue, impervious to spell and cannon and armed with fire that could slay even a dragon. On the docks, constables keep a close eye on celebrants and troublemakers; in the shadows, conspiracy and betrayal threaten this technological titan on its maiden voyage.Meanwhile, on an island in the lush Yerasol Achipelago, enemy spies put their plans into motion, clouded with secrecy...
  • #157. Brute Forces: Hafthor's Legion. Drop this warrior's guild straight into your campaign! Josh Gentry brings you rumours, new traits, new feats such as Linebreaker and Regalia of the Legion, information on significant NPCs, three plot hooks, and a brief history of the legion. Illustrated by Victoria Oliveira.
  • #156. Allies & Adversaries: Goldenscale Host. This article introduces a new dragonborn mercenary company, and provides information about its command structure, notable personalities, story hooks for using the company as allies or adversaries, and two new creatures - the Goldenscale Recruit and the Goldenscale Officer. By Brandes Stoddard; illustrated by Xanditz.
  • #155. Anatomy of a Prison. The Anatomy Of... series continues! After taverns, war camps, wizards' towers, and villages, it's time to randomly create prisons! This article includes tables for protection and escape, atmosphere, guards and leverage, and prisoners. By Jeff Gomez; illustrated by Phil Stone.
  • #154. Collegia Magia: The Festung. The latest in our series of magical colleges introduces a vile, nightmarish castle, full of laboratories of devilry, necromancy, and torture. Here you'll also fin new ideals and flaws, the new Void Maw spell, a new artifact called the Fountain of Innocent Blood, the Fallen Angel warlock patron, and an overview of significant NPCs, rumours, plot hooks, and random inhabitants. By Josh Gentry; illustrated by Victoria Oliveria.
  • #153. Martial Dungeon Archetypes. Designer Mike Myler brings us six new dungeon-themed sub-classes for your 5E characters. The Barbarian Survivalist is able to to display impressive reliance; the Fighter Sentinel excels when her back is to the wall; the Monk Acrobat can backflip and wall-run with the best of them; the Paladin Oath of Discovery deems the quest for knowledge to be the noblest of pursuits; the Ranger Lightless Prowler is to be feared in the dark; and the Rogue Tumbler can dance around his opponents and escape the direst situations. Illustrated by Tamara Cvetkovic.
  • #152. Allies & Adversaries: Dungeon Denizens. Meet five colourful new underground denizens ready to insert into your game world: Ruby, the smirking component-seeking campion; Black Bones, the former cat familiar; Prince Velm Ducroix, the corpulent vampire gossip; Satuiel, wandering wererat salesman; and Adrian Alexa, the last daughter of an ancient sea goddess. By Khaldoun Khelil; illustrated by Indi Martin.
  • #151. ZEITGEIST Player's Guide (Part Five: Crysillyir, Danor, Drakr, Elfaivar; & Planes & Religion). This supplement is the fifth and final part of the ZEITGEIST Player's Guide for 5E. In these pages you will find setting and background information on the ZEITGEIST campaign setting, and the nations of Crysillyir, Danor, Drakr, and Elfaivar, encompassing land and culture, major cities, race, religion, and government. You will also learn about the planes and key religions of the ZEITGEIST setting. By Ryan Nock.
  • #150. Tides of Battle: Fifth Edition Stunts. Ari Marmell has returned to change the TidesofBattle by introducing cinematic stunts to Fifth Edition. With this combat module, your character gains the tools to perform amazing feats of acrobatics, use dirty tricks, and dazzle your enemies... without giving up any usefulness in combat in exchange for dramatic flair. Of course, GMs need not fear; it wouldn't be fair if the monsters didn't get these tricks, too...
  • Special issueA Touch of Class. Meet the full alchemist, cardcaster, diabolist, feywalker, morph, noble, and occultist classes for your 5E games in this 70-page book! These seven classes originally appeared in EN5ider. Over time, they have been revised and updated after plenty of feedback from the community, and now they're ready to be presented as a full-colour softcover book! Each is a full class, along with archetypes; plus the collection includes a selection of supporting feats, spells, items, backgrounds, and monsters to help make the most from them.
  • #149. Monstrous Menagerie: Deep Dwellers. Meet the Grimlock Supplicant, Grimlock Brute, Revilok, Troglodyte Meatseeker, and the Troglodyte Wallower in this article detailing monsters found deep underground. By Ambrose Ingram; illustrated by Sade.
  • #148. Anatomy of a Town. Our popular Anatomy Of... series continues! We've had taverns, war camps, and wizards' towers - and this time we have a system for randomly creating a rural village! Roll for its name, size, mood, industry, landmarks, and it's dark secret.... By Jeff Gomez; illustrated by Phil Stone.
  • #147. Magical Dungeon Archetypes. The bard's College of the Passage, the cleric's Labyrinth divine domain, the druid's Circle of the Worked Stone, the sorcerers Oozemancer bloodline, the warlock's Enigmatic Eye patron, and the wizard's School of the Inside Out are all new archetypes based around the delving of dungeons and the exploration of the dark places. By Mike Myler; illustrated by Sade.
  • #146. Cosmic Syzygy. Some sorcerers are linked to the heavens - the cosmic power of stars, moons, and planets. This new Sorcerous Origin is accompanied by the Astrologer and Cosmic Ritualist feats, and the new spells Astromancy and Eclipse. Sorcerers with the Cosmic Syzygy ring grow more powerful at times of astrological significance, and are able to evoke the power of destiny, draw energy from the alignments of celestial bodies, and glimpse into the future. By David N Ross; illustrated by Ellis Goodson.
  • #145. Malonge's Mnemonic of Subterranean Spells. Eight new spells, and details about Lamar Lamonge's spellbook. Dwarven miners discovered the Mnemonic lining the underground nest of a gargantuan mutant raven. These excerpts have circulated into the wizarding community, introducing spells such as Darklight, Malonge's Malevolent Missile, and Stonesense. By C. Richard Davies; illustrated by Egil Thompson.
  • #144. ZEITGEIST Player's Guide (Part Four: Risur & Ber). This supplement is the fourth part of the ZEITGEIST Player's Guide for 5E. In these pages you will find setting and background information on the ZEITGEIST campaign setting, and the nations of Risur and Ber, encompassing land and culture, major cities, race, religion, and government. Learn about fey and the mortal realms, the Sword of Black Needles, the fey titans, the Ursalina Bear Games, The Tyrant's Eye, and more! By Ryan Nock.
  • #143. Anatomy of a Tavern. From Jeff Gomez comes the latest in this series. We've covered wizard's towers and military camps; and this time, we present tables for randomly generating a tavern! Use dice to generate its name, atmosphere, signature drink, signature meal, bartender, and patrons. Illustrated by Phil Stone.
  • #142. ZEITGEIST: Bonds of Forced Faith.  This 32-page adventure, Bonds of Forced Faith, is a prologue to the ZEITGEIST adventure path. Featuring a group of pregenerated PCs 100 years before the main adventure path begins, the players play King Lorcan Finn and his retinue which includes Dame Melissa Gahlot the Green Knight; Mayor Roland Stanfield, the reincarnated deva; Principal Minster Harkover Lee, the fire-wielding defender of the King; Godgand Thomas Masaryk, a foreign holy warrior; and Amielle Latimer, a tiefling gunsmith from Danor. This group of legendary characters must defeat a cover of witches, led by the Red Contessa, who lair on Cauldron Hill. An enchanting excursion for 10th level characters, this adventure can serve as a one-shot or as a prologue to the ZEITGEIST adventure path.
  • #141. Dungeon Callings. These new backgrounds by Walt Ciechanowski are all linked to the depths of the world underground - the Deep Hunter, a skilled at tracking prey in underground environments; Escape From Below, a character who escaped captivity and fled to the surface; and the Imposter, someone with a stolen identity. Illustrated by Peter Woods.
  • #140, Collegia Magia: Mahala Academy. The Mahala Imperial Academy trains spell casters in the art of war magic. Along with a description of the Academy, in this article by Josh Gentry you'll find new bonds and flaws, new feats such as Imperial Pyromancy and Occult Informant, outlines of significant NPCs, rumours and plot hooks, random faction conspiracies, and the Imperial Pyromancer stat block. Illustrated by Phil Stone.
  • #139. ZEITGEIST Player's Guide (Part Three: Flint & the RHC). The third part of the ZEITGEIST Player's Guide for 5th Edition introduces the city of Flint, and the Rylah Homeland Constabulary. Complete with full-colour maps, this guide describes the various districts of Flint, along with the hierarchy of the RHC, details about its headquarters, and information on trailing and interrogating suspects.
  • #138. Anatomy of a War Camp. These quick random tables enable you to quickly create a unique war camp, describing its grounds, sleeping arrangements, leisure activities, defences and night watch, and the types of treasure pillaged. By Jeff Gomez; illustrated by Phil Stone.
  • #137. Beware of Mold and Other Dungeon Hazards. Designer GM Lent introduces a range of dungeon hazards to ruin your players' day - the euphoria-inducing bliss mold, the spell-resistant elven mold, the deceptive mirage blight, horrifying living walls, mire mold, putrid slime, and umber mold. Illustrated by Sade.
  • #136. Keep Your Powder Dry! Part 3: Industrial Firepower. In the third part of your Keep Your Powder Dry Series, we take a look at industrial firepower - the weapons from the 18th and early 20th centuries. New 5E weapon properties include capacity, chain fire, and double-action are joined by the new weapons - the carbine, pepperbox pistol and rifle, pocket pistol, revolver, and rifle. Finally, we include new feats such as Greased Lightning and Mounted Musketeer. By Walt Ciechanowski; illustrated by Tamara Cvetkovic.
  • #135. Don't Lose the Light. The world is filled with deep, dark places that few dare to venture into: prehistoric caverns, ancient tombs, and foreboding dungeons. All of these places have one thing in common: their lack of light. These are places where the sun holds no sway, and the evil creatures that dwell within them hunt and thrive in total darkness. Only a fool would venture into such a place without a light source. Sometimes, even a simple torch or iron lantern isn’t enough to pierce the darkness of such places, which is where this article comes in. “Don’t Lose the Light” provides players and Game Masters alike with five custom light source items that can be purchased, found, or collected as treasure.
  • #134. ZEITGEIST Player's Guide (Part Two: Equipment). In these 11 pages you'll find information on equipment for the ZEITGEIST adventure path. From explosive alchemicals to gentlemen's goggles to new firearms, plus ships of the Royal Homeland Constabulary, details on Prestige and how to requisition equipment and call in favors, and a selection of allied stats for police constables and soldiers. By Ryan Nock; illustrated by Claudio Pozas, Brian Lindahl, ShenFei; cartography by Jonathan Roberts.
  • #133. The Origins of Kobolds. Michael McCarthy takes a hard look at Kobolds and reveals the truth about them and their origins - the primal Kobalds. The dog-faced Kobalds differ to Kobolds, as do the Kobaloi, a race of immortal troublemakers. Also included are the Kobold Tunneler, Kobold Poisoner, and information on cobalt, a toxic substance used by Kobolds in blades and spikes for traps. Illustrated by Ellis Goodson.
  • #132. Collegia Magia: Johannes Institute of Science. The Johannes Institute of Science is a magical academy, renowned for its academic rigor. Whether alchemist, bard, druid, sorcerer, or any other magical class, all spellcasting characters have something to gain from this well-regarded institute. This article includes a description and history of the Johannes Institute, rumors and plot hooks, a new spell (transfiguration), background expansions, brief information on significant NPCs. Finally, it includes a table of random scientific innovations. By Josh Gentry; illustrated by Victoria Oliveira.
  • #131. The Ways of Dream and Nightmare. The cleric's Dream Domain grants revelations and forges nightmares into weapons; the sorcerer's Transcendant Soul origin uses the power of dream to slip across planar boundaries; and the wizard's School of Nightmares uses necromancy and illusion to spread fear. Also here, you'll find 7 new eldritch invocations for warlocks, such as Nightmare Mask, Ominous Dreams, and Word of Doom. By Brandes Stoddard; illustrated by Egil Thompson.
  • #130. ZEITGEIST Player's Guide (Part One: Characters). "Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains." This 16-page document is designed for players (the separate Campaign Guide, EN5ider #128, is for GMs only and decribes the whole plot of the adventure path). Within you will find a brief introduction to the setting, the Deva and Eladrin races, and nine character themes - Docker, Eschatologist, Gunsmith, Martial Scientist, Skyseer, Spirit Medium, Technologist, Vekeshi Mystic, and Yerasol Veteran. By Ryan Nock; illustrated by Claudio Pozas, Brian Lindahl, ShenFei; cartography by Jonathan Roberts.
  • #129. Keep Your Powder Dry! Part 2: Early Modern Firearms. In our second article in this series (see EN5ider #125), we take a look at easily modern firearms. From blunderbusses to matchlocks, with new customizations and new items such as adamantine bullets, dragon's breath shot, and The Proclaimer, a blessed firearm, this article continues to expand on the firearms rules from the core rulebooks. By Walt Ciechanowski; illustrated by Indi Martin.
  • #128. ZEITGEIST Campaign Guide. The Campaign Guide details the plot of the ZEITGEIST adventure path and introduces various antagonists and power groups. If you're planning on playing the ZEITGEIST adventure path (rather than running it), this guide will seriously spoil the experience for you.
  • #127. Collegia Magia: Granspire Seminary. This holy lighthouse holds a dark secret. The start of a series on plug-in magical colleges, this article contains rumors, plot hooks, background options, a new item, a new spell, and the Sea Monk, the nameless demon of Granspire Seminary. By Josh Gentry; illustrated by Phil Stone.
  • #126. Monstrous Menagerie: Titans of the End Times. Monsters in fantasy roleplaying games are often derived from classical mythology, and this article is no different. Meet Antaeus, a 20-foot marble giant from Greek mythology; Jack-In-Irons, a bestial creature, wrapped in chains, from English Folklore; and Svyatogor, a colossal silver-bearded warrior from Russian legends. By Artem Serebrennikov; illustrated by Ellis Goodson.
  • #125. Keep Your Powder Dry! Part 1: Firearms for Fantasy Campaigns. The core rules include rules for firearms; this article takes a look at some of the very earliest gunpowder weapons. Walk Ciechanowski introduces three ancient firearms, five new weapon properties, rules for customizing firearms, the new Alchemist Advanced Study (for use with En5ider's Alchemist class), and three new magic items. Illustrated by Sade.
  • #124. Anatomy of a Wizard's Tower. Use these random tables to quickly generate a wizard's tower, with information on the wizard, their workshop, library, living quarters, and their vault and its defenses. By Jeff Gomez; illustrated by Phil Stone. 
  • #123. Monstrous Menagerie: Giants of Legend. Four new giants bring the world's myths and legends into your 5E game! The hateful Endriago has the head of a lion and batlike wings; the chivalric Ferragut wears shining plate armor; the fur-wearing Jentialk use gigantic farm tools as weapons; and the Panoptes has dozens of eyes with a wicked stare. These giants come from Spanish, French, Basque, and Greek legend. By Artem Serebrennikov; illustrated by Sade.
  • #122. Servants of the Winter Court. In our final item of the month - and, indeed, the year - we introduce three themed fey NPCs. Grimollo the Voice Thief will steal your very words; Missus Silverbeak is a giant talking fairy owl; and Snowblind is the Knight of the Winter Wastes. By James Haek; illustrated by EIlis Goodson and Egil Thompson. Happy New Year, everybody, and let's have a great 2017 for EN5ider!
  • #121. While You Were Out. A range of archetypal NPC concepts and associated plot suggestions help you to build compelling and memorable emotial links in your players' minds. The Monster in the Forest, The Little Hero, The Mentor, The Strange Bedfellow, and more, are presented in this article by Steven W. Zundel 2nd. Illustrated by Ellis Goodson.
  • #120. Blessings of the Beyond. Benisons are a moderate supernatural gift type, somewhere between a charm and a blessing. This article introduces seven example benisons - Benison of Servile Conjuration, Benison of the Distant Gate, Benison of the Crystal Sphere, and more - along with game advice for the use of blessings and charms. By GM Lent; illustrated by Sade.
  • Presents for Goblins: A Holiday Romp! In this festive adventure for 3rd-5th level characters, the PCs must recover Revelleschafter's seasonal gifts from the goblins who raided the town on the eve of All's Giving Day. Fun as a one-shot or as part of an ongoing camapign. This adventure also includes four new goblin types - a variant nilbog, a yobbo, a goblin concubine, and the goblin king - and a random table for goblin poison effects. By Kiel Chenier; illustrated by Ellis Goodson.
  • A Present for Every Class: Spellcasters. Following on from the last article, which presented a selection of themed items especially for martial classes, this second half focuses on the spell casters. The bard's flute, sorcerer's stone, wizards' hat, druid's much, and cleric's hole symbol round out the list of signature regalia which get more powerful as you do. By Mike Myler; illustrated by Ellis Goodson.
  • A Present for Every Class: Warriors. A selection of unique magical items tailored to martially-inclined 5th Edition characters! The Barbarian's Greataxe, Monk's Staff, Paladin's Shield, Ranger's Longbow, and more are granted via the new Signature Regalia feat. Nine items in total for the warriors in your party! By Mike Myler; illustrated by Sade.
  • The Charity of St. Nicholas. The holiday season is all about charity, and Jeremy McCoy accordingly presents the new Charity domain for clerics, along with information on St. Nicholas and other saints in your campaign. Illustrated by Ellis Goodson.
  • Inspired Giving. EN5ider begin its holiday season of giving with a look at Inspiration and ten new ways of awarding it in your 5E game. These new rules include Action Hero Pools, Bringing The Drama, the Dead Pool, Devil's Bargain, Dramatic Flair, Epic Success, Epiphany, Gm's Reward, Inspired Damage, and the Player Inspiration Pool. Each approach serves a different purpose and encourages a different play style. Use any of these methods, combine them with the standard inspiration system, or mix and match to suit your needs. By Mark A. Hart; illustrated by Ellis Goodson.
  • The Devil's Footlocker: A Collection of Cursed Trinkets. Next week we begin our holiday-themed articles, but for now here's a collection of dark and cursed objects -- the Azurelight Lantern, Breathless Pipe, Dice of the Den Lord, Draconic Diorama, Emerald Snapper, Linen Larcenist, and Rose of Friendship. These items are all cursed or evil - not what an adventurer wants to find in a treasure hoard! By Ambrose Ingram; illustrated by Phil Stone.
  • A Blade for All Seasons: Gifts of the Forge. 5th Edition rules for commissioning custom blades from blacksmiths, including smithing experience levels, and the use of 20 special forging components such as Dwarven Kindling, Elvish Pearl Gel, Starmetal Ore, or Wyvern Tailbone Powder, each of which customises the final weapon in a specific way. By Kiel Chenier; illustrated by Egil Thompson and Jeshields.
  • Over the Next Hill: City of Hidden Ways. Glavas Roh is secretive village dominated by an enormous obsidian monolith, hundreds of feet tall, with an ancient, occult purpose. This settlement is designed to be dropped into any setting, complete with NPC descriptions and suggested plot hooks. By GM Lent; illustrated by Xanditz.
  • Searching the River Styx. In this 5th Edition adventure, the PCs find themselves dead, and at the entrance to Hell itself! The River Styx, a demiplane populated by daemons tasked with shepherding souls to their final destination, is the setting for this adventure which can be run as a one-off, or used when the entire party is killed in the course of adventuring. Will they survive the Cavern of Gluttony, the grasping of the damned, the soul shriek of utter torment, the Altar to Heresy, and the the Grotto of Avarice? Can they help the fallen angel Sotira, and so gain their freedom and their lives? This adventure uses a scaling system to allow it to be used for PCs from 3rd-16th level. By Mike Myler; illustrated by Ellis Goodson.
  • The Greater Secrets: New Options For Cardcasters. For fans of EN5ider's recent Cardcaster class, these new feats (Cardshark, Cartomancy, Chosen of Fortune, Intuitive Diviner) and the new King of Pentacles and Jack of Beasts specializations, expand the class with new options. By Josh Gentry; illustrated by Ellis Goodson.
  • Monstrous Menagerie: A Bookshelf of Monsters. These four new monsters for your 5th Edition game are all book-themed - the Bibliognost (a living pile of books), the Djehuty (an otherworldly avatar of learning), the Living Spellbook (an ancient volume with its own will), and the Titivullus (low ranked devils charged with corrupting texts). By Artem Serebrennikov; illustrated by Indi Martin.
  • Erandreg's Tome of Forbidden Arcana. A collection of new, sinister 5th Edition spells contained within a dark, forbidden tome. From Hithind's Devouring Worm to Simbeline's Inescapable Malady to Soul Shackle, these nine spells over a rage of levels for sorcerers, warlocks, and wizards. By Brandes Stoddard; illustrated by Sade.
  • Bound by the Cards. If you enjoyed last week's Cardcaster class, you'll find this additional use for a tarot deck useful. Josh Gentry described how to use a tarot deck to generate random encounters in your 5E game. Indeed, you could have your cardcaster draw the cards! This system allows for random encounters at various tiers of difficulty, all the way up to level 20. Illustrated by Ellis Goodson.
  • The Cardcaster. In EN5ider's 7th full class, Josh Gentry introduces the Cardcaster! The card caster uses a tarot deck to release magic, playing cards to cast spells - although she doesn't always have control over what spells are currently made available to her by the winds of fate! Also included are three archetypes - the Knight of Swords, which embodies mental force and determination; the Page of Wands, which embodies the magical power of creation; and the Queen of Cups, with embodies the emotions. Illustrated by Indi Martin.
  • Vile Ritual Encounters. Three encounters (The Summoning at CR 5, The Poisoning at CR 10, and The Immolation at CR 15) are designed to challenge your PCs with climactic rituals described round-by-round. By Jon Sawatsky; illustrated by Ellis Goodson.
  • Fell Ritual Boons. This issue of EN5ider embraces the dark side, with character options for evil characters. These five Ritual Feats (Ancestral Sacrifice, Auromancy, Master of Rituals, and Ritualistic Slaughterer) are accompanied by advice on running an evil game. This article works well both as a standalone, and as a companion to EN5ider's recent Diabolist class and its followup, Conjured Horrors. By Mike Myler; illustrated by Sade.
  • Conjured Horrors. A follow-up to the Diabolist class recently published by EN5ider, this article introduces the Cacodaemon, Hydrodaemon, Thanadaemon, Abrikandilu (Wrecker Demon), Accuser Devil, Contract Devil, and Warmonger Devil, denizens of the River Styx, and Hell itself, just waiting to be summoned by a Diabolist! By Mike Myler; illustrated by Sade.
  • You're All Doomed. A brand new 5E adventure! What if everything the PCs encountered here was a lie? The village in peril, the wizard’s tower, and the promise of an ancient treasure; all of it set up and presented to the PCs like a trail of breadcrumbs. All of it eventually leading to their deaths, orchestrated by a powerful manipulator: a literal master of dungeons. By Kiel Chenier, based on a concept by Paul Padmore; Illustrated by Mel Tillery; cartography by Kiel Chenier and Michael McCarthy.
  • The Diabolist. We begin our second hundred supplements with another new class - the Diabolist! Diabolists deal with forbidden secrets and dark entities, grasping for power through dark pacts. While they have things in common with necromancers and warlocks, diabolists are something entirely more... diabolical! Also included are two Dark Paths - the Demonic path and the Devilish path. And keep an eye out for next week, when Mike Myler introduces some conjured horrors, such as the accuser devil, contract devil, and more! Illustrated by Phil Stone. This is EN5ider's 6th full class.
  • Into the Feywild. Our 100th issue is a FREE adventure from Kiel Chenier! The adventurers are trapped in a strange land - can they find their way home? And can they navigate the labyrinthine Hedgegrove, domain of Princess Daneliean Dendelion? Illustrated by Egil Thompson.
  • The Morph. New for EN5ider patrons - our 99th article! Keep an eye out for something special for our 100th article next week, but before we get to that we have a brand new class - the Morph! The morph, our fifth full class, is a shapechanging specialist, able to slide between different forms. Morphs have a choice of three Essenses - the Doppleganger, the Primordial Beast, and the Trickster - and a selection of Morph Talents to select from. By Josh Gentry; illustrated by Ellis Goodson.
  • Monstrous Menagerie: Fearsome Critters. With our 100th article only two weeks away, writer John Bupp takes a look at a handful of fearsome fey critters! The small, apelike agropelter hurls branches from nearby trees; the infamous jackalope can mimic any sound it hears; the short, pudgy puckwudgie can be helpful, but a terrible foe if slighted; and the six-legged campus cat and terrify its prey with its mere gaze. Illustrated by Vanessa Bailey.
  • Magic in the Blood: Archetypes of the Fey. As our summer of fey draws to a close, and as we approach our 100th 5E supplement, writer Anthony Jennings presents three new fey-themed archetypes - the druid's Circle of the Untamed Wilderness, the fighter's Unseelie Knight, and the sorcerer's Fey Blooded bloodline. Illustrated by Egil Thompson.
  • Ildwych's Crystal Castle. This fey-themed adventure is set in the village of Summerwine Creek (described in EN5ider #88). The tiny castle in the center of the village is filled with puzzles and secrets; can the PCs free the villagers from Fey Prince Ildwych and discover the secret of Summerwine Creek's perpetual festival? Also included is the new 'mirror passage' spell, two new fey monsters, and a half dozen new magical items. Also included is the new 'mirror passage' spell, two new fey monsters, and a half dozen new magical items. By Brandes Stoddard; illustrated by Phil Stone; cartography by Michael McCarthy.
  • The Fey Kindred. Some elves and gnomes are inextricably linked to the Court of the Feywild. These are the Fey Kindred, four racial variations which change the nature of these races -- the Seelie and Unseelie Elves and Gnomes. Seelie Elves exemplify courtly grace, are gifted in subtle magic, and have skin which glimmers in the moonlight. Unseelie Elves embrace treachery and vindictiveness. Seelie Gnomes work to aid those in need, often hidden amongst the mortal races. Unseelie Gnomes are mischievous and chaotic. Also included are the new Fey-Court Noble and Fey Talent feats. By Brandes Stoddard; illustrated by Ellis Goodson.
  • Sylvan Secrets. Writer Josh Gentry brings you a range of new fey-themed rules to add to your game. Fey-Touched NPC appearance, bonds, and flaws; random fey environmental objects such as fey wards, gates, and leylines; fey antics and pranks; and how to gain and use sylvan favour. Illustrated by Ellis Goodson.
  • Monstrous Menagerie: Feybeasts of the Feywild. More summer means more fey! This time we have a bunch of new fey beasts for your 5E game - from the Dreaming Tree to the Sylvan Spaniel, from the Moon Horse to the Flower Mouse, these creatures from writer Jason Reilly are sure to enhance your game sessions! Illustrated by Vanessa Bailey.
  • Armament of the Courts. EN5ider's summer of fey continues unabated with this latest supplement by Colin McLaughlin. In Armament of the Courts, we bring you six new fey-themed magical items - three of Summer, and three of Winter. The Mask of the White Stag, the Cloak of Leaves, and the Gauntlets of Summer are all part of the Regalia of Summer; while the Winter Wolf's Hide, the Horn of Winter, and the Signet of the Winter Sky are all of the Legacy of Frost. Additionally, here you'll find additional item powers activated by Legendary Deeds, and the effects of a fey patron's Royal Will. Illustrated by Ellis Goodson.
  • Feywalker. Another brand new 5E class for EN5ider patrons! The Feywalker, from writer Mike Myler, is a mysterious warrior with mystical powers. Feywalkers can teleport short distances, breathe in air and water, and enchant others with a glance. They can also choose from three primal spheres - beasts, plants, or entropy. Illustrated by Ellis Goodson.
  • People of the Fey Realms. More summer means more fey! In this short supplement, Michael Ohl brings you three new fey player races for your 5th Edition games - fauns, gremlins, and spriggans!
  • Monstrous Menagerie: From Stranger Woods. Four fantastical new fey monsters for your 5E game! The goat-horned ochokochi with a bony cleaver; the capricious trickster poludnitsa; the angelic-looking samovila, ladies of drought and harvest; and the repulsive via, with their gaze of dread. These creatures are inspired by Eastern European folklore.
  • Over The Next Hill: Summerwine Creek. Summer is here, and with it comes EN5ider's fey season - beginning with Summerwine Creek, an idyllic village with an otherworldly secret. What is behind the settlement's endless festivities?
  • The Alchemist Expanded: More Magic, More Madness. Last month, EN World EN5ider brought you the brand new Alchemist character class for your 5th Edition games. This month, we expand on that with three new Advanced Studies - Science of Illumination, Science of Mutation, and Science of Regeneration. Also included are two news spells, and an update which gives with original alchemist a little more "oomph". By C. Richard Davies; illustrated by Egil Thompson.
  • Monstrous Menagerie: Strange Dead. As we approach the end of of our horror-themed offerings and prepare to move into the fey-filled summer, writer Khaldoun Khelil introduces two new horrific undead creatures - the doglike, ghoulish carrow, and the burnt, vampiric thuull. Illustrated by Cat Lu.
  • The War of Numbers: A Big Table. Some GMs are blessed with a big table, full of players. However, a large group has its own set of challenges; in this article, Simon "Skipp" Morin suggests some techniques for managing a crowded game and keeping it focused and on-track. Illustrated by Ellis Goodson.
  • Blood Moon Ascendant. What effects does the Blood Moon, a night where the normally silver guardian of the sky turns crimson, have on your 5th Edition campaign world? Often viewed as a night to fear, this article from writer Dion Fernandez presents the random effects of the Blood Moon. Do statues, dolls, and scarecrows come alive? Or is it the time for a fey court or coven to gather? Additionally, we examine the effects of the Blood Moon on each of the core 5E character classes as it enhances the barbarian's rage, or allows rangers to use their Natural Explorer features wherever the Blood Moon shines. Illustrated by Indi Martin.
  • The Occultist: Freeing The Monster Within. Our second full class this month comes from designer Mike Myler, and it's an unusual one! The Occultist allows you to play a monster, with a choice of three distinct paths - an abomination, a vampire, or a werecreature! Delve into the dark and secret creatures of the night, cursed to exist as monstrous beings shunned by the world. Illustrated by Ellis Goodson.
  • The Fugitive Scholar. A brand new adventure from Mike Myler for 5th level characters. Can the party help find out who framed Kanral Bodache, save a missing prince, defeat an evil diabolist, and save the walled city of Rettikus? Also includes statistics for a new monster, the Relic Golem! Illustrated by Ellis Goodson; cartography by Ross McConnell.
  • The Alchemist: Where Madness Meets Magic. Exclusive to EN5ider patrons - a brand new class from writer C. Richard Davies for your 5th Edition games! The alchemist has an almost scientific approach to magic, able to make alchemical Discoveries. Will your alchemist become immune to poison, or discover the Elixir of Life? Will you delve into the Science of Creation and build a homunculus, or research the Science of Destruction and devise explosives? A full 5th Edition player class only on EN5ider! Illustrated by J.E. Shields and Nick Cramp.
  • Farmsteads & Foes: Your Guide To The High Stakes World Of Low-Level Gaming. We reach our 80th article with this guide to making low-level play more compelling. Steven Willian Zundel 2nd offers a dozen useful edicts which are designed to help you create gripping experiences right from the start of a party's adventuring career. Illustrated by Cat Lu.
  • How To Run A Successful Festival. Festivals are staple of the fantasy genre, and this article from Jeff Gomez presents over a dozen festival games to spice up your game world. With festival sizes ranging from a village to a worldwide event, and contests including Bop the Rat, Coal Holder, Shot for Shot, and Ring the Bell, your PCs will easily spend an hour or two exploring the show! Illustrated by Ellis Goodson.
  • Creating Gothic Adventures For High Level Characters. Following last week's article on How To Play Gothic Horror, we up the stakes (get it?) with Anthony Jenning's guide to creating gothic 5th Edition adventures for high level characters which looks at the villain, the setting, and the scope of such games. Illustrated by Phil Stone.
  • The Holdenshire Chronicles (Act 3): Into the Dragon's Lair. The third and final act of TO SLAY A DRAGON! The heroes have travelled across the lands to reach Skull Mountain, armed with powerful artifacts which will help them slay the mighty dragon, Cirothe. Can they penetrate the volcano lair, defeat the mighty dragon, rescue Ariadne, and claim the dragon's hoard for themselves? Or have they bitten off more than they can chew? Illustrations by Claudio Pozas; cartography by Sean MacDonald.
  • Magical Laws. Jonathan Palmer takes a look at the ways a fantasy society would regulate and legislate the use of magic. From registration to mandatory service to guild enforcement, these ideas can help add verisimilitude to your game and create new plot ideas. Illustrated by Indi Martin.
  • Cherished Trinkets. A rules-light article which discusses the use of trinkets as treasure in your game. By Ryan Chaddock.
  • Five Campaign Lessons from the Hobbit Films. This system neutral article discusses game mastering and what lessons you can learn from Peter Jackson's Hobbit movies. By Eric Pierce.
  • Archery Contests. Running and conducting large archery tournaments can be fun and easy! By Russ Morrissey, based on an original article by Ryan Nock.
  • Battlefield Events. Introducing random events to spice up combat encounters, from weather changes to pit traps. Does an innocent wander onto the battlefield, or do you stray into an ancient wild magic surge? by Russ Morrissey.
  • The Business of Emotion. This is an adventure for 3-5 characters of levels 2-3. The village of Lanidor is suffering from an enchanted "summer of love". Can the PCs figure out what's going on? By Paul Okesh.
  • Player Pets: Rearing Wild Animals and Training Domesticated Animals. Rules for adopting, purchasing, and training pets, from dogs to wolves to giant fire beatles and constrictor snakes. How to gain their loyalty and teach them tricks or tasks, while ensuring that the Ranger's animal companion or spellcaster's familiar remains the more potent option. By Jensen Toperzer.
  • Nature's Remedy. Nature's Remedy is a brand new article for EN World EN5ider patrons! An introduction to the craft of herbalism, a handful of example herbs including darkberries, firedrake petals, silver garlic, and more, plus rules for their preparation, and a the new Master Herbalist feat. By Russ Morrissey.
  • Give Chase. Adding to the chase rules found in the core rulebooks, this article presents an abstract way of mapping a chase, along with three new complication tables for underground, castle grounds, and mountain chases. By James Introcaso.
  • Circles of Power: Three New Druid Circles. There are many types of druid in fiction and film with widely differing specializations. This article explores three new Druid Circles to help bring variety to your game table. Explore the Circle of Birds and Beasts, the Circle of the Elements, and the Circle of Life. By Mark Kernow, and illustrated by Deanna Roberds.
  • Creating Enjoyable Puzzles for Role Playing Games. Carl Heyl shows you how to create enjoyable puzzles for your game. It's all too easy to stop a game in its tracks, or throw off any sense of immersion. The advice in this article gives tips on creating organic, fun puzzles which don't interrupt your game. Illustrated by Sade.
  • Winterheart. Winterheart is an adventure for 4th level characters. Can the PCs rescue a young prisoner with latent icy magic before her despair plunges the region into a deep winter? By Esper, illustrated by Jen Tracy, cartography by Esper.
  • Fantastic Tomes & Librams. Fantastic Tomes & Librams presents you with 1d100 mundane but exotic books and tomes to furnish a wizard's study, a library, or a treasure hoard. Each entry contains the book’s name, its author, a short description, and an optional notation indicating its rarity, relative value, and number of pages. By Russ Morrissey.
  • Fire of the Mind. Tired of villains simply described as "mad" or "insane"? This article introduces four new illnesses - Multiple Personality Disorder, Aphasia, Schizophrenia, Paranoid Schizophrenia. Each includes rules for the player, and advice for the GM. By James Abendroth; illustrated by Sade.
  • Strands of Life. Giltônio Santos brings you 11 new healing spells for the cleric, bard, druid, paladin, or ranger in your life, and takes a brief look at direct healing, damage mitigation, and gradual healing. A vital article for anyone playing a healer! By Giltônio Santos; illustrated by Jen Tracy.
  • Party of One. It's not always possible to form a full five-person-plus gaming group, but that doesn't have to stop you enjoying your favorite tabletop RPG! Party of One takes a look at the one-on-one campaign, featuring one player and one GM, and discusses ways to make it a fun and rewarding experience for both. By Matt Click; illustrated by Ellis Goodson.
  • King & Country. Previous vocations aren't the only types of character backgrounds. This article discusses the creation of character backgrounds based on nationality, along with two fully developed backgrounds: Crusader Nation and Arcane Dominion. By Mark A. Hart; illustrated by Scott Harshbarger.
  • Don't Wake Dretchlor. A forgotten mansion. A sadistic demon. A deadly game of cat-and-mouse. Can the heroes outwit the demon and escape the mansion, or will they fall prey to Dretchlor's evil machinations? An adventure for characters of 5th-7th level by Kiel Chienier; illustrated by Rick Hershey and Sexualtyranosarus.
  • King & Country II. By popular demand - the sequel to King & Country, Mark Hart's introduction to nationalities as backgrounds! You asked us for it, so we obliged! Here are four new fantasy realms for use as backgrounds - the Confederacy of Feuding Houses, the Lost Civilization, the Regime of the Dark Overlord, and the Savage Land. By Mark Hart; illustrated by N.C. Wyeth.
  • Get Sick: Six New Diseases. Bottle fever, demonic plague, itching insides, ooze decay, aberrant touch, and walking rot. What do these all have in common? They're all new diseases for your game - some mundane, and some supernatural. Not only that, this article contains guidelines for creating your own diseases! By James Introcaso.
  • Those Who Crawl. Dungeon crawls are the oldest and one of the most common gameplay scenarios. Kiel Chenier brings you five tips and tricks to help make those dungeon crawls more exciting and run that bit more smoothly. From tone, to tracking time, these five tips will make your life that little bit easier! Illustrated by Ellis Goodson.
  • Volumes of Forgotten Lore: Arcane. From veteran author Ari Marmell (Drow of the Underdark, Tome of Magic, The Goblin Corps, Thief's Covenant) comes this look at new player options for the bard, sorcerer, and wizard. The Bardic College of Names, the Dread sorcerous origin, and the Shadowcaller tradition for the wizard make up this first chapter of forgotten lore.
  • The Art of Peace. In a world of violence and vicious magic, monks of the Shifting Flow and the Watchful Gate audaciously dream of peace. The Art of Peace introduces two new monastic traditions, the all-new Envoy background, and 8 maneuvers for monks who value their karma. By Josh Gentry.
  • Master & Apprentice: Gaining New Levels With Style. A new subsystem to bring realism into your game! Fletcher Haug introduces a mentor-based level training system, along perks and mojo - ways to give players control over the story of how they level up and to introduce training-based background details that can be called upon during play. Art from Savage Mojo.
  • Into the Stars: Science Fiction for Fifth Edition. Spice up your game with a little sci-fi action! Meet the Engineer and the Spacer backgrounds, learn how to move in zero-g, and grab an energy shield, ablative armor, or an energy weapon. By Kiel Chenier; illustrated by Indi Martian. This is also the final article from layout designer Justin Buell; it will be sad to see him go, but exciting to bring on board Eric Life-Putnam to fill his shoes!
  • A Paladin's Dark Vows. Not all paladins are good; some may stray from the true path, while others are pure evil. Josh Gentry presents new flaws and class features for dark paladins. When a paladin turns from the light, flaws of aggression, blind loyalty, and naïveté provide corruptions of the virtues of bravery, loyalty, and wisdom. Additionally, paladins may take oaths of the Purge or Supremacy, or use the new Bloody Hands class feature. Illustrated by Scott Harshbringer.
  • It's Alive! Does your victim wish to inflict a plague via an obscure ritual at the start of a solar eclipse on the grounds of an accursed cemetary using the blood of an innocent demon? Build rituals to achieve your villain's dark goals. Animate a golem, summon a god, open the Gates of Hell, or banish the sun. Seven tables describe the ritual's purpose, time, location, components, side-effects, price of failure, and - of course - how to foil the dastardly deed! By Mark A. Hart; illustrated by Jacob Blackmon.
  • The Right Way to Fudge. When and how should the GM fudge an encounter? Jeremy Lewit discusses the reasons and the methods, and provides advice on the right way to fudge. Should you alter the enemies, change the goalposts, or add new challenges? Illustrated by Savage Mojo.
  • The Mystery of Mordecai's Monster. From Dan Head comes this adventure of mystery and horror! Who is Mordecai, and what has become of his latest creation? Can the PCs solve the mystery of Mordecai's monster before it's too late? An adventure for 3rd level characters. Illustrated by Nick Cramp and Rick Hershey.
  • As Good As His Blade. Expand the list of weapon properties to include barbed, double, awkward, tripping, and more! Along with nearly 20 new weapons designed to use these new properties, and changes to the entangling and reach properties, this article will unlock the potential of weapon design and introduce more variety into your fighting style! By Connors; illustrated by Jacob Blackmon.
  • Over the Next Hill: The Village of Drood. The Village of Drood is a small village bordering a dark wood, founded by a travelling wizard and ready to be plugged in to your campaign. The first in a series of three settlements, this article contains NPCs and plot hooks. By Mark Craddock; illustrated by Jacob Blackman.
  • Volumes of Forgotten Lore: Divine. In the second of his Forgotten Lore series, veteran author Ari Marmell brings you new divine player options. The Protection, Shadow, and Travel domains, the Urban druidic circle, and the Theologian, a new tradition for the wizard. Illustrated by Jeshields.
  • Friend of the Children. Why do the children of Medvedka Vas not age? Can the answer be found on Bear Plateau? Who is the mysterious "Friend of the Children? And what is the role of Eglantina, the last pixie of Bear Plateau? A dark fantasy adventure for 4th level characters. By Peter Zacchaeus; illustrated by Ellis Goodson.
  • Over the Next Hill: The Town of Rivereave. The second in our "Over the Next Hill" series of small plug-in settlements is a lakeside fishing town on the fringes of civilization - an ideal base camp from which to launch expeditions into the wilderness! With NPCs, locations, and plot hooks, these settlements can be used in any campaign. By Scott Marcley; illustrated by Indi Martin.
  • Chessmasters & Commanders: The Noble Class. We have a special treat to round out August - a new class! The full 20-level noble class is able to command and inspire through three paths - the Path of the Heart, the Path of the Brave, and the Path of the Tactician. By A. Nova; illustrated by Ellis Goodson and Shannon White.
  • Masters of the Wild. Two new ranger archetypes - the dual-wielding Tempest and the sinister Nightstalker - along with new feats, new fighting styles, and new spells. Your ranger will never be the same again! By Thiago Rosa; illustrated by Nick Cramp.
  • Hired Hands. Meet the apothecary, cook, interpreter, minstrel, porter, scholar, squire, teamster, and torchbearer! These hirelings provide your adventurer with additional benefits - as long as you pay them and keep them safe! Additional traits, quirks, and motives help bring your hirelings to life. By "Jester" David Gibson; illustrated by Jacob Blackmon.
  • Croaking Sirocco. Croaking Sirocco is an adventure for 5th-level characters that takes the party into the heart of a magically warped, blasted land. Deep in the heart of the expanding desert is a tribe of desert-dwelling bullywugs, whose petty power struggle unwittingly endangers the entire outside world. By Kyle Carty; illustrated by Rick Hershey and Indi Martin.
  • Drinking & Dragons. In a slight change of tone before we start EN5ider's horror themed month for October and Halloween, we have a fun "drinking game" diversion from the serious rules, designed to throw some chaos into a special one-shot session or adventure. Five drinking games, and four recipes for fantasy themed drinks, three of which can be made alcohol free if needed, make this article one you'll remember! By Kiel Chenier; illustrated by Indi Martin.
  • I Ain't Afraid Of No Ghost: Subclasses For Hunting Evil. We prepare for our upcoming horror-themed Halloween month with a range of options for player intent on fighting the ghosts and ghouls who will feature throughout October! Kiel Chenier brings us Spirit, a Clerical Domain; Courage, a Paladin's Oath; and the Witch Hunter, a Roguish Archetype. Arm yourselves, because October is gonna be spooky! Illustrated by Ellis Goodson.
  • Template of Horrors. Our Halloween month continues - and we also celebrate our 40th article! - with four horrific templates which can be applied to any creature! Use the zombie, wight, skeleton, and banshee templates to create horrors such as a Wailing Hermit (a banshee ettin), a Rust Monster Skeleton, a Crypt Stalker (a minotaur wight), or a Basilisk Zombie! By Cedar Collins; illustrated by Jacob Blackmon.
  • Over the Next Hill: Village of Dreams. Halloween month continues with Josh Gentry's Village of Dreams. Natulog is a sleepy hamlet, but the thick evening fogs deliver messages through the dreams of those who rest there. Part of the Over the Next Hill series, this plug-in settlement includes significant areas, notes on dream reading, and rumors and plot hooks suitable for all character levels. Illustrated/cartography by Michael Tumey.
  • Heroes of the Night. We continue our Halloween-inspired month with a selection of horrific new archetypes for barbarians, fighters, and warlocks! Barbarian lycanthropes can master the Wolfsblood path; The Haunted are fighters with spectral companions; and The Evil Eye is a pact for warlocks. By Brandes Stoddard; illustrated by Dan Nokes.
  • Día de los Dinosaurios Muertos. Halloween grows ever closer! Día de los Dinosaurios Muertos is a spooky 18-page adventure by Jensen Toperzer. You've heard of the Day of the Dead... but what happens when the dead are dinosaurs? When the raptors awaken to find their land overrun by hairless apes, they plot to reclaim their legacy. Can the PCs survive the machinations of Miquiztlicoatl, the velociraptor mummy lord, ancient reptilian priest-king of the feathered throne? This adventure for 14th-level PCs includes full-color maps, a pronunciation guide, the all-new Stone of the Inverted Sun, and - of course- intelligent undead velociraptors. Illustrated by Melissa Tillery; cartography by Justin Mason.
  • Treasures Dark & Terrible. Halloween is finally upon us! James Haeck, your trusty EN5ider editor, has penned a whole host of new magical items to help you combat or embrace the terrors of the night. Nine new items, from the Collar of Cerberus to the Crown of the Devourer; from the Ghost Ward Lantern to Skull Liqueur.
  • Epic Threats: High Level NPCs. Challenge your players with five high level NPCs! The Arcane Blademaster, Ascetic Grandmaster, High Priest, Knight Captain, and Master Assassin range from CRs 12-20. By James Introcaso; illustrated by Phil Stone.
  • Motivated Encounters. Add spice and variety to your random encounters! This article helps you to randomly determine the aims and actions of encountered creatures with a table which covers 40 encounter motivations including merrymaking, suffering, wounded, escaped, and many more. Running into orcs is one thing; running into orcs busy constructing a shrine is another! By Connors; illustrated by Cat Lu.
  • The Haunting of Calrow Ruins. Halloween might be over, but that doesn't mean we can't have one last horror-themed adventure! "You can hear them at night when the mist creeps in off the lakeshore, jibber-jabbering like madmen trying to form words. For years they’ve haunted me, but still I can’t fathom what it means, as if some half-formed mind yearns for the power to speak for itself…" Complete with character hooks, this 14 page adventure by Aaron Infante-Levy is suitable for 2nd-4th level characters. Illustrated by Sade.
  • Heroes of the Blade. An assortment of character options for those who wield the blade! Three alternate class kits, a new Druidic Circle, two new fighting styles, two new maneuvers, and a brand new feat! Discover the battlemage, commander, and scout, and learn how to perform a hamstringing cut or form a phalanx! By John Lynch; illustrated by Egil Thompson and Phil Stone.
  • Reskinning for Genre. Take your 5E game beyond medieval fantasy with this look at post-apocalyptic, western, cyberpunk, far future, modern, and even superheroic games. This article includes short, simple new rules for genre and technology, new genre-specific feats like Gunfighter, Scientific Wizardry, and Super Powered, along with the Robotic template which allows you to include androids and more in your game. By Mike Myler; illustrated by Jacob Blackmon.
  • Friends Close, Enemies Closer. In our 50th article, Josh Gentry asks you to sell your soul! Three new warlock patrons include The Sea Lord, The Seducer, and The Trickster, along with six new Invocations. These three patrons represent such legendary beings as Davy Jones, the Leviathan, Dracula, Pan, Loki, or even Rumpelstiltskin. Illustrated by Egil Thompson.
  • Explorers of the Multiverse. Meet the Planar Explorer and the Way of Infinite Worlds, two brand new archetypes for adventurers who seek to cross the boundaries between worlds. Whether your preferred destination is the Inner or Outer Planes, a lesser-known demiplane, or somewhere even more unusual, these character options are perfect for those who want just little more than the Prime Material can offer. By Anthony Jennings; illustrated by Ellis Goodson.
  • Over the Next Hill: Springs of Hverfell. The latest in our Over The Next Hill series of settlements which can be dropped into any campaign brings you Hverfell, located in a hidden verdant valley in the midst of unforgiving tundra. Investigate the Spitz Bathhouse, the Elemental observatory, or the Aviary. Meet the conjurer Leogard Brix or Mistress Ashley Leon of the Ochre Springs Bathworks. As always, the article presents significant NPCs, locations, plus plot hooks and rumors. By June Bordas; art by Phil Stone; cartography by June Bordas.
  • Allies & Adversaries: Winter's Urchins. Happy Holidays! With a Dickensian flourish, we present you with three urchins designed for insertion into your campaign. Hope (and her baby dragonborn, Scales) is a young tiefling orphan; Ketch the Clever is a 10-year old pickpocket and hustler; while Bill Thorpe is a grimy bully of the streets. By Kiel Chewier; colour art by Ellis Goodson.
  • 4 Random Roleplaying Encounters. In one of our occasional system-neutral crossover articles with our sister publication, TRAILseeker, these four random encounters focus on roleplaying and problem solving over combat. Baby Monsters, The Tag Along, The One That Got Away, and Snake Oil Salesman present the adventurers with moral and practical dilemmas. And with that, we close out 2015! Happy New Year, folks, and we can't wait to launch the first part of The Holdenshire Chronicles next month!
  • Epic Threats: Goblinoids and Orcs. In the second in our Epic Threats series, James Introcaso brings us a range of goblinoids and orcs designed to challenge high level adventurers. Meet the brutish Bugbear Savage (CR 18), the depraved Goblin Creeper (CR 16), the battle-hardened Hobgoblin Monarch (CR 14), the devoted Orc Godspeaker (CR 14), and the mighty Orog Devastator (CR 20). Illustrated by Jen Tracy.
  • The Holdenshire Chronicles (Prologue): Holdenshire Primer. It's a big day for EN5ider fans! Today marks the start of a new series called 'The Holdenshire Chronicles'. An adaption of Russ Morrissey's TO SLAY A DRAGON, the PCs will start their adventuring careers in the sandbox village of Hengistbury, in the county of Holdenshire, before embarking on a quest to travel across the land and slay a dragon. But first, before the adventuring can begin, we launch with this 23-page Holdenshire Primer which introduces you to the county, its peoples, and locations of note. By Russ Morrissey, Jacob Driscoll, Christopher J. Herbert, and Brian Casey. Illustrated by Claudio Pozas. Cartography by Sean MacDonald.
  • Scientific Sorcery. It's time to delve into alchemy in your 5th Edition games! This article by Matt Roth presents a new Alchemist's Apprentice background (and it variant, the unorthodox Self-Made Master), a bunch of new alchemical items, and three new feats designed especially for alchemists - Alchemical Artillerist, Expeditious Alchemy, and Pernicious Poisoner. Illustrated by Nick Cramp and Jen Tracy.
  • It's Never Over: Plot Seeds for the End of the World. Dion Fernandez discusses campaigns which continue... after the end of the world! Using the Survivor background, along with discussion of omnipotent tyrants, world destabilization, and unknown powers, this article contains suggestions and plot seeds for a different kind of campaign.
  • Epic Threats: Elementals. As we round off the first month of 2016, we'd like to thank you all for helping us reach that 1,000 patron target! And we hope that every one of you enjoys this instalment of our Epic Threats series from EN5ider veteran James Introcaso in which we bring you - in standard 5E stat-clock format! - the Magma Elemental (CR 16), Mud Elemental (CR 14), Sand Elemental (CR 13), Smoke Elemental (CR 12), Steam Elemental (CR 11), and the mighty Storm Elemental (CR 15). Illustrated by Vanessa Bailey.
  • Sinister Spellbooks. Brandes Stoddard describes six sinister spellbooks, along with each's properties and associated plot hooks. Be careful how you handle the Codex of Khiruzam or the Libram of the Crimson Wasting; benefit from the illusion properties of the Green Book of Ka-Jorra or the stormy properties of Herim's Final Manuscript; read from the Prophecies of Ni-Shaan or the Fragments of the Luminous World. Each of these six spellbooks can be used to inscribe or alter your spells. Illustrated by Jacob Blackmon.
  • Speaking With Fists. It's not only monks who fight with their fists - these subclasses for the barbarian, fighter, rogue (and, yes, one for the monk) bring out the pugilist in a variety of classes! The barbarian's fists are as strong as tempered steel with the Path of the Lodestar; the fighter masters the art of the heavyweight boxer as the Pugilist; the monk combines arcane magic and unarmed combat in the Way of the Arcane Fist; and the rogue moves at blinding speed as the Speedster. With new weapon properties, the new Fisticuffs fighting style, and two new spells, designer Josh Gentry will have your characters brawling in the taverns! Illustrated by Jacob Blackmon.
  • The Holdenshire Chronicles (Act 1): The Ills of Hengistbury. The eagerly awaited adventure has arrived - the first Act of the Holdenshire Chronicles! 41 pages of sandboxy goodness! This first act begins with the characters in the town of Hengistbury, detailed previously in the Primer (EN5ider #56). There, they begin their progression as heroes, and learn all about the dragon Cirothe’s predations on the local area. As they advance in expertise and experience, the idea of tracking the dragon to her lair and ending her threat forever may become a more realistic prospect. Twelve mini-adventures make up this 41-page sandbox Act; these can be undertaken in any order, although some may be more difficult than others.
  • Fell Grafts: Demons & Devils. Have you ever wanted an abyssal hide, balor wings, a devil's arm, a wretch's belch, an imp's eye, infernal horns, or vrock feathers? of course you have! Or at least, your 5E character has. Right? Designer Mike Myler brings you rules for infernal bodily alterations for those willing to make a deal with a devil! Illustrated by Cat Lu.
  • Priests of Misfortune. Fate and luck are double-edged swords. Deities from ancient cultures - the Aztecs, Egyptians, Greeks, and Welsh - were rightfully wary of the gods of misfortune. This article from Dan Head introduces the god of ill-fortune, Jinx, one of the triumvirate which also includes Fate and Fortuna. Also described is the misfortunate domain, information on clerics of Jinx, and new magic items such as the No-Headed Coin. Illustrated by Sade.
  • Priests of Elemental Power. Let your clerics embrace the elements and add some new domains to your 5E game - the flame domain, stone domain, water domain, and winter domain. Experience the Flame Cleric's Avatar of Flames, see how Reverent Stones part before your Stone Cleric, and be awestruck by the Water Cleric's Roar of the Waves! By C. Richard Davies; illustrated by Sade.
  • Rites of Spring: Magical Ceremonies of the Spring Equinox. Spring is upon us, and what better way to celebrate it than to bring some seasonal rites into your 5E campaign? The March of the Wild Men, Lunar New Year, Water Fight, Dance of the Flyers, Ritual of Flaying, and the Candelaria are all magical ceremonies which affect both the environment, and characters who participate in them. By Dion Fernandez; illustrated by Jeshields.
  • The Armature: Building A Better Dungeon. Kyle Pointer discusses the Armature Method of dungeon design - how to use a core idea or concept throughout an entire adventure in order to maintain a consistent tone and atmosphere. If you're creating your own adventures for use at the game table, the ideas in this article will prove useful! Illustrated by Phil Stone.
  • Arachnoelementals. Four elemental spiders, denizens of the Inner Planes from Antony Jennings. Ranging from CR 2 to 7, the arachnomentals feed on the flesh of travelers from the Material Plane, stalking and ambushing their prey. Illustrated by Ellis Goodson.
  • The Holdenshire Chronicles (Act 2): Journey to Skull Mountain. Act 2 of The Holdenshire Chronicles is here, with Journey to Skull Mountain! In Act 1, the PCs death with a variety of events in their home county of Holdenshire. But now it's time to begin the long wilderness trek to Skull Mountain and the dragon known as Cirothe. Can they slay devils and demons, overcome giants and bandits, deal with plants and trolls, and assemble all that they need to overcome the beast?
  • Children of the Earth. Connors brings you three new playable dwarf subraces. The wild Flint Dwarves are strong and volatile; the exalted Jade Dwarves are almost otherworldly guardians of civilization; and the vengeful Obsidian Dwarves have a fiery heritage. Illustrated by Cat Lu.
  • Monstrous Menagerie: It's Already Ogre. New for EN5ider patrons! Ogres are a staple part of fantasy fiction, and we all know the old saying "you can never have enough ogres!" From Brandes Stoddard comes the Thornfist, Blutsauger, Ganitehead, and Plaguebelly ogres (Challenge Ratings 3-6) to surprise and intimidate your players! Illustrated by Sade.
  • Allies & Adversaries: Orc Life. Not all orcs are barbarians and bandits. Meet Gurk, an orc painter in the big city; Rathbone, a banished orc war-priestess; Vortch, an orc "chef"; and Balla, an orc dancer and servant. This article provides full stat-blocks, descriptions, backgrounds, and roleplaying notes for each, along with their traits, bonds, and flaws. By Kiel Chenier; illustrated by Phil Stone.
  • Over the Next Hill: The Hamlet of Varseldorf. In the next of our Over The Next Hill Series, Pater Zacchaeus brings us the Hamlet of Varseldorf, another plug-in village for your 5E game. With the usual significant areas and plot hooks, this initially idyllic-seeming village of doppelgängers has a dark secret! Cartography by Michael McCarthy.
  • Celestial Grafts: Angels & Avatars. Celestial Experiment Feats allow your character to exhibit aspects and abilities of angels and avatars, from Deva Wings to a Unicorn Horn to a Solar Gaze. Plus with the new Oath of the Angelic Avatar, paladins can accept the physical blessings of the divine in ways which manifest in glorious physical changes! By Mike Myler; illustrated by Rick Hershey.





There are four FREE sample supplements for you to check out before you become a Patron - including an entire adventure! Download The Occultist, a new 5E class by Mike Myler, Treasures Dark and Terrible from James Haeck, Priests of Elemental Power from C. Richard Davis, and our 100th issue, Into the Feywild, a fey-themed adventure by Kiel Chenier. If you like what you see, and want more of this every week, simply become a Patron!



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You can download free supplements and adventures immediately.  For paid content, your patronage begins on your first 'billing' date which is the start of every month.  From that point on, you will have access to all paid content, including past content.


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Professionally produced, high quality illustrated articles and adventures for your 5E game! $2 or more gets you all the regular articles and adventures, plus immediate access to the entire back-catalog. You can easily cancel at any time with no hassle.
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Professionally produced, high quality illustrated articles and adventures for your 5E game! $3 or more will get you all the regular articles, plus the adventures! Plus immediate access to the entire back-catalog. You can easily cancel at any time with no hassle. 
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EN World EN5ider is the new way to get regular gaming supplements and adventures online. For a small monthly donation, you will receive rules supplements, gaming advice, adventures, and more. You get one item per week (including one adventure per month). EN Publishing's critically-acclaimed designers will bring you a continuous stream of content for your favourite roleplaying game! There are four FREE sample supplements for you to check out before you become a Patron - including an entire adventure! Download The Occultist, a new 5E class by Mike Myler, Treasures Dark and Terrible from James Haeck, Priests of Elemental Power from C. Richard Davis, and our 100th issue, Into the Feywild, a fey-themed adventure by Kiel Chenier! If you like what you see, and want more of this every week, simply become a Patron!



Become a patron now and get access to the entire back catalog! Here's what's new:

  • #207. The Gemini. Gemini are warriors that evade, confound, and attack by creating dangerous magical multiples of themselves or copying a foe's techniques. A brand new character class for your 5th Edition games! By Mike Myler; illustrated by Indi Martin.
  • #206. Mubida: The Hunter's Bane. This large Challenge 10 monstrosity is a herald of strife, a patchwork guardian of nature. Also includes a CR-14-15 sample encounter, plot hooks, tactics, lore, and ecology.
  • #205. Villain Spotlight: Ezekiel. Ezekial is a minotaur gifted (or maybe cursed) with intelligence and cunning beyond that of most of his kin. Ezekial is the leader of a small band of thieves who are on a crime spree stealing priceless artifacts and rare tomes of knowledge. This article describes Ezekial, his goals and personality, a description of his band of thieves, and lists possible plot-hooks that involve Ezekial.
  • #204. ZEITGEIST #3 (Part 2) - Digging For Lies. The third adventure in the ZEITGEIST adventure path continues in this 33-page instalment!
  • #203. Words of Power. Take your 5th Edition spellcasting into new realms with this article by Edric Alan Leggett. Words of Power is a variant rule system which uses combinations of words to craft spells. This article contains fifty such words of power, arranged into Anchor Words, Action Words, and Creature Words, Effect Words, and Unfettered Words, which the caster combines into a Spell Phrase of between three and five words. Illustrated by Herman Lau.
  • #202. Fantastic Elves. Following the popular Fantastic Humans article, Michael McCarthy brings you variant racial traits such as Ancient Master, Unearthly, and Child of the Bow; new elven equipment like the ring of rulership and the travel wafer; and three new elven subraces: the tenacious Ash Elves, the sociable Ocean Elves, and the whimsical Sky Elves. Illustrated by Yihyoung Li.
  • #201. Anatomy of a HeistRun a fantasy bank job, steal some rare dragon eggs, and overcome traps, labyrinth, and monstrous guardians in your 5th Edition game! Jeff Gomez presents a range of options to choose from - targets, goals, factions, methods, and obstacles to help you devise an exciting scenario of subterfuge and stealth! Illustrated by Phil Stone.
  • #200. Enchanted Trinkets I. For our 200th article, we introduce the first in a new series called Enchanted Trinkets! These 13 minor magical items include the Butter Knife of Perfect Serving, Flask of Inebriation, Signaling Ammunition, and the Wig of Styling, amongst others. By Erik Evjen; illustrated by Yihyoung Li.
  • #199. Horrors Beneath the Ice. Watch out for the amorphous Black Icers, the hard-to-see Snow Angels, and the ethereal Wailer on the Ice! Writer Walt Ciechanowski bring you three icy undead monstrosities for your 5th Edition games! Illustrated by Phil Stone.
  • #198. ZEITGEIST #3 (Part 1) - Digging for Lies. Welcome to the third adventure in the ZEITGEIST adventure path! In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of ancient artifacts. These primitive weapons contain powerful spells capable of conjuring alien monsters never seen in modern times. To unearth why shadowy forces are collecting these relics, the partytravels into the High Bayou, lair of the dread fey titan called the Voice of Rot. There, beneath an ancient ziggurat, the party finds the remains of a doomed archaeological expedition, and learns that a powerful alien entity has escaped its ancient prison and entered this world. The party has tugged into view one thread of the conspiracy, but to reach its heart and see how deep the threat goes, they're going to have to dig.
    An adventure for enterprising heroes of 5th level.
  • #197. Over the Next Hill: Stonewatch Lighthouse. Stonewatch is an aging lighthouse that looms above a particularly dangerous stretch of coastline. Its lone, weather-beaten spire rises from a rocky hilltop, as if stubbornly guarding against the thick ocean mists that churn below. The lighthouse itself is manned by an elderly knight in the middle of his final vigil, and a humble village nearby provides a modicum of refuge for passing travelers. Every light casts a shadow, though - and Stonewatch is no exception. The villagers whisper about strange, unexplained events, such as travelers disappearing from their rooms and ghostly forms appearing on misty nights, seemingly emerging through the solid walls of the nearby lighthouse itself.  
  • #196. Those Who Walk Through Time. Details on the Plane of Time, tethers, and timeslips, and the guardians of time, The Order of Chronology Devoted; along with a new Warlock Patron, the Chronomental (one of the time dimensionals which move through, around, and between timestreams, its form ever shifting between all possible variations of reality); and a Wizard Tradition, the Chrononaut (wizards who study, manipulate, and travel through the magic of Time - They are masters of the past, present, and future, aware of multitudes of possibilities and timestreams). By GM Lent; illustrated by Yihyoung Li.
  • #195. The Gunfighter. A full character class based around using firearms, with three archetypes: the Bushwacker, the Drifter, and the Maverick. By Walt Ciechanowski; illustrated by Yihyoung Li.
  • #194. Legend of the Heart Eater. A warlock subclass that can be inserted into play when a character dies, giving that character a second chance at life... with a price. By James Haeck; illustrated by Kim Van Deun.
  • #193. ZEITGEIST #2 (Part 3) - The Dying Skyseer. Concluding The Dying Skyseer! In part 3 of this adventure, the party uncovers the fourth investigation thread, the climax, and the conclusion of this complex instalment. Dragonborn arsonist brothers set a factory ablaze, creepy warehouses are investigated, and the PCs try to take down Mayor Reed Macbannin during an earthquake. What will they find in Macbannin Manor? For 4th-level characters.
  • #192. Gifts of the Dragon. Welcome to this collection of dragon-themed player options! This article includes: the Marked by the Dragon background; various draconic environmental objects such as the Draken Sigil, Draconic Obelisk, Vasssal Reliquary, Dragonvein, and Petrified Fundamentum; a draconic plot generator; A new Inspiration mechanic called Draconic Favor, which grants PCs the ability to activate a dragonvein, roar a draconic curse, be granted a draconic audience, to learn draconic knowledge, to invoke draconic fortitude, and more. 
  • #191. Another Year Passed. Every setting needs traditions and celebrations, but these vary widely by culture. This article helps you to randomly flesh out your setting's New Year traditions, birthday celebrations, the effects of growing old, and how the changing years affect NPCs.
  • #190. Cold Snap: Encounters in the Frozen Wastes. As the cold weather in the real world continues, we continue our theme on EN5ider! Avalanches, frozen bridges, mammoth warriors, winter riders, and wolves in the storm await in this article by James J. Haeck; illustrated by Ellis Goodson.
  • #189. Treasures From Beneath The Snow. Anorak of the Ice People. Barrow Bread. Ebon Blade. Guiding Harpoon. Ice Riders. Ironweed Rope. Memory Leaves. Summer Sight Goggles. These snow-themed treasures may be found deep within the coldest regions of the world, hidden inside ancient snow barrows. By Walt Ciechanowski; illustrated by Yihyoung Li.
  • #188. We All Wear Masks: Faces of the Kindred. These five magical masks allow the wearer to wield different racial powers. The Mask of the Feychild, Stoneborn Death mask, Jawbreaker's War Mask, Mask of the Infernal Offpsing, and the Mask of Humanity each comes with the history of the mask, its powers and benefits for the wearer, and plot hooks suggesting places where the mask might be found and the NPCs who might wear them. By Kiel Chenier; illustrated by Kim Van Deun.
  • #187. Monstrous Menagerie: Chilling Foes. As the cold weather grips the real world, add some wintry foes to your D&D world! The Isaac is a monster of sharp ice and cold heart; the Forvirskripi is a tiny malevolent fey able to bring about icy disaster; the Hlaupa is a giant ice-pig with ivory tusks and mighty antlers; and the Knútadraugr is an icy undead warrior, with a hollow, chilling glare. By Mike Myler; illustrated by Kim Van Deun.
  • #186. ZEITGEIST #2 (Part 2) - The Dying Skyseer. The next part of the ZEITGEIST adventure path continues the party's investigations into the goings-on in Flint.
  • #185. Anatomy of an Island. Jeff Gomez brings you a selection of random tables to hope you generate a memorable island for your players to encounter. Roll for the initial approach, threat, treasure, terrain, and notable locations. Illustrated by Phil Stone.
  • #184. Spiritual Alignment: Chaotic Cleric Domains. Chaotic Good, Chaotic Neutral, and Chaotic Evil. Three chaotic domains. This article presents the Liberty Domain, Anarchy Domain, and Entropy Domain for your cleric characters. By Walt Ciechanowski; illustrated by Scott Harshbringer.
  • #183. Anatomy of a Guild. Use this system to quickly generate a guild for your game. Randomly choose the guild type, fees, perks, structure, guildhall, and symbol. By Jeff Gomez; illustrated by Phil Stone.
  • #182. Behold My True Form: Creating Evolving Boss Monsters. It can be tough to run a solo boss encounter when the PCs have it outnumbered 6:1 with actions. The focused-fire principle often means that such encounters are embarrassingly short, unless you just make the creature a ridiculous bag of hit points. This article talks about ways to make your solo boss encounters more challenging, and more interesting, by going it special traits which kick in at different times. By James J Haeck; illustrated by Ellis Goodson.
  • #181. Spiritual Alignment: Neutral Cleric Domains. Welcome to the Neutral Philosophies - the Integrity Domain (Neutral Good believers in goodness and justice), the Harmony Domain (True Neutral proponents of universal balance), and the Supremacy Domain (Neutral Evil clerics who ket nothing stand in the way of their desires). By Walt Ciechanowski; illustrated by Kim Van Deun.
  • #180. We All Wear Masks: Faces of the Grotesque. This collection of five magical masks, fashioned out of a monstrous creature's visage, imbue 5E characters with the powers of the monsters they depict. Each mask has a history, powers, plot hooks, and curses and drawbacks -- the Goblin Mask, Mask of the Dragon, Dire Bear Mask, Hill Giant Mask, and Octopoid Mask.
  • #179. ZEITGEIST #2 (Part 1) - The Dying Skyseer. When a woman is murdered in the Danoran consulate, the party's investigation threatens to unearth a conspiracy, and those in power move to silence all who might reveal them. Only with the guidance of an old dying prophet will the party have a chance to pierce the conspiracy's veil, and save Flint from a coming doom. These whopping 36-pages are the first part of The Dying Skyseer, the second adventure in the ZEITGEIST adventure path.
  • #178. Spiritual Alignment: Lawful Cleric Domains. These new clerical domains - Community (LG), Authority (LN), and Conformity (LE) - allow a cleric to follow the philosophy and ethics of a specific alignment. Lawful philosophies emphasise order and tradition, with strict rites and scripture; however, they can be good, neutral, or evil, and each domain is different. By Walt Ciechanowski; illustrated by Victoria Oliveira.
  • #177. Anatomy of a Cult. Cults are well-established features of fantasy settings. This article from Jeff Gomez helps you to randomly generate its core tenet, commandments, central myth, dintisguishing mark, priests, and temple.
  • #176. Roak Creek. This artistic community is located in a secretive clearing. What no one knows is that Lord Childe made an enemy of the devious night hag, Auntie Mudwillow. He stole her heartstone, the black gem that allows her to become ethereal. While she eventually killed him, he never divulged where he hid her heartstone, and she has searched for it ever since. A location, including NPCs, areas, rumors, and plot hooks. By Shambralyn Baker, illustrated by Ellis Goodson.
  • #175. EN Obscurus: Clan Arrowheart. Located in an inconspicuous cove romantically illuminated on full moon nights, Clan Arrowheart runs an extensive smuggling operation... coupled with covert matchmaking services. When they aren't running illegal goods, they investigate romances, unite lonely hearts, and avenge wrongdoings in the name of love (and coin)! By Josh Gentry; illustrated by Kim Van Deun.
  • #174. Faces of Hallow's Eve. Magical Halloween masks that impart the wearer with incredible powers, by ENnie Award-winning designer Kiel Chenier. A ghastly, wailing white mask grants the wearer the ability to interact with ghosts on their level. A hag's mask grants you the hag's powers, but now that hag sees through your eyes...and slowly alters you into her perfect vessel. And a stitched together collection of human faces grants you the bloodlust of 'the slasher'...but at a terrible price. Illustrated by Kim Van Deun.
  • #173. Keep Your Powder Dry: Unusual Firearms II. This article introduces the barrel chain rifle, elephant gun, harmonica gun, and more, along with seven new weapon properties. By Walk Ciechanowski; illustrated by Sade.
  • #172. En Obscurus: Bloodkeeper's Barricade. Deep underground is the Barricade, the guild hall for the Bloodkeepers assassins' guild. The main chamber reeks of carrion from a wall doused in blood. Should the blood ever run dry, the archfiend sealed within would break free. To ensure this never happens, the assassins magically drain the blood from all their victims--binding it within a crystal orb--creating rumors of vampires and cultists wherever they strike.
  • #171. ZEITGEIST #1 (Part 3): Island at the Axis of the World. The ZEITGEIST adventure path continues! Can the party infiltrate Axis Island, and open the way for Risur's navy to take down the treasonous duchess?
  • #170. Terrors of the Deep: Abolithic Servitors. These horrific monstrosities include the Maw Swarm (a cluster of living humanoid mouths driven by an all-consuming hunger), Oculites (two-foot diameter eyes encased in crystal shells), Slitherwhites (amputated tentacles grafted into a knot of writhing flesh), and the Slithering Crown (a higher form of merged Slitherwhite). Each monster comes with stats and story hooks. Also, for warlocks and wizards, we include the all-new conjure deep abomination spell. By Brandes Stoddard; illustrated by Ellis Goodson.
  • #169. Epitheos Monastery. The Epithets Monastery is a remote mountainside sanctuary where monks practice a unique theology. This article from Josh Gentry introduces the monastery, rumours, new background traits, two new feats (Metaknowledge and Swordsaint), significant NPCs, and three quest hooks. Illustrated by Kim Van Deun.
  • #168. Allies & Adversaries: Summer Magi. The Summer Magi are an arcane nomadic people who venerate Summer. In this article, you will find new subclasses for your 5E game, including the Sacred Blaze cleric domain, Eternal Blaze warlock patron, and the Arcane Blaze sorcerous origin. By GM Lent; illustrated by Phil Stone.
  • #167. Keep Your Powder Dry! Unusual Firearms I. Meet fire arrows, fire lances, the King's walking staff, the repeating flintlock pistol, the revolving blunderbuss, and the superposed gun, along with new weapon properties such as Chain Fire, Loud, Match Loading, Misfire, and Shot. These unusual firearms from Walt Ciechanowski really existed, but were exotic items which never became "mainstream". Perfect for a fantasy RPG, we say! Illustrated by Sade.
  • #166. Treasures from the Deep. Seven new magical items, all from the deep sea! They may be found half-buried in the sand, forgotten in treasure troves, or even in the hands of the character’s seafaring enemies! Barnacle mail, bracelet of the deep, death's touch, fiddler's grip, luminescent gum, shark's endurance, and the star heart make up this collection of exotic treasures. By Walt Ciechanowski; illustrated by Yihyoung Li.
  • #165. ZEITGEIST #1 (Part 2): Island at the Axis of the World. The critically acclaimed adventure path continues! In this Act, the heroes will open the way for Risur's navy to take down the treacherous duchess by infiltrating Axis Island. Espionage and skullduggery abound!
  • #164. Anatomy of a Ship. If you need a fantasy ship for your game, writer Jeff Gomez has you covered! Randomly determine the ship's name, cargo, crew, propulsion, and weapons. For example, the Lonely Star, propelled by a weather witch, and armed with a swivel-mounted ballista, is transporting gemstones. Illustrated by Phil Stone.
  • #163. Over The Next Hill: Gazebo Bay. The Over The Next Hill series continues with another "plug-in" location, ready to be inserted into your 5E campaign. Gazebo Bay is a tropical island, and a place to recuperate after an arduous adventure. Ambrose Ingram brings you NPCs like Chef Bosco, and "Big E" Affleby, and a description of the island and its various areas. Illustrated by Victoria Oliveria.
  • #162. Fantastic Humans. In many RPGs, humans are the "default" standard for racial abilities; they tend to be the ordinary race. But humans are exceptional, just like elves and dwarves are, and this article introduces a range of variant human traits to your 5E game, designed to represent the breadth of human endeavour. These traits replace the generic +1 to each ability score that humans get, and instead allow you to choose three traits from a list including Cross-County Endurance, Life-Saving Scars, Clever Tools, Nomad's Perseverance, and more. Also included are four human feats - Dauntless scars, Human Adaptability, Ready to Go, and Wand Master. By Michael McCarthy; illustrated by Claudio Pozas.
  • #161. Secrets of Nature's Fury. These ten new spells are new additions to the druid’s repertoire and represent the cornucopia of blessing that Nature shares with her greatest allies. A handful of these spells are available for rangers as well. Nature is not stingy to those who protect her sacred places. Spells include Venomous Succor, Wolsbane, Blade of Grass, Everygreen Army, Druidhome, and more. By Anthony Jennings; illustrated by Keir Lyles.
  • #160. Allies & Adversaries: Creeps in the Storm. Fisher Gretchen, Captain Mordercai Graves, Drenched Wench and her Parasitic Baby, and Lamprey Joe -- four dark NPCs to be encountered on a stormy night. Each with a full description, background, roleplaying notes, and statistics, plus a couple of stormy adventure hooks - The Thing The Sea Vomited Up, and Hunting The Kraken.
  • #159. The Goddess Within: Playing Nymphs. A brand new character race for 5E players! Immortal nature spirits, Nymphs have three subraces - Earth Nymphs, Forest Nymphs, and Water Nymphs. Also included are two new feats available only to these races, as well as information on Nymphs' place in the world, responsibilities to nature, families, and names. By Josh Gentry; illustrated by Tamara Cvetkovic.
  • #158. ZEITGEIST #1 (Part 1): Island at the Axis of the World. The first part of the critically acclaimed adventure path is here! In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world’s mightiest vessel of war: the R.N.S. Coaltongue, impervious to spell and cannon and armed with fire that could slay even a dragon. On the docks, constables keep a close eye on celebrants and troublemakers; in the shadows, conspiracy and betrayal threaten this technological titan on its maiden voyage.Meanwhile, on an island in the lush Yerasol Achipelago, enemy spies put their plans into motion, clouded with secrecy...
  • #157. Brute Forces: Hafthor's Legion. Drop this warrior's guild straight into your campaign! Josh Gentry brings you rumours, new traits, new feats such as Linebreaker and Regalia of the Legion, information on significant NPCs, three plot hooks, and a brief history of the legion. Illustrated by Victoria Oliveira.
  • #156. Allies & Adversaries: Goldenscale Host. This article introduces a new dragonborn mercenary company, and provides information about its command structure, notable personalities, story hooks for using the company as allies or adversaries, and two new creatures - the Goldenscale Recruit and the Goldenscale Officer. By Brandes Stoddard; illustrated by Xanditz.
  • #155. Anatomy of a Prison. The Anatomy Of... series continues! After taverns, war camps, wizards' towers, and villages, it's time to randomly create prisons! This article includes tables for protection and escape, atmosphere, guards and leverage, and prisoners. By Jeff Gomez; illustrated by Phil Stone.
  • #154. Collegia Magia: The Festung. The latest in our series of magical colleges introduces a vile, nightmarish castle, full of laboratories of devilry, necromancy, and torture. Here you'll also fin new ideals and flaws, the new Void Maw spell, a new artifact called the Fountain of Innocent Blood, the Fallen Angel warlock patron, and an overview of significant NPCs, rumours, plot hooks, and random inhabitants. By Josh Gentry; illustrated by Victoria Oliveria.
  • #153. Martial Dungeon Archetypes. Designer Mike Myler brings us six new dungeon-themed sub-classes for your 5E characters. The Barbarian Survivalist is able to to display impressive reliance; the Fighter Sentinel excels when her back is to the wall; the Monk Acrobat can backflip and wall-run with the best of them; the Paladin Oath of Discovery deems the quest for knowledge to be the noblest of pursuits; the Ranger Lightless Prowler is to be feared in the dark; and the Rogue Tumbler can dance around his opponents and escape the direst situations. Illustrated by Tamara Cvetkovic.
  • #152. Allies & Adversaries: Dungeon Denizens. Meet five colourful new underground denizens ready to insert into your game world: Ruby, the smirking component-seeking campion; Black Bones, the former cat familiar; Prince Velm Ducroix, the corpulent vampire gossip; Satuiel, wandering wererat salesman; and Adrian Alexa, the last daughter of an ancient sea goddess. By Khaldoun Khelil; illustrated by Indi Martin.
  • #151. ZEITGEIST Player's Guide (Part Five: Crysillyir, Danor, Drakr, Elfaivar; & Planes & Religion). This supplement is the fifth and final part of the ZEITGEIST Player's Guide for 5E. In these pages you will find setting and background information on the ZEITGEIST campaign setting, and the nations of Crysillyir, Danor, Drakr, and Elfaivar, encompassing land and culture, major cities, race, religion, and government. You will also learn about the planes and key religions of the ZEITGEIST setting. By Ryan Nock.
  • #150. Tides of Battle: Fifth Edition Stunts. Ari Marmell has returned to change the TidesofBattle by introducing cinematic stunts to Fifth Edition. With this combat module, your character gains the tools to perform amazing feats of acrobatics, use dirty tricks, and dazzle your enemies... without giving up any usefulness in combat in exchange for dramatic flair. Of course, GMs need not fear; it wouldn't be fair if the monsters didn't get these tricks, too...
  • Special issueA Touch of Class. Meet the full alchemist, cardcaster, diabolist, feywalker, morph, noble, and occultist classes for your 5E games in this 70-page book! These seven classes originally appeared in EN5ider. Over time, they have been revised and updated after plenty of feedback from the community, and now they're ready to be presented as a full-colour softcover book! Each is a full class, along with archetypes; plus the collection includes a selection of supporting feats, spells, items, backgrounds, and monsters to help make the most from them.
  • #149. Monstrous Menagerie: Deep Dwellers. Meet the Grimlock Supplicant, Grimlock Brute, Revilok, Troglodyte Meatseeker, and the Troglodyte Wallower in this article detailing monsters found deep underground. By Ambrose Ingram; illustrated by Sade.
  • #148. Anatomy of a Town. Our popular Anatomy Of... series continues! We've had taverns, war camps, and wizards' towers - and this time we have a system for randomly creating a rural village! Roll for its name, size, mood, industry, landmarks, and it's dark secret.... By Jeff Gomez; illustrated by Phil Stone.
  • #147. Magical Dungeon Archetypes. The bard's College of the Passage, the cleric's Labyrinth divine domain, the druid's Circle of the Worked Stone, the sorcerers Oozemancer bloodline, the warlock's Enigmatic Eye patron, and the wizard's School of the Inside Out are all new archetypes based around the delving of dungeons and the exploration of the dark places. By Mike Myler; illustrated by Sade.
  • #146. Cosmic Syzygy. Some sorcerers are linked to the heavens - the cosmic power of stars, moons, and planets. This new Sorcerous Origin is accompanied by the Astrologer and Cosmic Ritualist feats, and the new spells Astromancy and Eclipse. Sorcerers with the Cosmic Syzygy ring grow more powerful at times of astrological significance, and are able to evoke the power of destiny, draw energy from the alignments of celestial bodies, and glimpse into the future. By David N Ross; illustrated by Ellis Goodson.
  • #145. Malonge's Mnemonic of Subterranean Spells. Eight new spells, and details about Lamar Lamonge's spellbook. Dwarven miners discovered the Mnemonic lining the underground nest of a gargantuan mutant raven. These excerpts have circulated into the wizarding community, introducing spells such as Darklight, Malonge's Malevolent Missile, and Stonesense. By C. Richard Davies; illustrated by Egil Thompson.
  • #144. ZEITGEIST Player's Guide (Part Four: Risur & Ber). This supplement is the fourth part of the ZEITGEIST Player's Guide for 5E. In these pages you will find setting and background information on the ZEITGEIST campaign setting, and the nations of Risur and Ber, encompassing land and culture, major cities, race, religion, and government. Learn about fey and the mortal realms, the Sword of Black Needles, the fey titans, the Ursalina Bear Games, The Tyrant's Eye, and more! By Ryan Nock.
  • #143. Anatomy of a Tavern. From Jeff Gomez comes the latest in this series. We've covered wizard's towers and military camps; and this time, we present tables for randomly generating a tavern! Use dice to generate its name, atmosphere, signature drink, signature meal, bartender, and patrons. Illustrated by Phil Stone.
  • #142. ZEITGEIST: Bonds of Forced Faith.  This 32-page adventure, Bonds of Forced Faith, is a prologue to the ZEITGEIST adventure path. Featuring a group of pregenerated PCs 100 years before the main adventure path begins, the players play King Lorcan Finn and his retinue which includes Dame Melissa Gahlot the Green Knight; Mayor Roland Stanfield, the reincarnated deva; Principal Minster Harkover Lee, the fire-wielding defender of the King; Godgand Thomas Masaryk, a foreign holy warrior; and Amielle Latimer, a tiefling gunsmith from Danor. This group of legendary characters must defeat a cover of witches, led by the Red Contessa, who lair on Cauldron Hill. An enchanting excursion for 10th level characters, this adventure can serve as a one-shot or as a prologue to the ZEITGEIST adventure path.
  • #141. Dungeon Callings. These new backgrounds by Walt Ciechanowski are all linked to the depths of the world underground - the Deep Hunter, a skilled at tracking prey in underground environments; Escape From Below, a character who escaped captivity and fled to the surface; and the Imposter, someone with a stolen identity. Illustrated by Peter Woods.
  • #140, Collegia Magia: Mahala Academy. The Mahala Imperial Academy trains spell casters in the art of war magic. Along with a description of the Academy, in this article by Josh Gentry you'll find new bonds and flaws, new feats such as Imperial Pyromancy and Occult Informant, outlines of significant NPCs, rumours and plot hooks, random faction conspiracies, and the Imperial Pyromancer stat block. Illustrated by Phil Stone.
  • #139. ZEITGEIST Player's Guide (Part Three: Flint & the RHC). The third part of the ZEITGEIST Player's Guide for 5th Edition introduces the city of Flint, and the Rylah Homeland Constabulary. Complete with full-colour maps, this guide describes the various districts of Flint, along with the hierarchy of the RHC, details about its headquarters, and information on trailing and interrogating suspects.
  • #138. Anatomy of a War Camp. These quick random tables enable you to quickly create a unique war camp, describing its grounds, sleeping arrangements, leisure activities, defences and night watch, and the types of treasure pillaged. By Jeff Gomez; illustrated by Phil Stone.
  • #137. Beware of Mold and Other Dungeon Hazards. Designer GM Lent introduces a range of dungeon hazards to ruin your players' day - the euphoria-inducing bliss mold, the spell-resistant elven mold, the deceptive mirage blight, horrifying living walls, mire mold, putrid slime, and umber mold. Illustrated by Sade.
  • #136. Keep Your Powder Dry! Part 3: Industrial Firepower. In the third part of your Keep Your Powder Dry Series, we take a look at industrial firepower - the weapons from the 18th and early 20th centuries. New 5E weapon properties include capacity, chain fire, and double-action are joined by the new weapons - the carbine, pepperbox pistol and rifle, pocket pistol, revolver, and rifle. Finally, we include new feats such as Greased Lightning and Mounted Musketeer. By Walt Ciechanowski; illustrated by Tamara Cvetkovic.
  • #135. Don't Lose the Light. The world is filled with deep, dark places that few dare to venture into: prehistoric caverns, ancient tombs, and foreboding dungeons. All of these places have one thing in common: their lack of light. These are places where the sun holds no sway, and the evil creatures that dwell within them hunt and thrive in total darkness. Only a fool would venture into such a place without a light source. Sometimes, even a simple torch or iron lantern isn’t enough to pierce the darkness of such places, which is where this article comes in. “Don’t Lose the Light” provides players and Game Masters alike with five custom light source items that can be purchased, found, or collected as treasure.
  • #134. ZEITGEIST Player's Guide (Part Two: Equipment). In these 11 pages you'll find information on equipment for the ZEITGEIST adventure path. From explosive alchemicals to gentlemen's goggles to new firearms, plus ships of the Royal Homeland Constabulary, details on Prestige and how to requisition equipment and call in favors, and a selection of allied stats for police constables and soldiers. By Ryan Nock; illustrated by Claudio Pozas, Brian Lindahl, ShenFei; cartography by Jonathan Roberts.
  • #133. The Origins of Kobolds. Michael McCarthy takes a hard look at Kobolds and reveals the truth about them and their origins - the primal Kobalds. The dog-faced Kobalds differ to Kobolds, as do the Kobaloi, a race of immortal troublemakers. Also included are the Kobold Tunneler, Kobold Poisoner, and information on cobalt, a toxic substance used by Kobolds in blades and spikes for traps. Illustrated by Ellis Goodson.
  • #132. Collegia Magia: Johannes Institute of Science. The Johannes Institute of Science is a magical academy, renowned for its academic rigor. Whether alchemist, bard, druid, sorcerer, or any other magical class, all spellcasting characters have something to gain from this well-regarded institute. This article includes a description and history of the Johannes Institute, rumors and plot hooks, a new spell (transfiguration), background expansions, brief information on significant NPCs. Finally, it includes a table of random scientific innovations. By Josh Gentry; illustrated by Victoria Oliveira.
  • #131. The Ways of Dream and Nightmare. The cleric's Dream Domain grants revelations and forges nightmares into weapons; the sorcerer's Transcendant Soul origin uses the power of dream to slip across planar boundaries; and the wizard's School of Nightmares uses necromancy and illusion to spread fear. Also here, you'll find 7 new eldritch invocations for warlocks, such as Nightmare Mask, Ominous Dreams, and Word of Doom. By Brandes Stoddard; illustrated by Egil Thompson.
  • #130. ZEITGEIST Player's Guide (Part One: Characters). "Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains." This 16-page document is designed for players (the separate Campaign Guide, EN5ider #128, is for GMs only and decribes the whole plot of the adventure path). Within you will find a brief introduction to the setting, the Deva and Eladrin races, and nine character themes - Docker, Eschatologist, Gunsmith, Martial Scientist, Skyseer, Spirit Medium, Technologist, Vekeshi Mystic, and Yerasol Veteran. By Ryan Nock; illustrated by Claudio Pozas, Brian Lindahl, ShenFei; cartography by Jonathan Roberts.
  • #129. Keep Your Powder Dry! Part 2: Early Modern Firearms. In our second article in this series (see EN5ider #125), we take a look at easily modern firearms. From blunderbusses to matchlocks, with new customizations and new items such as adamantine bullets, dragon's breath shot, and The Proclaimer, a blessed firearm, this article continues to expand on the firearms rules from the core rulebooks. By Walt Ciechanowski; illustrated by Indi Martin.
  • #128. ZEITGEIST Campaign Guide. The Campaign Guide details the plot of the ZEITGEIST adventure path and introduces various antagonists and power groups. If you're planning on playing the ZEITGEIST adventure path (rather than running it), this guide will seriously spoil the experience for you.
  • #127. Collegia Magia: Granspire Seminary. This holy lighthouse holds a dark secret. The start of a series on plug-in magical colleges, this article contains rumors, plot hooks, background options, a new item, a new spell, and the Sea Monk, the nameless demon of Granspire Seminary. By Josh Gentry; illustrated by Phil Stone.
  • #126. Monstrous Menagerie: Titans of the End Times. Monsters in fantasy roleplaying games are often derived from classical mythology, and this article is no different. Meet Antaeus, a 20-foot marble giant from Greek mythology; Jack-In-Irons, a bestial creature, wrapped in chains, from English Folklore; and Svyatogor, a colossal silver-bearded warrior from Russian legends. By Artem Serebrennikov; illustrated by Ellis Goodson.
  • #125. Keep Your Powder Dry! Part 1: Firearms for Fantasy Campaigns. The core rules include rules for firearms; this article takes a look at some of the very earliest gunpowder weapons. Walk Ciechanowski introduces three ancient firearms, five new weapon properties, rules for customizing firearms, the new Alchemist Advanced Study (for use with En5ider's Alchemist class), and three new magic items. Illustrated by Sade.
  • #124. Anatomy of a Wizard's Tower. Use these random tables to quickly generate a wizard's tower, with information on the wizard, their workshop, library, living quarters, and their vault and its defenses. By Jeff Gomez; illustrated by Phil Stone. 
  • #123. Monstrous Menagerie: Giants of Legend. Four new giants bring the world's myths and legends into your 5E game! The hateful Endriago has the head of a lion and batlike wings; the chivalric Ferragut wears shining plate armor; the fur-wearing Jentialk use gigantic farm tools as weapons; and the Panoptes has dozens of eyes with a wicked stare. These giants come from Spanish, French, Basque, and Greek legend. By Artem Serebrennikov; illustrated by Sade.
  • #122. Servants of the Winter Court. In our final item of the month - and, indeed, the year - we introduce three themed fey NPCs. Grimollo the Voice Thief will steal your very words; Missus Silverbeak is a giant talking fairy owl; and Snowblind is the Knight of the Winter Wastes. By James Haek; illustrated by EIlis Goodson and Egil Thompson. Happy New Year, everybody, and let's have a great 2017 for EN5ider!
  • #121. While You Were Out. A range of archetypal NPC concepts and associated plot suggestions help you to build compelling and memorable emotial links in your players' minds. The Monster in the Forest, The Little Hero, The Mentor, The Strange Bedfellow, and more, are presented in this article by Steven W. Zundel 2nd. Illustrated by Ellis Goodson.
  • #120. Blessings of the Beyond. Benisons are a moderate supernatural gift type, somewhere between a charm and a blessing. This article introduces seven example benisons - Benison of Servile Conjuration, Benison of the Distant Gate, Benison of the Crystal Sphere, and more - along with game advice for the use of blessings and charms. By GM Lent; illustrated by Sade.
  • Presents for Goblins: A Holiday Romp! In this festive adventure for 3rd-5th level characters, the PCs must recover Revelleschafter's seasonal gifts from the goblins who raided the town on the eve of All's Giving Day. Fun as a one-shot or as part of an ongoing camapign. This adventure also includes four new goblin types - a variant nilbog, a yobbo, a goblin concubine, and the goblin king - and a random table for goblin poison effects. By Kiel Chenier; illustrated by Ellis Goodson.
  • A Present for Every Class: Spellcasters. Following on from the last article, which presented a selection of themed items especially for martial classes, this second half focuses on the spell casters. The bard's flute, sorcerer's stone, wizards' hat, druid's much, and cleric's hole symbol round out the list of signature regalia which get more powerful as you do. By Mike Myler; illustrated by Ellis Goodson.
  • A Present for Every Class: Warriors. A selection of unique magical items tailored to martially-inclined 5th Edition characters! The Barbarian's Greataxe, Monk's Staff, Paladin's Shield, Ranger's Longbow, and more are granted via the new Signature Regalia feat. Nine items in total for the warriors in your party! By Mike Myler; illustrated by Sade.
  • The Charity of St. Nicholas. The holiday season is all about charity, and Jeremy McCoy accordingly presents the new Charity domain for clerics, along with information on St. Nicholas and other saints in your campaign. Illustrated by Ellis Goodson.
  • Inspired Giving. EN5ider begin its holiday season of giving with a look at Inspiration and ten new ways of awarding it in your 5E game. These new rules include Action Hero Pools, Bringing The Drama, the Dead Pool, Devil's Bargain, Dramatic Flair, Epic Success, Epiphany, Gm's Reward, Inspired Damage, and the Player Inspiration Pool. Each approach serves a different purpose and encourages a different play style. Use any of these methods, combine them with the standard inspiration system, or mix and match to suit your needs. By Mark A. Hart; illustrated by Ellis Goodson.
  • The Devil's Footlocker: A Collection of Cursed Trinkets. Next week we begin our holiday-themed articles, but for now here's a collection of dark and cursed objects -- the Azurelight Lantern, Breathless Pipe, Dice of the Den Lord, Draconic Diorama, Emerald Snapper, Linen Larcenist, and Rose of Friendship. These items are all cursed or evil - not what an adventurer wants to find in a treasure hoard! By Ambrose Ingram; illustrated by Phil Stone.
  • A Blade for All Seasons: Gifts of the Forge. 5th Edition rules for commissioning custom blades from blacksmiths, including smithing experience levels, and the use of 20 special forging components such as Dwarven Kindling, Elvish Pearl Gel, Starmetal Ore, or Wyvern Tailbone Powder, each of which customises the final weapon in a specific way. By Kiel Chenier; illustrated by Egil Thompson and Jeshields.
  • Over the Next Hill: City of Hidden Ways. Glavas Roh is secretive village dominated by an enormous obsidian monolith, hundreds of feet tall, with an ancient, occult purpose. This settlement is designed to be dropped into any setting, complete with NPC descriptions and suggested plot hooks. By GM Lent; illustrated by Xanditz.
  • Searching the River Styx. In this 5th Edition adventure, the PCs find themselves dead, and at the entrance to Hell itself! The River Styx, a demiplane populated by daemons tasked with shepherding souls to their final destination, is the setting for this adventure which can be run as a one-off, or used when the entire party is killed in the course of adventuring. Will they survive the Cavern of Gluttony, the grasping of the damned, the soul shriek of utter torment, the Altar to Heresy, and the the Grotto of Avarice? Can they help the fallen angel Sotira, and so gain their freedom and their lives? This adventure uses a scaling system to allow it to be used for PCs from 3rd-16th level. By Mike Myler; illustrated by Ellis Goodson.
  • The Greater Secrets: New Options For Cardcasters. For fans of EN5ider's recent Cardcaster class, these new feats (Cardshark, Cartomancy, Chosen of Fortune, Intuitive Diviner) and the new King of Pentacles and Jack of Beasts specializations, expand the class with new options. By Josh Gentry; illustrated by Ellis Goodson.
  • Monstrous Menagerie: A Bookshelf of Monsters. These four new monsters for your 5th Edition game are all book-themed - the Bibliognost (a living pile of books), the Djehuty (an otherworldly avatar of learning), the Living Spellbook (an ancient volume with its own will), and the Titivullus (low ranked devils charged with corrupting texts). By Artem Serebrennikov; illustrated by Indi Martin.
  • Erandreg's Tome of Forbidden Arcana. A collection of new, sinister 5th Edition spells contained within a dark, forbidden tome. From Hithind's Devouring Worm to Simbeline's Inescapable Malady to Soul Shackle, these nine spells over a rage of levels for sorcerers, warlocks, and wizards. By Brandes Stoddard; illustrated by Sade.
  • Bound by the Cards. If you enjoyed last week's Cardcaster class, you'll find this additional use for a tarot deck useful. Josh Gentry described how to use a tarot deck to generate random encounters in your 5E game. Indeed, you could have your cardcaster draw the cards! This system allows for random encounters at various tiers of difficulty, all the way up to level 20. Illustrated by Ellis Goodson.
  • The Cardcaster. In EN5ider's 7th full class, Josh Gentry introduces the Cardcaster! The card caster uses a tarot deck to release magic, playing cards to cast spells - although she doesn't always have control over what spells are currently made available to her by the winds of fate! Also included are three archetypes - the Knight of Swords, which embodies mental force and determination; the Page of Wands, which embodies the magical power of creation; and the Queen of Cups, with embodies the emotions. Illustrated by Indi Martin.
  • Vile Ritual Encounters. Three encounters (The Summoning at CR 5, The Poisoning at CR 10, and The Immolation at CR 15) are designed to challenge your PCs with climactic rituals described round-by-round. By Jon Sawatsky; illustrated by Ellis Goodson.
  • Fell Ritual Boons. This issue of EN5ider embraces the dark side, with character options for evil characters. These five Ritual Feats (Ancestral Sacrifice, Auromancy, Master of Rituals, and Ritualistic Slaughterer) are accompanied by advice on running an evil game. This article works well both as a standalone, and as a companion to EN5ider's recent Diabolist class and its followup, Conjured Horrors. By Mike Myler; illustrated by Sade.
  • Conjured Horrors. A follow-up to the Diabolist class recently published by EN5ider, this article introduces the Cacodaemon, Hydrodaemon, Thanadaemon, Abrikandilu (Wrecker Demon), Accuser Devil, Contract Devil, and Warmonger Devil, denizens of the River Styx, and Hell itself, just waiting to be summoned by a Diabolist! By Mike Myler; illustrated by Sade.
  • You're All Doomed. A brand new 5E adventure! What if everything the PCs encountered here was a lie? The village in peril, the wizard’s tower, and the promise of an ancient treasure; all of it set up and presented to the PCs like a trail of breadcrumbs. All of it eventually leading to their deaths, orchestrated by a powerful manipulator: a literal master of dungeons. By Kiel Chenier, based on a concept by Paul Padmore; Illustrated by Mel Tillery; cartography by Kiel Chenier and Michael McCarthy.
  • The Diabolist. We begin our second hundred supplements with another new class - the Diabolist! Diabolists deal with forbidden secrets and dark entities, grasping for power through dark pacts. While they have things in common with necromancers and warlocks, diabolists are something entirely more... diabolical! Also included are two Dark Paths - the Demonic path and the Devilish path. And keep an eye out for next week, when Mike Myler introduces some conjured horrors, such as the accuser devil, contract devil, and more! Illustrated by Phil Stone. This is EN5ider's 6th full class.
  • Into the Feywild. Our 100th issue is a FREE adventure from Kiel Chenier! The adventurers are trapped in a strange land - can they find their way home? And can they navigate the labyrinthine Hedgegrove, domain of Princess Daneliean Dendelion? Illustrated by Egil Thompson.
  • The Morph. New for EN5ider patrons - our 99th article! Keep an eye out for something special for our 100th article next week, but before we get to that we have a brand new class - the Morph! The morph, our fifth full class, is a shapechanging specialist, able to slide between different forms. Morphs have a choice of three Essenses - the Doppleganger, the Primordial Beast, and the Trickster - and a selection of Morph Talents to select from. By Josh Gentry; illustrated by Ellis Goodson.
  • Monstrous Menagerie: Fearsome Critters. With our 100th article only two weeks away, writer John Bupp takes a look at a handful of fearsome fey critters! The small, apelike agropelter hurls branches from nearby trees; the infamous jackalope can mimic any sound it hears; the short, pudgy puckwudgie can be helpful, but a terrible foe if slighted; and the six-legged campus cat and terrify its prey with its mere gaze. Illustrated by Vanessa Bailey.
  • Magic in the Blood: Archetypes of the Fey. As our summer of fey draws to a close, and as we approach our 100th 5E supplement, writer Anthony Jennings presents three new fey-themed archetypes - the druid's Circle of the Untamed Wilderness, the fighter's Unseelie Knight, and the sorcerer's Fey Blooded bloodline. Illustrated by Egil Thompson.
  • Ildwych's Crystal Castle. This fey-themed adventure is set in the village of Summerwine Creek (described in EN5ider #88). The tiny castle in the center of the village is filled with puzzles and secrets; can the PCs free the villagers from Fey Prince Ildwych and discover the secret of Summerwine Creek's perpetual festival? Also included is the new 'mirror passage' spell, two new fey monsters, and a half dozen new magical items. Also included is the new 'mirror passage' spell, two new fey monsters, and a half dozen new magical items. By Brandes Stoddard; illustrated by Phil Stone; cartography by Michael McCarthy.
  • The Fey Kindred. Some elves and gnomes are inextricably linked to the Court of the Feywild. These are the Fey Kindred, four racial variations which change the nature of these races -- the Seelie and Unseelie Elves and Gnomes. Seelie Elves exemplify courtly grace, are gifted in subtle magic, and have skin which glimmers in the moonlight. Unseelie Elves embrace treachery and vindictiveness. Seelie Gnomes work to aid those in need, often hidden amongst the mortal races. Unseelie Gnomes are mischievous and chaotic. Also included are the new Fey-Court Noble and Fey Talent feats. By Brandes Stoddard; illustrated by Ellis Goodson.
  • Sylvan Secrets. Writer Josh Gentry brings you a range of new fey-themed rules to add to your game. Fey-Touched NPC appearance, bonds, and flaws; random fey environmental objects such as fey wards, gates, and leylines; fey antics and pranks; and how to gain and use sylvan favour. Illustrated by Ellis Goodson.
  • Monstrous Menagerie: Feybeasts of the Feywild. More summer means more fey! This time we have a bunch of new fey beasts for your 5E game - from the Dreaming Tree to the Sylvan Spaniel, from the Moon Horse to the Flower Mouse, these creatures from writer Jason Reilly are sure to enhance your game sessions! Illustrated by Vanessa Bailey.
  • Armament of the Courts. EN5ider's summer of fey continues unabated with this latest supplement by Colin McLaughlin. In Armament of the Courts, we bring you six new fey-themed magical items - three of Summer, and three of Winter. The Mask of the White Stag, the Cloak of Leaves, and the Gauntlets of Summer are all part of the Regalia of Summer; while the Winter Wolf's Hide, the Horn of Winter, and the Signet of the Winter Sky are all of the Legacy of Frost. Additionally, here you'll find additional item powers activated by Legendary Deeds, and the effects of a fey patron's Royal Will. Illustrated by Ellis Goodson.
  • Feywalker. Another brand new 5E class for EN5ider patrons! The Feywalker, from writer Mike Myler, is a mysterious warrior with mystical powers. Feywalkers can teleport short distances, breathe in air and water, and enchant others with a glance. They can also choose from three primal spheres - beasts, plants, or entropy. Illustrated by Ellis Goodson.
  • People of the Fey Realms. More summer means more fey! In this short supplement, Michael Ohl brings you three new fey player races for your 5th Edition games - fauns, gremlins, and spriggans!
  • Monstrous Menagerie: From Stranger Woods. Four fantastical new fey monsters for your 5E game! The goat-horned ochokochi with a bony cleaver; the capricious trickster poludnitsa; the angelic-looking samovila, ladies of drought and harvest; and the repulsive via, with their gaze of dread. These creatures are inspired by Eastern European folklore.
  • Over The Next Hill: Summerwine Creek. Summer is here, and with it comes EN5ider's fey season - beginning with Summerwine Creek, an idyllic village with an otherworldly secret. What is behind the settlement's endless festivities?
  • The Alchemist Expanded: More Magic, More Madness. Last month, EN World EN5ider brought you the brand new Alchemist character class for your 5th Edition games. This month, we expand on that with three new Advanced Studies - Science of Illumination, Science of Mutation, and Science of Regeneration. Also included are two news spells, and an update which gives with original alchemist a little more "oomph". By C. Richard Davies; illustrated by Egil Thompson.
  • Monstrous Menagerie: Strange Dead. As we approach the end of of our horror-themed offerings and prepare to move into the fey-filled summer, writer Khaldoun Khelil introduces two new horrific undead creatures - the doglike, ghoulish carrow, and the burnt, vampiric thuull. Illustrated by Cat Lu.
  • The War of Numbers: A Big Table. Some GMs are blessed with a big table, full of players. However, a large group has its own set of challenges; in this article, Simon "Skipp" Morin suggests some techniques for managing a crowded game and keeping it focused and on-track. Illustrated by Ellis Goodson.
  • Blood Moon Ascendant. What effects does the Blood Moon, a night where the normally silver guardian of the sky turns crimson, have on your 5th Edition campaign world? Often viewed as a night to fear, this article from writer Dion Fernandez presents the random effects of the Blood Moon. Do statues, dolls, and scarecrows come alive? Or is it the time for a fey court or coven to gather? Additionally, we examine the effects of the Blood Moon on each of the core 5E character classes as it enhances the barbarian's rage, or allows rangers to use their Natural Explorer features wherever the Blood Moon shines. Illustrated by Indi Martin.
  • The Occultist: Freeing The Monster Within. Our second full class this month comes from designer Mike Myler, and it's an unusual one! The Occultist allows you to play a monster, with a choice of three distinct paths - an abomination, a vampire, or a werecreature! Delve into the dark and secret creatures of the night, cursed to exist as monstrous beings shunned by the world. Illustrated by Ellis Goodson.
  • The Fugitive Scholar. A brand new adventure from Mike Myler for 5th level characters. Can the party help find out who framed Kanral Bodache, save a missing prince, defeat an evil diabolist, and save the walled city of Rettikus? Also includes statistics for a new monster, the Relic Golem! Illustrated by Ellis Goodson; cartography by Ross McConnell.
  • The Alchemist: Where Madness Meets Magic. Exclusive to EN5ider patrons - a brand new class from writer C. Richard Davies for your 5th Edition games! The alchemist has an almost scientific approach to magic, able to make alchemical Discoveries. Will your alchemist become immune to poison, or discover the Elixir of Life? Will you delve into the Science of Creation and build a homunculus, or research the Science of Destruction and devise explosives? A full 5th Edition player class only on EN5ider! Illustrated by J.E. Shields and Nick Cramp.
  • Farmsteads & Foes: Your Guide To The High Stakes World Of Low-Level Gaming. We reach our 80th article with this guide to making low-level play more compelling. Steven Willian Zundel 2nd offers a dozen useful edicts which are designed to help you create gripping experiences right from the start of a party's adventuring career. Illustrated by Cat Lu.
  • How To Run A Successful Festival. Festivals are staple of the fantasy genre, and this article from Jeff Gomez presents over a dozen festival games to spice up your game world. With festival sizes ranging from a village to a worldwide event, and contests including Bop the Rat, Coal Holder, Shot for Shot, and Ring the Bell, your PCs will easily spend an hour or two exploring the show! Illustrated by Ellis Goodson.
  • Creating Gothic Adventures For High Level Characters. Following last week's article on How To Play Gothic Horror, we up the stakes (get it?) with Anthony Jenning's guide to creating gothic 5th Edition adventures for high level characters which looks at the villain, the setting, and the scope of such games. Illustrated by Phil Stone.
  • The Holdenshire Chronicles (Act 3): Into the Dragon's Lair. The third and final act of TO SLAY A DRAGON! The heroes have travelled across the lands to reach Skull Mountain, armed with powerful artifacts which will help them slay the mighty dragon, Cirothe. Can they penetrate the volcano lair, defeat the mighty dragon, rescue Ariadne, and claim the dragon's hoard for themselves? Or have they bitten off more than they can chew? Illustrations by Claudio Pozas; cartography by Sean MacDonald.
  • Magical Laws. Jonathan Palmer takes a look at the ways a fantasy society would regulate and legislate the use of magic. From registration to mandatory service to guild enforcement, these ideas can help add verisimilitude to your game and create new plot ideas. Illustrated by Indi Martin.
  • Cherished Trinkets. A rules-light article which discusses the use of trinkets as treasure in your game. By Ryan Chaddock.
  • Five Campaign Lessons from the Hobbit Films. This system neutral article discusses game mastering and what lessons you can learn from Peter Jackson's Hobbit movies. By Eric Pierce.
  • Archery Contests. Running and conducting large archery tournaments can be fun and easy! By Russ Morrissey, based on an original article by Ryan Nock.
  • Battlefield Events. Introducing random events to spice up combat encounters, from weather changes to pit traps. Does an innocent wander onto the battlefield, or do you stray into an ancient wild magic surge? by Russ Morrissey.
  • The Business of Emotion. This is an adventure for 3-5 characters of levels 2-3. The village of Lanidor is suffering from an enchanted "summer of love". Can the PCs figure out what's going on? By Paul Okesh.
  • Player Pets: Rearing Wild Animals and Training Domesticated Animals. Rules for adopting, purchasing, and training pets, from dogs to wolves to giant fire beatles and constrictor snakes. How to gain their loyalty and teach them tricks or tasks, while ensuring that the Ranger's animal companion or spellcaster's familiar remains the more potent option. By Jensen Toperzer.
  • Nature's Remedy. Nature's Remedy is a brand new article for EN World EN5ider patrons! An introduction to the craft of herbalism, a handful of example herbs including darkberries, firedrake petals, silver garlic, and more, plus rules for their preparation, and a the new Master Herbalist feat. By Russ Morrissey.
  • Give Chase. Adding to the chase rules found in the core rulebooks, this article presents an abstract way of mapping a chase, along with three new complication tables for underground, castle grounds, and mountain chases. By James Introcaso.
  • Circles of Power: Three New Druid Circles. There are many types of druid in fiction and film with widely differing specializations. This article explores three new Druid Circles to help bring variety to your game table. Explore the Circle of Birds and Beasts, the Circle of the Elements, and the Circle of Life. By Mark Kernow, and illustrated by Deanna Roberds.
  • Creating Enjoyable Puzzles for Role Playing Games. Carl Heyl shows you how to create enjoyable puzzles for your game. It's all too easy to stop a game in its tracks, or throw off any sense of immersion. The advice in this article gives tips on creating organic, fun puzzles which don't interrupt your game. Illustrated by Sade.
  • Winterheart. Winterheart is an adventure for 4th level characters. Can the PCs rescue a young prisoner with latent icy magic before her despair plunges the region into a deep winter? By Esper, illustrated by Jen Tracy, cartography by Esper.
  • Fantastic Tomes & Librams. Fantastic Tomes & Librams presents you with 1d100 mundane but exotic books and tomes to furnish a wizard's study, a library, or a treasure hoard. Each entry contains the book’s name, its author, a short description, and an optional notation indicating its rarity, relative value, and number of pages. By Russ Morrissey.
  • Fire of the Mind. Tired of villains simply described as "mad" or "insane"? This article introduces four new illnesses - Multiple Personality Disorder, Aphasia, Schizophrenia, Paranoid Schizophrenia. Each includes rules for the player, and advice for the GM. By James Abendroth; illustrated by Sade.
  • Strands of Life. Giltônio Santos brings you 11 new healing spells for the cleric, bard, druid, paladin, or ranger in your life, and takes a brief look at direct healing, damage mitigation, and gradual healing. A vital article for anyone playing a healer! By Giltônio Santos; illustrated by Jen Tracy.
  • Party of One. It's not always possible to form a full five-person-plus gaming group, but that doesn't have to stop you enjoying your favorite tabletop RPG! Party of One takes a look at the one-on-one campaign, featuring one player and one GM, and discusses ways to make it a fun and rewarding experience for both. By Matt Click; illustrated by Ellis Goodson.
  • King & Country. Previous vocations aren't the only types of character backgrounds. This article discusses the creation of character backgrounds based on nationality, along with two fully developed backgrounds: Crusader Nation and Arcane Dominion. By Mark A. Hart; illustrated by Scott Harshbarger.
  • Don't Wake Dretchlor. A forgotten mansion. A sadistic demon. A deadly game of cat-and-mouse. Can the heroes outwit the demon and escape the mansion, or will they fall prey to Dretchlor's evil machinations? An adventure for characters of 5th-7th level by Kiel Chienier; illustrated by Rick Hershey and Sexualtyranosarus.
  • King & Country II. By popular demand - the sequel to King & Country, Mark Hart's introduction to nationalities as backgrounds! You asked us for it, so we obliged! Here are four new fantasy realms for use as backgrounds - the Confederacy of Feuding Houses, the Lost Civilization, the Regime of the Dark Overlord, and the Savage Land. By Mark Hart; illustrated by N.C. Wyeth.
  • Get Sick: Six New Diseases. Bottle fever, demonic plague, itching insides, ooze decay, aberrant touch, and walking rot. What do these all have in common? They're all new diseases for your game - some mundane, and some supernatural. Not only that, this article contains guidelines for creating your own diseases! By James Introcaso.
  • Those Who Crawl. Dungeon crawls are the oldest and one of the most common gameplay scenarios. Kiel Chenier brings you five tips and tricks to help make those dungeon crawls more exciting and run that bit more smoothly. From tone, to tracking time, these five tips will make your life that little bit easier! Illustrated by Ellis Goodson.
  • Volumes of Forgotten Lore: Arcane. From veteran author Ari Marmell (Drow of the Underdark, Tome of Magic, The Goblin Corps, Thief's Covenant) comes this look at new player options for the bard, sorcerer, and wizard. The Bardic College of Names, the Dread sorcerous origin, and the Shadowcaller tradition for the wizard make up this first chapter of forgotten lore.
  • The Art of Peace. In a world of violence and vicious magic, monks of the Shifting Flow and the Watchful Gate audaciously dream of peace. The Art of Peace introduces two new monastic traditions, the all-new Envoy background, and 8 maneuvers for monks who value their karma. By Josh Gentry.
  • Master & Apprentice: Gaining New Levels With Style. A new subsystem to bring realism into your game! Fletcher Haug introduces a mentor-based level training system, along perks and mojo - ways to give players control over the story of how they level up and to introduce training-based background details that can be called upon during play. Art from Savage Mojo.
  • Into the Stars: Science Fiction for Fifth Edition. Spice up your game with a little sci-fi action! Meet the Engineer and the Spacer backgrounds, learn how to move in zero-g, and grab an energy shield, ablative armor, or an energy weapon. By Kiel Chenier; illustrated by Indi Martian. This is also the final article from layout designer Justin Buell; it will be sad to see him go, but exciting to bring on board Eric Life-Putnam to fill his shoes!
  • A Paladin's Dark Vows. Not all paladins are good; some may stray from the true path, while others are pure evil. Josh Gentry presents new flaws and class features for dark paladins. When a paladin turns from the light, flaws of aggression, blind loyalty, and naïveté provide corruptions of the virtues of bravery, loyalty, and wisdom. Additionally, paladins may take oaths of the Purge or Supremacy, or use the new Bloody Hands class feature. Illustrated by Scott Harshbringer.
  • It's Alive! Does your victim wish to inflict a plague via an obscure ritual at the start of a solar eclipse on the grounds of an accursed cemetary using the blood of an innocent demon? Build rituals to achieve your villain's dark goals. Animate a golem, summon a god, open the Gates of Hell, or banish the sun. Seven tables describe the ritual's purpose, time, location, components, side-effects, price of failure, and - of course - how to foil the dastardly deed! By Mark A. Hart; illustrated by Jacob Blackmon.
  • The Right Way to Fudge. When and how should the GM fudge an encounter? Jeremy Lewit discusses the reasons and the methods, and provides advice on the right way to fudge. Should you alter the enemies, change the goalposts, or add new challenges? Illustrated by Savage Mojo.
  • The Mystery of Mordecai's Monster. From Dan Head comes this adventure of mystery and horror! Who is Mordecai, and what has become of his latest creation? Can the PCs solve the mystery of Mordecai's monster before it's too late? An adventure for 3rd level characters. Illustrated by Nick Cramp and Rick Hershey.
  • As Good As His Blade. Expand the list of weapon properties to include barbed, double, awkward, tripping, and more! Along with nearly 20 new weapons designed to use these new properties, and changes to the entangling and reach properties, this article will unlock the potential of weapon design and introduce more variety into your fighting style! By Connors; illustrated by Jacob Blackmon.
  • Over the Next Hill: The Village of Drood. The Village of Drood is a small village bordering a dark wood, founded by a travelling wizard and ready to be plugged in to your campaign. The first in a series of three settlements, this article contains NPCs and plot hooks. By Mark Craddock; illustrated by Jacob Blackman.
  • Volumes of Forgotten Lore: Divine. In the second of his Forgotten Lore series, veteran author Ari Marmell brings you new divine player options. The Protection, Shadow, and Travel domains, the Urban druidic circle, and the Theologian, a new tradition for the wizard. Illustrated by Jeshields.
  • Friend of the Children. Why do the children of Medvedka Vas not age? Can the answer be found on Bear Plateau? Who is the mysterious "Friend of the Children? And what is the role of Eglantina, the last pixie of Bear Plateau? A dark fantasy adventure for 4th level characters. By Peter Zacchaeus; illustrated by Ellis Goodson.
  • Over the Next Hill: The Town of Rivereave. The second in our "Over the Next Hill" series of small plug-in settlements is a lakeside fishing town on the fringes of civilization - an ideal base camp from which to launch expeditions into the wilderness! With NPCs, locations, and plot hooks, these settlements can be used in any campaign. By Scott Marcley; illustrated by Indi Martin.
  • Chessmasters & Commanders: The Noble Class. We have a special treat to round out August - a new class! The full 20-level noble class is able to command and inspire through three paths - the Path of the Heart, the Path of the Brave, and the Path of the Tactician. By A. Nova; illustrated by Ellis Goodson and Shannon White.
  • Masters of the Wild. Two new ranger archetypes - the dual-wielding Tempest and the sinister Nightstalker - along with new feats, new fighting styles, and new spells. Your ranger will never be the same again! By Thiago Rosa; illustrated by Nick Cramp.
  • Hired Hands. Meet the apothecary, cook, interpreter, minstrel, porter, scholar, squire, teamster, and torchbearer! These hirelings provide your adventurer with additional benefits - as long as you pay them and keep them safe! Additional traits, quirks, and motives help bring your hirelings to life. By "Jester" David Gibson; illustrated by Jacob Blackmon.
  • Croaking Sirocco. Croaking Sirocco is an adventure for 5th-level characters that takes the party into the heart of a magically warped, blasted land. Deep in the heart of the expanding desert is a tribe of desert-dwelling bullywugs, whose petty power struggle unwittingly endangers the entire outside world. By Kyle Carty; illustrated by Rick Hershey and Indi Martin.
  • Drinking & Dragons. In a slight change of tone before we start EN5ider's horror themed month for October and Halloween, we have a fun "drinking game" diversion from the serious rules, designed to throw some chaos into a special one-shot session or adventure. Five drinking games, and four recipes for fantasy themed drinks, three of which can be made alcohol free if needed, make this article one you'll remember! By Kiel Chenier; illustrated by Indi Martin.
  • I Ain't Afraid Of No Ghost: Subclasses For Hunting Evil. We prepare for our upcoming horror-themed Halloween month with a range of options for player intent on fighting the ghosts and ghouls who will feature throughout October! Kiel Chenier brings us Spirit, a Clerical Domain; Courage, a Paladin's Oath; and the Witch Hunter, a Roguish Archetype. Arm yourselves, because October is gonna be spooky! Illustrated by Ellis Goodson.
  • Template of Horrors. Our Halloween month continues - and we also celebrate our 40th article! - with four horrific templates which can be applied to any creature! Use the zombie, wight, skeleton, and banshee templates to create horrors such as a Wailing Hermit (a banshee ettin), a Rust Monster Skeleton, a Crypt Stalker (a minotaur wight), or a Basilisk Zombie! By Cedar Collins; illustrated by Jacob Blackmon.
  • Over the Next Hill: Village of Dreams. Halloween month continues with Josh Gentry's Village of Dreams. Natulog is a sleepy hamlet, but the thick evening fogs deliver messages through the dreams of those who rest there. Part of the Over the Next Hill series, this plug-in settlement includes significant areas, notes on dream reading, and rumors and plot hooks suitable for all character levels. Illustrated/cartography by Michael Tumey.
  • Heroes of the Night. We continue our Halloween-inspired month with a selection of horrific new archetypes for barbarians, fighters, and warlocks! Barbarian lycanthropes can master the Wolfsblood path; The Haunted are fighters with spectral companions; and The Evil Eye is a pact for warlocks. By Brandes Stoddard; illustrated by Dan Nokes.
  • Día de los Dinosaurios Muertos. Halloween grows ever closer! Día de los Dinosaurios Muertos is a spooky 18-page adventure by Jensen Toperzer. You've heard of the Day of the Dead... but what happens when the dead are dinosaurs? When the raptors awaken to find their land overrun by hairless apes, they plot to reclaim their legacy. Can the PCs survive the machinations of Miquiztlicoatl, the velociraptor mummy lord, ancient reptilian priest-king of the feathered throne? This adventure for 14th-level PCs includes full-color maps, a pronunciation guide, the all-new Stone of the Inverted Sun, and - of course- intelligent undead velociraptors. Illustrated by Melissa Tillery; cartography by Justin Mason.
  • Treasures Dark & Terrible. Halloween is finally upon us! James Haeck, your trusty EN5ider editor, has penned a whole host of new magical items to help you combat or embrace the terrors of the night. Nine new items, from the Collar of Cerberus to the Crown of the Devourer; from the Ghost Ward Lantern to Skull Liqueur.
  • Epic Threats: High Level NPCs. Challenge your players with five high level NPCs! The Arcane Blademaster, Ascetic Grandmaster, High Priest, Knight Captain, and Master Assassin range from CRs 12-20. By James Introcaso; illustrated by Phil Stone.
  • Motivated Encounters. Add spice and variety to your random encounters! This article helps you to randomly determine the aims and actions of encountered creatures with a table which covers 40 encounter motivations including merrymaking, suffering, wounded, escaped, and many more. Running into orcs is one thing; running into orcs busy constructing a shrine is another! By Connors; illustrated by Cat Lu.
  • The Haunting of Calrow Ruins. Halloween might be over, but that doesn't mean we can't have one last horror-themed adventure! "You can hear them at night when the mist creeps in off the lakeshore, jibber-jabbering like madmen trying to form words. For years they’ve haunted me, but still I can’t fathom what it means, as if some half-formed mind yearns for the power to speak for itself…" Complete with character hooks, this 14 page adventure by Aaron Infante-Levy is suitable for 2nd-4th level characters. Illustrated by Sade.
  • Heroes of the Blade. An assortment of character options for those who wield the blade! Three alternate class kits, a new Druidic Circle, two new fighting styles, two new maneuvers, and a brand new feat! Discover the battlemage, commander, and scout, and learn how to perform a hamstringing cut or form a phalanx! By John Lynch; illustrated by Egil Thompson and Phil Stone.
  • Reskinning for Genre. Take your 5E game beyond medieval fantasy with this look at post-apocalyptic, western, cyberpunk, far future, modern, and even superheroic games. This article includes short, simple new rules for genre and technology, new genre-specific feats like Gunfighter, Scientific Wizardry, and Super Powered, along with the Robotic template which allows you to include androids and more in your game. By Mike Myler; illustrated by Jacob Blackmon.
  • Friends Close, Enemies Closer. In our 50th article, Josh Gentry asks you to sell your soul! Three new warlock patrons include The Sea Lord, The Seducer, and The Trickster, along with six new Invocations. These three patrons represent such legendary beings as Davy Jones, the Leviathan, Dracula, Pan, Loki, or even Rumpelstiltskin. Illustrated by Egil Thompson.
  • Explorers of the Multiverse. Meet the Planar Explorer and the Way of Infinite Worlds, two brand new archetypes for adventurers who seek to cross the boundaries between worlds. Whether your preferred destination is the Inner or Outer Planes, a lesser-known demiplane, or somewhere even more unusual, these character options are perfect for those who want just little more than the Prime Material can offer. By Anthony Jennings; illustrated by Ellis Goodson.
  • Over the Next Hill: Springs of Hverfell. The latest in our Over The Next Hill series of settlements which can be dropped into any campaign brings you Hverfell, located in a hidden verdant valley in the midst of unforgiving tundra. Investigate the Spitz Bathhouse, the Elemental observatory, or the Aviary. Meet the conjurer Leogard Brix or Mistress Ashley Leon of the Ochre Springs Bathworks. As always, the article presents significant NPCs, locations, plus plot hooks and rumors. By June Bordas; art by Phil Stone; cartography by June Bordas.
  • Allies & Adversaries: Winter's Urchins. Happy Holidays! With a Dickensian flourish, we present you with three urchins designed for insertion into your campaign. Hope (and her baby dragonborn, Scales) is a young tiefling orphan; Ketch the Clever is a 10-year old pickpocket and hustler; while Bill Thorpe is a grimy bully of the streets. By Kiel Chewier; colour art by Ellis Goodson.
  • 4 Random Roleplaying Encounters. In one of our occasional system-neutral crossover articles with our sister publication, TRAILseeker, these four random encounters focus on roleplaying and problem solving over combat. Baby Monsters, The Tag Along, The One That Got Away, and Snake Oil Salesman present the adventurers with moral and practical dilemmas. And with that, we close out 2015! Happy New Year, folks, and we can't wait to launch the first part of The Holdenshire Chronicles next month!
  • Epic Threats: Goblinoids and Orcs. In the second in our Epic Threats series, James Introcaso brings us a range of goblinoids and orcs designed to challenge high level adventurers. Meet the brutish Bugbear Savage (CR 18), the depraved Goblin Creeper (CR 16), the battle-hardened Hobgoblin Monarch (CR 14), the devoted Orc Godspeaker (CR 14), and the mighty Orog Devastator (CR 20). Illustrated by Jen Tracy.
  • The Holdenshire Chronicles (Prologue): Holdenshire Primer. It's a big day for EN5ider fans! Today marks the start of a new series called 'The Holdenshire Chronicles'. An adaption of Russ Morrissey's TO SLAY A DRAGON, the PCs will start their adventuring careers in the sandbox village of Hengistbury, in the county of Holdenshire, before embarking on a quest to travel across the land and slay a dragon. But first, before the adventuring can begin, we launch with this 23-page Holdenshire Primer which introduces you to the county, its peoples, and locations of note. By Russ Morrissey, Jacob Driscoll, Christopher J. Herbert, and Brian Casey. Illustrated by Claudio Pozas. Cartography by Sean MacDonald.
  • Scientific Sorcery. It's time to delve into alchemy in your 5th Edition games! This article by Matt Roth presents a new Alchemist's Apprentice background (and it variant, the unorthodox Self-Made Master), a bunch of new alchemical items, and three new feats designed especially for alchemists - Alchemical Artillerist, Expeditious Alchemy, and Pernicious Poisoner. Illustrated by Nick Cramp and Jen Tracy.
  • It's Never Over: Plot Seeds for the End of the World. Dion Fernandez discusses campaigns which continue... after the end of the world! Using the Survivor background, along with discussion of omnipotent tyrants, world destabilization, and unknown powers, this article contains suggestions and plot seeds for a different kind of campaign.
  • Epic Threats: Elementals. As we round off the first month of 2016, we'd like to thank you all for helping us reach that 1,000 patron target! And we hope that every one of you enjoys this instalment of our Epic Threats series from EN5ider veteran James Introcaso in which we bring you - in standard 5E stat-clock format! - the Magma Elemental (CR 16), Mud Elemental (CR 14), Sand Elemental (CR 13), Smoke Elemental (CR 12), Steam Elemental (CR 11), and the mighty Storm Elemental (CR 15). Illustrated by Vanessa Bailey.
  • Sinister Spellbooks. Brandes Stoddard describes six sinister spellbooks, along with each's properties and associated plot hooks. Be careful how you handle the Codex of Khiruzam or the Libram of the Crimson Wasting; benefit from the illusion properties of the Green Book of Ka-Jorra or the stormy properties of Herim's Final Manuscript; read from the Prophecies of Ni-Shaan or the Fragments of the Luminous World. Each of these six spellbooks can be used to inscribe or alter your spells. Illustrated by Jacob Blackmon.
  • Speaking With Fists. It's not only monks who fight with their fists - these subclasses for the barbarian, fighter, rogue (and, yes, one for the monk) bring out the pugilist in a variety of classes! The barbarian's fists are as strong as tempered steel with the Path of the Lodestar; the fighter masters the art of the heavyweight boxer as the Pugilist; the monk combines arcane magic and unarmed combat in the Way of the Arcane Fist; and the rogue moves at blinding speed as the Speedster. With new weapon properties, the new Fisticuffs fighting style, and two new spells, designer Josh Gentry will have your characters brawling in the taverns! Illustrated by Jacob Blackmon.
  • The Holdenshire Chronicles (Act 1): The Ills of Hengistbury. The eagerly awaited adventure has arrived - the first Act of the Holdenshire Chronicles! 41 pages of sandboxy goodness! This first act begins with the characters in the town of Hengistbury, detailed previously in the Primer (EN5ider #56). There, they begin their progression as heroes, and learn all about the dragon Cirothe’s predations on the local area. As they advance in expertise and experience, the idea of tracking the dragon to her lair and ending her threat forever may become a more realistic prospect. Twelve mini-adventures make up this 41-page sandbox Act; these can be undertaken in any order, although some may be more difficult than others.
  • Fell Grafts: Demons & Devils. Have you ever wanted an abyssal hide, balor wings, a devil's arm, a wretch's belch, an imp's eye, infernal horns, or vrock feathers? of course you have! Or at least, your 5E character has. Right? Designer Mike Myler brings you rules for infernal bodily alterations for those willing to make a deal with a devil! Illustrated by Cat Lu.
  • Priests of Misfortune. Fate and luck are double-edged swords. Deities from ancient cultures - the Aztecs, Egyptians, Greeks, and Welsh - were rightfully wary of the gods of misfortune. This article from Dan Head introduces the god of ill-fortune, Jinx, one of the triumvirate which also includes Fate and Fortuna. Also described is the misfortunate domain, information on clerics of Jinx, and new magic items such as the No-Headed Coin. Illustrated by Sade.
  • Priests of Elemental Power. Let your clerics embrace the elements and add some new domains to your 5E game - the flame domain, stone domain, water domain, and winter domain. Experience the Flame Cleric's Avatar of Flames, see how Reverent Stones part before your Stone Cleric, and be awestruck by the Water Cleric's Roar of the Waves! By C. Richard Davies; illustrated by Sade.
  • Rites of Spring: Magical Ceremonies of the Spring Equinox. Spring is upon us, and what better way to celebrate it than to bring some seasonal rites into your 5E campaign? The March of the Wild Men, Lunar New Year, Water Fight, Dance of the Flyers, Ritual of Flaying, and the Candelaria are all magical ceremonies which affect both the environment, and characters who participate in them. By Dion Fernandez; illustrated by Jeshields.
  • The Armature: Building A Better Dungeon. Kyle Pointer discusses the Armature Method of dungeon design - how to use a core idea or concept throughout an entire adventure in order to maintain a consistent tone and atmosphere. If you're creating your own adventures for use at the game table, the ideas in this article will prove useful! Illustrated by Phil Stone.
  • Arachnoelementals. Four elemental spiders, denizens of the Inner Planes from Antony Jennings. Ranging from CR 2 to 7, the arachnomentals feed on the flesh of travelers from the Material Plane, stalking and ambushing their prey. Illustrated by Ellis Goodson.
  • The Holdenshire Chronicles (Act 2): Journey to Skull Mountain. Act 2 of The Holdenshire Chronicles is here, with Journey to Skull Mountain! In Act 1, the PCs death with a variety of events in their home county of Holdenshire. But now it's time to begin the long wilderness trek to Skull Mountain and the dragon known as Cirothe. Can they slay devils and demons, overcome giants and bandits, deal with plants and trolls, and assemble all that they need to overcome the beast?
  • Children of the Earth. Connors brings you three new playable dwarf subraces. The wild Flint Dwarves are strong and volatile; the exalted Jade Dwarves are almost otherworldly guardians of civilization; and the vengeful Obsidian Dwarves have a fiery heritage. Illustrated by Cat Lu.
  • Monstrous Menagerie: It's Already Ogre. New for EN5ider patrons! Ogres are a staple part of fantasy fiction, and we all know the old saying "you can never have enough ogres!" From Brandes Stoddard comes the Thornfist, Blutsauger, Ganitehead, and Plaguebelly ogres (Challenge Ratings 3-6) to surprise and intimidate your players! Illustrated by Sade.
  • Allies & Adversaries: Orc Life. Not all orcs are barbarians and bandits. Meet Gurk, an orc painter in the big city; Rathbone, a banished orc war-priestess; Vortch, an orc "chef"; and Balla, an orc dancer and servant. This article provides full stat-blocks, descriptions, backgrounds, and roleplaying notes for each, along with their traits, bonds, and flaws. By Kiel Chenier; illustrated by Phil Stone.
  • Over the Next Hill: The Hamlet of Varseldorf. In the next of our Over The Next Hill Series, Pater Zacchaeus brings us the Hamlet of Varseldorf, another plug-in village for your 5E game. With the usual significant areas and plot hooks, this initially idyllic-seeming village of doppelgängers has a dark secret! Cartography by Michael McCarthy.
  • Celestial Grafts: Angels & Avatars. Celestial Experiment Feats allow your character to exhibit aspects and abilities of angels and avatars, from Deva Wings to a Unicorn Horn to a Solar Gaze. Plus with the new Oath of the Angelic Avatar, paladins can accept the physical blessings of the divine in ways which manifest in glorious physical changes! By Mike Myler; illustrated by Rick Hershey.





There are four FREE sample supplements for you to check out before you become a Patron - including an entire adventure! Download The Occultist, a new 5E class by Mike Myler, Treasures Dark and Terrible from James Haeck, Priests of Elemental Power from C. Richard Davis, and our 100th issue, Into the Feywild, a fey-themed adventure by Kiel Chenier. If you like what you see, and want more of this every week, simply become a Patron!



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