TTRPGs

Five Neverwinter Campaigns We Want to See

Neverwinter is one of Dungeons & Dragons multiplayer online role-playing game. Along with Dungeons & Dragons Online, it’s a great way to explore Faerun with friends if you can’t get together around a physical or digital table. The game launched in 2013 for PC and later in 2016 on consoles. We’ve devoted several hundred hours to the game and don’t plan on stopping anytime soon and neither does Perfect World or Cryptic Studios.

The latest release of Sharandar shows the game isn’t slowing down when it comes to content. The new module revitalizes an older area of Neverwinter adding enemies and an entirely new questline. That goes us thinking on what additional future content should developers adapt next. D&D has been around for decades and Neverwinter has always been good at creating modules of campaign guides and 5E books in the past. But there is so much more to see.

We’ve put together five future campaign settings we’d like to see next in Neverwinter.

Future Neverwinter Expansions

1. Critical Role: Wildemount

Critical Role has done so much for Dungeons & Dragons in the past five or six years. The lovable cast of nerdy ass voice actors are among the many reasons the tabletop game is growing in popularity. Since streaming their first game on Twitch in 2015, Critical Role has gone on to publish official content for Wizards of the Coast.

The recent release of Explorer’s Guide to Wildemount would be a great addition to Neverwinter. It focuses on the war between the Dwendalian Empire – a society of arcane scholars and nobles – and the Kryn Dynasty – drow who now live on the surface. The book changed how drow are depicted in D&D and shows them in a new light after leaving the cult of Lolth.

The module could introduce a new school of magic as well. Matt Mercer created a ninth school of magic called Dunamancy that deals in manipulating time. Or as the book states,

“primal magical energy of potentiality and actuality, an anticipatory arcane force that helps shape the multiverse and might very well be what holds its elements together, like an infinite web of unseen tethers.”

Campaign

The overarching campaign could revolve around locating arcane artifacts such as Luxon Beacons and more. The beacons are religious devices of the Kryn that harness and transfer souls from one being to another. Characters would work for the Dynasty or Empire searching tombs or dungeons while fighting creatures or enemies from the opposing side.

It’s difficult to give a more concrete description of the outcome as the second campaign of Critical Role is still ongoing. But taking cues from the guidebook, it would be insanely fun to travel throughout Wildemount.

2. Critical Role: Tal’dorei

Critical Role is the gift that keeps on giving. While the Mighty Nein run around Wildemount, Vox Machina bumbled their way across Tal’dorei. A campaign set during the time of any one of the arcs of the first series would be great but which one exactly?

The fight with Vecna was absolutely amazing but it is heavily driven by Percival Fredrickstein von Musel Klossowski de Rolo III’s backstory. We believe focusing on The Chroma Conclave would make for one of the most impactful module’s in Neverwinter.

Yes, Vox Machina may have defeated the dragons who destroyed Emon but the story can be embellished for the MMO.

Campaign

Characters could get a message from arcanist Allura Vysoren to visit her outside of Emon. She wishes to speak to them about Vox Machina and magical disturbances throughout Tal’dorei. With the adventuring group dealing with the aftermath of the Chroma Conclave, she requires assistance with closing rifts. The portals opened after the green dragon, Raishan, released Thordak from his prison in the plane of fire.

Players could interact with Vox Machina as well, all voiced by the cast. When it comes to magical items, there could be vestiges of divergence and even weapons owned by the famous party. Spoilers ahead for campaign one.

When Thordak was killed by Vox Machina, there were strange magical eggs left in his lair. It was hinted that there could be more in the world. A side quest in the Neverwinter version could be to find and destroy them so spawn of the Cinder King won’t spread.

3. Honorable Mention: Duergar

This one may not be based on any official lore but it’s something that is missing from Neverwinter. There has yet to be any update which focuses on the dark dwarves of the Underdark. They aren’t playable as a race and it’s about time that’s fixed. While the game is missing an alarming number of classes and races, duergar should be up there alongside drow.

Campaign

Yes, Neverwinter features a huge questline where characters fight duergar but not once is there ever a moment with a kind dark dwarf. The campaign could involve a clan of duergar wishing to return to the surface. They are unfairly mistreated and falsely represented in the lore of D&D and Neverwinter could remedy that.

The history of duergar labels them as heretics who abandoned their mountain homes. Once they reached the Underdark, they were captured by mind flayers and forced into slavery. After gaining their freedom, they returned home and were seen as outcasts by their original god Moradin and all surface dwarfs.

“When Laduguer and his people returned to the dwarves of the upper world, they were shocked by the hostility they faced. As Laduguer quickly learned, the priests of Moradin had long ago labeled the lost clan as heretics, spoken of now only as an object lesson concerning the fate of dwarves who stray from Moradin’s teachings.”

“Laduguer, in response, tried to explain that his people had been lured into a trap by the mind flayers, but his assertions fell on deaf ears. Thus, with no other apparent choice, the lost clan fled back to the Underdark. Laduguer focused his fury on Moradin.”

The campaign could focus on this aspect and have characters free the duergar and join in fighting against the illithids. It’s a great way to also introduce the race to Neverwinter.

4. Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden is one of the newest campaign books for Fifth Edition. It is set in a landscape of frost and ice. The main area for characters to explore is Ten-Towns and it and the surrounding area finds itself in a permanent winter. The cause of the torrential storm is a lesser god named Auril who seeks to cover everything in ice for her amusement.

Campaign

The campaign would be a three part plan that aligns with the book. The town and surrounding mines are being ransacked of a priceless material called chardalyn. A duergar named Xardorok Sunblight is using shards of the stone to craft a gargantuan dragon to destroy the town and rule over the region.

Meanwhile, four wizards are searching the frigid wasteland for a lost Netherese city. The wizards seek knowledge left behind after the city fell and will stop the characters if they get in their way.

While a third questline could focus on the lesser god herself. They will search for a magical item that opens the way to the Netherese city the wizards are looking for. The final confrontation would be with Auril.

The region is already familiar to Neverwinter players as it was heavily featured in a previous module. Quests could be a follow up to the skirmish Kessell’s Retreat which saw players fight Akar Kessell, a powerful wizard with the artifact Crenshinibon.

5. Mythic Odysseys of Theros

Mythic Odysseys of Theros is based on Greek mythology and isn expansion for Magic: the Gathering. So, technically this would be an expansion of an expansion. And seeing as both are published by Perfect World, it shouldn’t be an issue. Choosing an overarching campaign from this setting can be difficult. But by focusing on the gods, we can get a better idea of what a module might entail.

Campaign

Gods are the forefront of Theros and characters could be called upon one or multiple to stop an oncoming threat. Nylea, god of the hunt, could summon the characters to the Feywild and have them stop corruption of nature. Or the souls of the dead aren’t going to the afterlife so Erebos, god of death, seeks the aid of the characters. Better yet, Purphoros, god of the forge, is unable to create new life and believes Erebos is the reason.

Both call on the characters to discover the truth and along the way they uncover Ephara is behind it all. As the god of polis or civilization, she believes she should govern all matters including life and death. The characters could fight minions from all three sides and in the end fight an avatar of either one god.


Those are the top five module’s we’d like to see in the future of Neverwinter. Will they happen? There is no way to know but they would certainly be cool to run around in.


TTRPGs

Does D&D Character Race Affect Other Choices?

Part IV: We look into character race choices and see if there is a correlation with other character choices, as well as the types of players that play this race.


It was early in 2020 that we posed the question: does your personality type affect what kind of D&D character you play as? Well, after about a year of collecting hundreds of responses, we have analyzed them all and come to some interesting conclusions. Not only about personality, but about player gender, age, ethnicity, and how some character choices correlate to others. This is the fourth in a series of blog posts throughout this month to dive into what we learned, and what it means for the game of Dungeons & Dragons.

The first question in our survey focused on Myers-Briggs personality types. The second and third on self-identified gender and ethnicity. The third and fourth were on age groups and occupation choices. The fifth question was about the race of the respondent’s favorite D&D character they have ever played. We’ve taken a look at each character race and analyzed for player data correlations, as well as other character choice correlations. Again, we had 546 respondents for this survey.


Half-Elf

This was our most popular race, with 85 total respondents. It is easy to tell why this would be an attractive race to play. Generally regarded as a mix between Huma and Elven blood, you get some of the best of both worlds.

  • 25% are played by INFP Mediator types.
  • 67% are played by female players, and 65% of these Half-Elf characters end up being female.
  • 57% are played by players aged 25 – 34 years.
  • 42% are on quests of Understanding.
  • 32% have a Person vs Self conflict.

Tiefling

Tieflings were our second most popular race, with 74 respondents playing Tieflings. With ancestry from the Nine Hells that often gives them horns and a tail (among other features), Tieflings can definitely be a lot of fun to dive into.

  • 64% of players are female, and 58% of these characters end up being female.
  • 51% of player ages are 25 – 34 years.
  • 44% are on quests of Understanding.
  • 31% are in a Person vs Society conflict.

D&D character

Human

Humans were tied for third most popular along with Elves, with 73 respondents. It can be fun to play an ordinary person in an extraordinary world!

  • 25% are played by INFP Mediators.
  • 50% are played by players aged 25 – 34 years.
  • 42% are on quests of Understanding.
  • 27% are in a Person vs Person conflict.

Elf

With 73 total responses, this category encompassed High Elves, Wood Elves, and other newer subraces of Elves. Drow are excluded from this category.

  • 58% of the players are female but 64% of the characters end up being female.
  • 42% of players are aged 25 – 34 years.
  • 47% are on quests of Understanding.
  • 34% have a Person vs Self conflict.

Halfling

With 33 total respondents, Halflings are a significant drop down from the most popular races.

  • 75% of the players are female and 75% of the characters are female.
  • 66% are played by players aged 25 – 34 years.
  • 30% are Rogues.
  • There is a tie for internal quests, with 39% on a quest of Understanding and another 39% on a quest of Transformation.
  • 34% are in a Person vs Society conflict.


Aasimar

Aasimar was next in line with 27 respondents. Aasimar are a race born with celestial blood.

  • 70% of their players are female but only 62% of the characters are female.
  • 51% of players are aged 25 – 34 years.
  • 33% are Clerics.
  • 59% are on quests of Understanding.
  • 37% have a Person vs Self conflict.

Gnome

There were 24 Gnome players within our survey.

  • 33% are played by INFJ Counselor types.
  • 66% are played by female players and 58% of the characters are female.
  • 66% are played by players aged 25 – 34 years.
  • 25% are Druids.
  • 58% are on quests of Understanding.
  • 41% are in a Person vs Self conflict.

Dwarf

There were 21 respondents who play Dwarves. This is one of the races that often get stereotyped into being a certain way.

  • 28% are played by INFJ Counselors.
  • 52% are played by male players and 52% of the characters end up being male.
  • 45% of the players are aged 35 – 44 years.
  • 38% are Clerics.
  • 33% are in a Person vs Person conflict.

D&D character

Dragonborn

With the ability to blow breath weapons and a scaly appearance, Dragonborn had 17 respondents.

  • 64% have male players and 70% of the characters are male.
  • There was a tie for top age group, with 41% being 18 – 24 years and another 41% being 25 – 34 years.
  • 41% are played by Students.
  • 29% are Paladins.
  • 47% are on quests of Understanding.

Half-Orc

Tied with Dragonborn, Half-Orcs had another 17 respondents for a D&D character.

  • 25% are played by ENFP Champion types.
  • 58% of their players are male but 70% of the characters end up being male.
  • 52% of players are aged 25 – 34 years.
  • 41% are Barbarians.

Goliath

Typically tall and strong, Goliaths had 12 respondents.

  • 27% are played by INFJ Counselors.
  • 50% are male players and 58% of the characters end up being male.
  • 50% of players are aged 25 – 34 years.
  • 33% of the players are Students.
  • 41% are Barbarians.
  • 58% are on quests of Understanding.
  • 50% have a Person vs Society conflict.

Drow

With another 12 respondents, Drow or Dark Elves are next in line.

  • 33% are played by INFP Mediators.
  • 75% are played by female players, but the genders are evenly split between male and female for characters.
  • Player age groups are tied with 41% aged 25 – 34 and another 41% aged 35 – 44.
  • 33% are Rogues.
  • 41% are in a Person vs Self conflict.

Genasi

With ties to elemental planes, we had 10 Genasi in the survey.

  • 60% are played by INFP Mediator types.
  • 60% of the players are female and 60% of the characters are female.
  • 50% of players are aged 18 – 24.
  • 40% of the players are Students.
  • 30% are Druids.
  • 50% are on quests of Understanding.
  • 30% have a Person vs Person conflict.

Firbolg

Relatively new to 5e, there were nine Firbolgs.

  • 44% are played by INFP Mediator types.
  • 66% are played by male players and 66% of the characters are male.
  • 100% of the players are aged 25 – 34.
  • 44% are Clerics.

Tabaxi

Cat-like and graceful, there were eight Tabaxi respondents.

  • 37% are played by INFP Mediator types.
  • 62% are played by male players and 62% of the characters are male.
  • 50% of players are aged 25 – 34.
  • 37% are Rogues.
  • 75% are on quests of Understanding.
  • 50% are in a Person vs Society conflict.

D&D character

Lizardfolk

There were only six Lizardfolk in our survey.

  • 50% are played by INFP Mediator types.
  • 66% are played by female players and 60% of the characters end up being female.
  • 83% of players are aged 25 – 34.
  • 50% are Druids.
  • 83% are on quests of Understanding.

Bugbear

We had only two D&D character Bugbears in the survey.

  • One was played by a male ENFP Champion type aged 25 – 34 years and working in the Education field. The character is a male Paladin on a quest of Understanding with a Person vs Self conflict.
  • The second was played by a male ENFP Champion type aged 35 – 44 years and working in the Financial Services field. The character is a male Sorcerer on a quest of Transformation in a Person vs Self conflict.

Triton

There was only one Triton respondent.

  • The Triton was played by a male ENTJ Commander type aged 25 – 34 years with an “Other” occupation. The Triton is a male Cleric on a quest of Understanding with a Person vs Society conflict.

Kobold

There was only one Kobold respondent.

  • The Kobold was played by a female INTJ Inspector type aged 25 – 34 years with an “Other” occupation. The Kobold is a gender nonconforming Warlock on a quest of Understanding with a Person vs Society conflict.

Kenku

We had only one Kenku respondent.

  • The Kenku was played by a INFP Mediator respondent who marked their gender as “Other”. They are aged 25 – 34 years and have an “Other” occupation. The Kenku is a female Rogue on a quest of Understanding with a Person vs Person conflict.

Goblin

We had only one Goblin respondent.

  • The Goblin was played by a female ISFJ Defender type aged 25 – 34 years with an “Other” occupation. The Goblin is a female Monk on a quest of Transformation in a Person vs Society conflict.

Aarakocra

There was one Aarakocra respondent.

  • The Aarakocra was played by a male INTP Thinker type aged 35 – 44 years in the Financial Services field. The character is a male Monk on an quest of Understanding in a Person vs Society conflict.

Orc

There was one Orc respondent.

  • The Orc was played by a male ISTJ Inspector type aged 35 – 44 years in the Science field. The Orc is a male Monk on a quest of Redemption with a Person vs Self conflict.

Duergar

There was one Duergar respondent.

  • The Duergar was played by a male ISFP Composer type aged 25 – 34 years in the Writing/Editing field. The Duergar is a female Ranger on a quest of Understanding with a Person vs the Gods conflict.

Deep Gnome

There were no Deep Gnome respondents.


Other

There were 35 respondents that marked their D&D character race as “Other”.


You can read Part I about personality types here. Part II about gender/ethnicity here. And Part III about age and occupation here.

Part V will be posted February 19th and will be focused on D&D character classes and the choices that went along with that class. Sneak peek: one musical class is 29% Tiefling!

TTRPGs

Does your Age & Occupation Affect Your D&D Character Choices?

Part III: We dive into age groups and occupation responses to see if that affects D&D character choices.

It was early in 2020 that we posed the question: does your personality type affect what kind of D&D character you play as? Well, after about a year of collecting hundreds of responses, we have analyzed them all and come to some interesting conclusions. Not only about personality, but about player gender, age, ethnicity, and how some character choices correlate to others. This is the third in a series of blog posts throughout this month to dive into what we learned, and what it means for the game of Dungeons & Dragons.

The first question in our survey focused on Myers-Briggs personality types. The second and third on self-identified gender and ethnicity. Our third and fourth were on age groups and occupation choices. We asked responders to put their age group, and then to choose which field they work in. We have then analyzed these responses with our D&D character-based questions to see if there are any patterns. And there definitely are! Again, we had 546 respondents for this survey.


D&D character

Age

The most interesting thing about the age groups is taken as a whole. There seems to be a journey of life gone through in D&D character choices. While mostly there aren’t patterns in races or classes except for a few instances, there are definitely patterns in the types of quests these characters are taken on.


Under 18

There were ten respondents that said they are aged 18 or under. For this group, you would expect high school or middle school students, and rarely some college students. The teenage years are definitely big times of change and choices within our lives, and this group seems to have some clear preferences when it comes to the types of characters they play.

  • 55% played male characters.
  • 50% played Elves.
  • 40% of their characters are on quests of Understanding.
  • 40% of their characters are in a Person vs Self conflict.

18 – 24

We had 100 respondents claim to be from this age group. This is a big transformational time in all of our lives. We start to make decisions on who we are and who we want to be. Some may go to college, some may travel the world, some may start their careers, some might get married, some might have children. For this group, we see our responders are still interested in characters with quests of Understanding in a Person vs Self conflict. But we also see a marked shift in character gender.

  • 50% of their characters are female.
  • 40% are on quests of Understanding.
  • 32% have a Person vs Self conflict.

25 – 34

This was by far our biggest group of respondents, with 290 total. Does this mean this group is more likely to play D&D, or more likely to frequent the social media channels this survey was marketed on? What can you expect from people in this age group? It is definitely diverse. There could be college students, stay at home parents, career professionals, free spirits, or those still figuring out what they want. But they do have some clear D&D choices.

  • 55% of their characters are female.
  • 48% of their characters are on quests of Understanding.
  • 29% of their characters are in a Person vs Self conflict.

35 – 44

This age group had 95 total respondents. At this point in their lives, people have either committed to a career path or are reinventing themselves and trying a new direction. Some may have gotten married, others stayed single. Some may have children and others opted for childfree. Some might be thriving with the “over the hill” age and others stressed about it. Life is diverse for everyone, after all. We continue to see a similar pattern against the last two age groups. But most notably is that the Person vs Self conflict has steadily declined, and this is the lowest we’ve seen it while still holding a majority of the responses.

  • 55% play female characters.
  • 41% of their characters are on quests of Understanding.
  • 28% have a Person vs Self character conflict.

45 – 54

We had 25 respondents in this age group. Does this mean as people age they are less likely to play D&D? Or does it mean this age group was less likely than others to frequent the social media channels this survey was marketed on? In this “middle-aged” group, people are at a variety of points in their lives. Preparing for retirement, or preparing for new projects in their senior years. Perhaps grandchildren, perhaps childfree. Perhaps world travel, perhaps comfort at home.

But with this group this is the first time we’ve seen a break from a Person vs Self conflict. Now it is evenly divided with Person vs Person and Person vs Society. Why is this? Perhaps at this point in their lives people have a solid identity of self and are focused outward more? Maybe they’re fed up with society, or other people in general (understandable). Whatever the reason, it is a very interesting change.

  • 52% play female characters.
  • 56% are on quests of Understanding.
  • There is a tie for top spot with 36% in a Person vs Person conflict and another 36% in a Person vs Society conflict.

55 – 64

There are only five respondents in this age group. With some retiring but all looking ahead to their senior years, this group had a marked change from others before it. There were clear preferences for character race and class, as well as a break from internal character quests and a new preferred conflict. While this is a small sampling so it’s hard to draw solid conclusions, it is extremely interesting to see such a difference.

  • 80% play male characters.
  • 40% play Human characters.
  • 40% play the Paladin class.
  • 80% are on quests of Transformation.
  • 40% are in a Person vs the Gods conflict.

65+

We had no respondents for this age group.


D&D Character

Occupation

The next question dealt with respondents’ occupation. We had 19 choices including an “Other” option. And there definitely are some interesting finds!


Student

This was our biggest group, with 88 respondents. Perhaps because that tends to be a more social environment and so these respondents are more likely to play D&D? Students would be anyone in middle school, high school, undergraduate, or graduate school.

  • 39% of their characters are on quests of Understanding.
  • 30% have a Person vs Self conflict.

Education

Our next biggest group was the Education field, with 78 respondents. In this group you can expect teachers, professors, school administrators, and professional trainers.

  • 39% of their characters are on quests of Understanding.
  • 29% of their characters have a Person vs Society conflict.

Information Technology

IT was our third biggest group, with 47 respondents. A broad field, you can expect anyone across computer engineering, support desks, UX / UI designers, development, and everyone in between.

  • 38% of their characters are on quests of Understanding.
  • 34% are in a Person vs Person conflict.

Retail

We had 33 respondents in the retail field. While many are likely on-the-floor customer service focused roles, there also could be store managers, retail trainers, and even senior leadership within the corporations.

  • 45% of their characters are on quests of Understanding.
  • 39% are in a Person vs Self conflict.

Medical

There were 26 respondents in the medical field. Also a broad field, this could be nurses, x-ray techs, healthcare administrators, medical assistants, and many more. While one might automatically assume they’d play a healing-based class like Cleric, there actually wasn’t a class correlation at all and Cleric was only 15% of responses.

  • 30% play Half-Elves.
  • 53% are on quests of Understanding.
  • 50% have a Person vs Self conflict.

General or Skilled Labor

There were 24 respondents for this category that includes electricians, warehouse workers, plumbers, carpenters, and all other hands-on professionals.

  • 41% play a Human character.
  • 33% are on quests of Understanding.
  • There was a tie for conflict. 25% have a Person vs Self conflict, while another 25% have a Person vs the Gods conflict.

Science

There are 21 respondents in the science field. Researchers, chemists, engineers, biologists . . . this is a varied field. While there were no race or class preferences, there were preferences for quests and conflict.

  • 47% are on quests of Understanding.
  • 42% are in a Person vs Self conflict.

Artist

We had 19 Artist respondents. Painters, designers, digital drawers, there are many wonderful artists out there making our world colorful.

  • 26% play Human characters.
  • 57% are on quests of Understanding.
  • 42% are in a Person vs Self conflict.

Financial Services

Tied with Artists, we had 19 Financial Services respondents. This would encompass those involved in banking, investments, and even front line customer service professionals within banks.

  • 68% are on quests of Understanding.
  • 31% are in a Person vs Society conflict.

Writer / Editor

There were 18 Writers and Editors in our survey. Authors, journalists, poets, those involved with publishing houses . . . all fall within this category.

  • 33% have characters on quests of Transformation.
  • 27% have a Person vs Society conflict.

Hospitality

We had 17 respondents that work in the Hospitality industry. Event planners, venue managers, hotel workers, all of these fall within Hospitality.

  • 29% play Half-Elves.
  • 52% are on quests of Understanding.
  • There was a tie for top place in conflict. 29% are in a Person vs Person conflict and another 29% are in a Person vs Society conflict.

Entertainment

There were 16 responses from the Entertainment industry. Performers, dancers, singers, actors, and everyone working for production are all in this field.

  • 25% play Tieflings.
  • 31% play Rogues.
  • 37% are on quests of Understanding.
  • 40% have a Person vs Self conflict.

Marketing

There were 14 people in Marketing for our survey. Those that create brand identity, start promotional campaigns, and research into consumer behavior all fall within Marketing.

  • 28% play Half-Elves.
  • 28% play Warlocks.
  • 71% are on quests of Understanding.
  • 28% have a Person vs Person conflict.

Stay at Home Parent

We had 12 stay at home fathers or mothers that took the survey.

  • 33% play Rogues.
  • 41% are on a quest of Transformation.
  • 33% have a Person vs Self conflict.

Human Resources

There were 11 HR responses within this survey. Recruiters, payroll specialists, employee relations, and benefits administrators all fall within HR. This is especially interesting because I (Ashley or Tal) used to be in HR as a Recruiter. And when I was in the industry, my first D&D character was a Wood Elf Druid on a quest of Understanding. Although I’ve moved out of that industry into writing now and have created a new D&D character that I would deem my favorite, it’s interesting to note that I would have been one of these respondents.

  • 27% play Elves.
  • 36% play Druids.
  • 45% are on quests of Understanding.
  • 45% have a Person vs the Gods conflict.

Legal Services

There were only six responses from the Legal Services field. It is interesting to wonder why. Perhaps, we we noted in Part I of this series of posts, certain personality types are less likely to play D&D. Attorneys, legal assistants, legal researchers, and mediators are all within this industry.

  • 50% play Tieflings.
  • 50% play Rangers.
  • 50% are on quests of Transformation.
  • There was a tie for top conflict. 33% are in a Person vs Society conflict. Another 33% are in a Person vs Person conflict.

Sports

We had only 1 respondent from the Sports industry.

  • This respondent plays a Human Paladin on a quest of Revenge with a Person vs Person conflict.

General / Misc Business

We had another category for business positions that don’t fall under anything listed above. This had 15 responses.

  • 66% are on quests of Understanding.
  • 33% have a Person vs Person conflict.

Other

We allowed an Other category that had an impressive 81 responses.

  • 50% are on quests of Understanding.
  • 30% have a Person vs Society conflict.

You can read Part I about D&D character and associated personality types here. And Part II about gender/ethnicity here.

Part IV will be posted February 15th and will be focused on D&D character races and the choices that went along with that race. Sneak peek: one unusual race is 50% Druid!

TTRPGs

Does Your Diversity Affect Your D&D Character Choices?

Part II: We look at ethnicity and gender responses and see how that correlates to D&D choices.

It was early in 2020 that we posed the question: does your personality type affect what kind of D&D character you play as? Well, after about a year of collecting hundreds of responses, we have analyzed them all and come to some interesting conclusions. Not only about personality, but about player gender, age, ethnicity, and how some character choices correlate to others. This is the second in a series of blog posts throughout this month to dive into what we learned, and what it means for the game of Dungeons & Dragons.

While the first question in our survey revolved around Myers-Briggs personality types, the second and third were diversity-related questions. We asked responders to self-identify their ethnicity and gender. When looking at these responses compared to the D&D-based choices asked further along in the survey, there are some interesting patterns.

Please note that we had 545 responses total for these questions. While for some groups there were hundreds of responses, others were less than ten. For smaller groups, it is harder to determine true correlations. But patterns are worth noting just for interest’s sake!


D&D character

Gender


Females

We had a staggering 305 self-identified females. Does this mean that females are more likely to play D&D, or more active on the social media channels where this survey was marketed? It is an interesting question.

Here are the trends we saw in female respondents.

  • 47% had their characters on quests of Understanding.
  • 32% had their characters in a Person vs Self conflict.

Males

There were 189 self-identified male respondents, nearly half the female amount. Here are the trends we saw in male respondents.

  • 39% of their characters are on quests of Understanding.
  • 26% of their characters are in a Person vs Society conflict.

Gender Nonconforming

We had 22 respondents self-identify as gender nonconforming.

  • 40% of their characters are female.
  • 54% of their characters are on quests of Understanding.
  • 40% of their characters are in a Person vs Society conflict.

Transgender

We had 11 respondents self-identify as transgender.

  • The genders of their characters were split for top spot with 36% playing females and another 36% playing transgender characters.
  • 36% play Tieflings.
  • Their character classes were evenly split for top spot with 27% playing Warlocks and 27% playing Rogues.
  • Their internal character quests were also evenly split for top spot with 45% on quests of Transformation and another 45% on quests of Understanding.
  • 45% of their characters are in a Person vs Self conflict.

Agender

Only 10 of our respondents self-identified as agender.

  • 40% of their characters are male.
  • 40% of their characters are Elves.
  • Classes were tied for top spot, with 30% playing Clerics and another 30% playing Rogues.
  • 80% are on quests of Understanding.
  • 30% have a Person vs Self conflict.

Other

There were eight respondents that chose the “Other” option on the survey.

  • 50% had gender nonconforming characters.
  • 37% played Tieflings.
  • Classes were split for top place with 25% playing Barbarians and another 25% playing Rogues.
  • 37% of their characters are on quests of Understanding.
  • 50% of their characters have a Person vs Society conflict.

D&D character

Ethnicity


White / Caucasian

We had 482 of our respondents identify as White / Caucasian. Again we must pose the question if this means this group is more likely to play D&D, or simply more likely to frequent the social media spaces where this survey was posted.

  • 29% played either Elves or Half-Elves.
  • 45% had characters on quests of Understanding.
  • 29% had characters in a Person vs Self conflict.

Latinx

We had 22 respondents identify as Latinx.

  • 50% of their characters are on quests of Understanding.
  • 45% of their characters have Person vs Society conflicts.

Asian

There were 21 respondents that identify with Asian ethnicity.

  • 61% of their characters are male despite only 28% of the players being male.
  • 23% play Humans.
  • 23% play Rogues.
  • Internal character quests were evenly split for top place with 28% on quests of Understanding and another 28% on quests of Redemption.
  • 52% of their characters have a Person vs Self conflict.

African

We had only four respondents identify as African.

  • 50% play Dragonborn characters.
  • 50% play Rogues.
  • 50% are on quests of Revenge.
  • 50% are in a Person vs the Gods conflict.

Native / Indigenous

There were only four respondents that identify as Native / Indigenous.

  • 50% play Monks.
  • 75% are on quests of Understanding.
  • 50% have a Person vs the Gods conflict.

Pacific Islander

Only three respondents identify as Pacific Islander.

  • 100% play Warlocks.
  • 66% are on quests of Understanding.
  • 100% are in a Person vs Self conflict.

Middle Eastern

There was only one Middle Eastern respondent.

  • This one respondent plays a male Barbarian on a quest of Transformation with a Person vs Society conflict. They marked their character race as “other”.

Other

There were six of our respondents that chose “Other” as their ethnicity.

  • 33% play Warlocks.
  • Internal quests were split for top spot with 33% on quests of Understanding and another 33% on quests of Transformation.
  • Conflicts were also split for top spot with 33% having a Person vs Society Conflict and another 33% having a Person vs the Gods conflict.

You can see Part I of our survey revolving around personality types here.

Part III will be posted on February 11th. It will focus on respondent age groups and occupation and how that affects D&D character choices. Sneak peek: one group is 40% Human Paladin!

TTRPGs

Top Tips for Designing a Dungeons & Dragons Dungeon

So, you’ve got an idea for a dungeon to send the Dungeons & Dragons party to but aren’t sure where to start in the design process. Whether you draw up plans the old fashioned way with pen and paper or use a computer program, it can be difficult to get the layout you want for a dungeon.

Or your artistic skills are lacking and drawing anything is void of any detail. We’ve got a simple fix to make developing the look of your next dungeon a breeze.

dungeons & dragons

Here’s a quick guide to dungeon design

Imitation is the Best Form of Flattery

Taking inspiration from real world places or fictional media is a great starting point. This also works with quest ideas. One of the main sources of influence I look to is video games. The Elder Scrolls V: Skyrim is probably my main focus when it comes to creating a dungeon for my Dungeons & Dragons party.

“Copying and pasting the map from a dungeon is a viable option.”

Pulling from your favorite video game is one of the best and easiest ways to get ideas flowing. Some of my inspiration is take from Dragon Age: Inquisition, Fallout, and Zelda as well.

Let’s take Skyrim for example. The world is full of tombs and dusty web filled catacombs. You can use any of its barrows as a stepping stone to create your own in D&D. You can either look up the map for the specific area you want to build off of or play through it yourself first so you get a better feel for it.

After fully exploring the dungeon, you can view the map in its entirety. From there you can draw it in a notebook or take a picture of it and use it when the group begins their exploration. This will help give you the overall look of the dungeon but fleshing it out with monsters and items is a whole other story.

Copying and pasting the map from a dungeon is a viable option. But sometimes certain features don’t translate well to the tabletop. For instance, one of the most recent maps I pulled from was Skyrim’s Kilkreath Ruins.

“It’s all about improvising and adapting.”

The party was heading into a temple of shadow and I wanted to use light as the main feature of the dungeon. This worked great as the ruins already used light to direct a path but it still wasn’t quite what I needed. So, I had to improvise to make it fit with the story I wanted to tell. This can be one of the biggest issues dungeon master’s can find with building a dungeon.

Change and Adapt

Knowing the tale you want to tell is important. Of course, you could always just put every monster, trap, and item from a Skyrim cave. But if you want a dungeon that reflects a certain enemy or design, try to search for dungeons with that in mind.

The majority of Skyrim’s catacombs can be boiled down to draugr and dragon priests. In Dungeons & Dragons terms, this roughly translates to zombies, skeletons, and a higher powered wight or ghoul. By knowing what the head monster is in your dungeon, you can build around it. Once the design is complete, use the prebuilt model to better suit your lead monster or creature.

“Imagine yourself as the minotaur and the dungeon you’re building is your maze.”

Items like books and tomes can also help you in the build process. If the original cavern has a book about torture, maybe the main villain is practiced in maiming and capturing adventurers instead of outright killing them. This could also change certain rooms in the dungeon. Instead of a door hiding a small bedroom it could lead to a torture chamber instead. It’s all about improvising and adapting.

Also, if there’s a door somewhere on the original map and you don’t want it there, move it or take it away. That room can be used for another dungeon if you need it later. Imagine yourself as the minotaur and the dungeon you’re building is your maze. The map can shift and change. If you think a room is better flipped on its side, then give it a go.



Whether it’s your first dungeon or your 100th, the design process can be difficult to manage. Pulling from video games or fiction and even real world locations is quick and simple. The next time you need to put together a cavern, tomb, or dungeon, don’t think too hard about it. And once you’re finished with the setup, having the right music as the party explore is always a bonus.


TTRPGs

Does Your Personality Affect Your D&D Character Choices?

Part 1: We examine personality profiles and D&D choices.

It was early in 2020 that we posed the question: does your personality type affect what kind of D&D character you play as? Well, after about a year of collecting hundreds of responses, we have analyzed them all and come to some interesting conclusions. Not only about personality, but about player gender, age, ethnicity, and how some character choices correlate to others. This is the first in a series of blog posts throughout this month to dive into what we learned, and what it means for the game of Dungeons & Dragons.

Our first question was based around Myers-Briggs personality types. We analyzed those profiles against choices for character race, class, and quests. Not only did we find interesting data on that front, but also we uncovered something else. It seems certain types of personalities are more likely to play D&D than others. With a total of 542 respondents to this question, let’s first look at what personality types responded.

INFP – Idealist / Mediator 125 Creative. Emotional. Daydreamers.
INFJ – Counselor / Advocate 102 Imaginative. Sensitive. Insightful.
INTJ – Mastermind / Architect 67 Determined. Critical. Rational.
ENFP – Champion / Campaigner 57 Curious. Overthinking. Energetic.
INTP – Thinker / Logician 38Open-minded. Withdrawn. Original.
ISFJ – Defender / Nurturer 28 Observant. Shy. Supportive.
ENFJ – Giver / Protagonist 27 Charismatic. Indecisive. Tolerant.
ISFP – Composer / Adventurer 23 Artistic. Noncommittal. Charming.
ENTP – Visionary / Debater 21 Smart. Intolerant. Enthusiastic.
ISTJ – Inspector / Logistician 15 Calm. Stubborn. Responsible.
ENTJ – Commander 12 Inspiring. Impatient. Efficient.
ISTP – Craftsman / Virtuoso 9Spontaneous. Easily Bored. Relaxed.
ESFJ – Provider / Consul 8Social. Difficulty Improvising. Loyal.
ESFP – Performer / Entertainer 5 Bold. Unfocused. Witty.
ESTJ – Supervisor / Executive 4 Organized. Inflexible. Honest.
ESTP – Doer / Entrepreneur 1 Direct. Insensitive. Perceptive.

The Diplomats – INFP, INFJ, ENFP, & ENFJ

The first quarter we’ll break down is The Diplomats. As we can see from the table above, this is the type most likely to play D&D. So why is this? And what choices do they make in their characters?

With 542 responses to this question, a staggering 311 of them are of this personality group. From this we can assume that this personality type is most likely to play D&D, or most likely to be involved in online communities where this survey was marketed. The Myers-Briggs personality test lumps these four into the same category based on similar qualities. Diplomats tend to be empathetic, good communicators, and passionate about whatever they dedicate themselves to. All these are great traits for role-playing games!


INFP – Idealist / Mediator

This type is the most likely to play D&D, with 125 total responses. It is no wonder then that I (Talia) love the game so much since that is my personality, as well! Mediators are highly empathetic and feel other’s pain as if it was their own. They are more likely than any other personality type to enjoy fantasy, and are highly likely to be fiction authors, poets, or work in the performing arts. All this lends itself very well to the creative and character-driven settings of D&D. Their love of creativity and storytelling helps to offset Mediator’s often reserved and self-conscious tendencies.

When looking at the choices Mediator’s made in our survey, there were some clear preferences.

  • 25% of their characters are Rogues.
  • 48% of their characters are on internal quests of Understanding.
  • 32% of their characters have a Person vs Self conflict.

INFJ – Counselor / Advocate

This is the second most likely type to play D&D, with 102 respondents. Advocates are very insightful, creative, and compassionate. They prefer jobs where they can help others, and tend to have big dreams outside of daily routines. This makes them adept at creating and role-playing characters, especially those that enjoy helping NPC’s and other PC’s. Even though Advocates are quieter and often need to be alone to recharge, their imaginations will bring them back to the table.

  • 50% of the characters Advocates play are on quests of Understanding.
  • 31% of their characters centered on a Person vs Society conflict.

ENFP – Champion / Campaigner

This personality type was the fourth most likely to play D&D, with 57 respondents. What makes Champions drawn to this game? For starters, they are very people-focused. Outgoing, energetic, and endlessly curious, they have big personalities that they bring to the table that makes them instantly likeable. Champions see life as a network of emotions, relationships, and deeper meanings. This makes them fun role-players during D&D. Their tendency to overthink things and get emotional can become a benefit in D&D, allowing them to analyze NPC interactions and become invested in quests.

  • 36% of their characters are on a quest of Understanding.
  • 31% of their characters on involved in a Person vs Person conflict.

ENFJ – Giver / Protagonist

This personality type is much less likely to play D&D than other Diplomats, with only 27 responders. Why might this be? Protagonists are natural-born leaders, caring, and creative. However, Protagonists also have trouble making decisions, and tend to burn out quickly in environments that demand a high amount of situational awareness. This is perhaps why we are less likely to find these otherwise social people at the gaming table.

  • 51% of their character are male, despite only 44% of ENFJ respondents being male.
  • 40% of their characters are on a quest of Understanding.
  • Two conflicts were tied for dominance with 29% of responses a piece. Person vs Self, and Person vs Person.

The Analysts – INTJ, ENTJ, INTP, & ENTP

This one definitely surprised me. Analysts are the second most likely group to play D&D, with 138 total respondents. While not known for their artistry or charisma, Analysts as a group are rational, smart, and impartial. Perhaps the side of D&D they are drawn to is the strategic side, then. The planning ahead, the optimizing character sheets, and the machinations behind villainous plots. While Diplomats bring their hearts into the game, Analysts bring their minds.


INTJ – Mastermind / Architect

Not only are Masterminds the most likely of the Analysts to play D&D, they are also the third most likely over all to play, with 67 respondents. No goal is too big for a Mastermind, and they love to dive into books to learn more and more. You can be certain this player will know the Player’s Handbook (and all the other books) inside out and will be fully committed to any quest that is tackled. Especially complex quests that require good notetaking, in-game research, and a Sherlock vs Moriarty-style conflict. Masterminds enjoy being around other like-minded people. So if they can find a group that values their intellect, that will overrule their less social tendencies that can make them come across as critical or arrogant.

  • 44% of their characters are on a quest of Understanding.
  • 37% of their characters have a Person vs Self conflict.

ENTJ – Commander

Commander types are very unlikely to play D&D it seems, with only 12 respondents. Why is this? They are charismatic, accomplishment-driven, and strategic. But Commanders tend to struggle with interacting with people and aren’t the best at displaying or identifying complex emotions. This could be why role-play isn’t their first go-to. But for those that do play, the game table gets a strong-willed player that can easily lead teams and facilitate quests. Note that since we have only 12 Commanders from the survey, that is not an ideal amount for getting great data. But even with 12 we did see some preferences worth noting, with a grain of salt.

  • 100% played female characters, despite less than half being female players.
  • 50% of them played Clerics.
  • 75% of their characters were on quests of Understanding.
  • 50% of their characters were in a Person vs the Gods conflict.

INTP – Thinker / Logician

We had 38 responders be Thinkers, making them the 5th most likely to play D&D. So what drives them to play, and why do more not join in? Thinkers have busy minds, creative reasoning, and are always looking for logical solutions. This makes them great problem-solvers at the gaming table, especially when dungeon delving. But they are not big rule followers, and their logical way of communicating can have them come across as unemotional or condescending. This could be what keeps most of them away from tables were the majority of players are the emotionally-driven Diplomats.

  • 36% of them play Half-Elves.
  • 28% of them play Rogues.
  • 50% of them are on a quest of Understanding.
  • 34% of them have a Person vs Self character conflict.

ENTP – Visionary / Debater

Only 21 Debaters responded to the survey. A “devil’s advocate” type, Debaters are intellectual brain-stormers and highly confident. These are great players to solve in-game problems, tackle political intrigue, and have battles of the mind with villains. However, their love for debate can come across as argumentative and can easily cross boundaries, which can make it difficult for them to make friends at the table or build in-game relationships.

  • 28% of their characters are Human.
  • 24% play Rogues.
  • Two quests were tied at 28% a piece. A quest of Transformation, and a quest of Redemption.
  • 33% are in a Person vs Society conflict.

The Sentinels – ISTJ, ISFJ, ESTJ, & ESFJ

The Sentinel group is third most likely to play D&D, with 55 respondents. Sentinels are extremely practical, orderly, and reliable. Typically warm and caring individuals, it is interesting to see so little in a game that is focused on relationships. Given that we have so little data for these personalities, it is important to take correlations with a grain of salt as you truly need a bigger number to make more solid conclusions.


ISTJ – Inspector / Logistician

Only 15 Inspectors were in the survey. Highly logical and dutiful, Inspectors are steadfast rule followers. They are also slow to make friends as they tend not to be talkative or spontaneous. While this is likely the reason they aren’t as active with D&D, those that do find a group they’re comfortable with will make excellent players for the more numbers and strategy-driven side of the game.

  • 40% have their characters are on quests of Understanding.
  • 33% have a Person vs Self conflict.

ISFJ – Defender / Nurturer

There were 28 Defender respondents. Defenders make an excellent addition to any D&D group. They are warm, unassuming, supportive, and observant. They are sure to support the party’s objectives, give solid input on quests, and get along with everyone in the group. So why do we see so little Defenders here? Perhaps it is because these personality types tend to be humble, shy, and stay away from the spotlight. But when they get noticed for a group, they are sure to make a valuable asset.

  • 57% of their characters are female, even though 64% of the Defenders are female.
  • 53% are on quests of Understanding.
  • 42% of them have a Person vs Society conflict.

ESTJ – Supervisor / Executive

Only four of our respondents are Supervisors, making them extremely rare to play D&D. Advisors and leaders that are heavily involved in community, Supervisors tend to focus on tradition and routine. While this community-oriented mindset makes them great to discover D&D groups, they also are a type very worried about public opinion. And since D&D, to some, can still seem unusual, this may turn them away.

  • 50% played Clerics.
  • 75% are on a quest of Understanding.
  • 50% have a Person vs the Gods conflict.

ESFJ – Provider / Consul

There were eight Providers in the survey, making them also very rare to play D&D. They are people-focused, community-driven, and are comfortable in the spotlight. They tend to get along very well with others and be quite popular. It may seem surprising, then, that they are not more active in D&D. But this is another type worried about public opinion and social status, which can drive them away from games like D&D. Providers also rarely leave their comfort zones.

  • 37% played Halflings.
  • Both Bard and Fighter were tied for top spot, with 25% a piece.
  • 71% are on quests for Understanding.
  • 37% have a Person vs Self conflict.

The Explorers – ISTP, ISFP, ESFP, & ESTP

At first it can seem quite surprising that Explorers are the least likely to play D&D, with only 38 overall. They are creative, spontaneous, and flexible. But there are other traits that war with their creative tendencies, which may be what dissuades them from the table. As with the Defenders, please keep in mind that since we have such low responses it is hard to gauge a real correlation. But what we did find is interesting and worth doing more research at a later date.


ISTP – Craftsman / Virtuoso

Nine Craftsman responded to our survey. Craftsman types are inquisitive, goal-setters, and love to build things. They are friendly and believe in being sensitive to others’ thoughts and feelings. So why don’t we see them more often in D&D? Craftsman types dislike commitment and are bored easily. If they are not truly in love with D&D, they will not show up. And since D&D can be very “theater of the mind”, this may be not as fun for these types that like to play with their hands.

  • 33% played Human characters.
  • 55% were on quests of Understanding.
  • Person vs Self and Person vs Person conflicts were split with 33% a piece.

ISFP – Composer / Adventurer

With 23 respondents, Adventurers were the most likely of the Explorers to play D&D. It is no surprise then that our own DM (Scott or Ru) is an ISFP type! Open-minded, extremely artistic, and social, Adventurers tend to get along well with everyone. The creative outlet of D&D is excellent for Adventurers. However, they dislike planning and can struggle with self-esteem. This might be why there aren’t as many committing to D&D campaigns and putting themselves in the spotlight.

  • 26% played Tieflings.
  • 47% are on quests of Understanding.
  • 26% have a Person vs Society conflict.

ESFP – Performer / Entertainer

It seems surprising that only five Performers took our survey. They are extremely social and considered the life of the party. Creative and playful, they are sure to bring joy to any D&D game. Perhaps what drives them away is that they are easily bored, poor long-term planners, and can be unfocused. But for those able to focus their attention on D&D, they are sure to be a bright light at the table.

  • 40% played Tieflings.
  • 40% are on quests of Revenge.
  • 60% have a Person vs Person conflict.

ESTP – Doer / Entrepreneur

There was only one Doer in our survey. Energetic and highly social, Doers certainly have no shortage of friends that would play D&D with them. So why only one? Doers tend to be unstructured and hate rules, even in games. They are blunt in communication and have trouble identifying emotions, which can make it difficult in emotionally-based games like D&D.

  • The 1 Doer played a female Aasimar Paladin on a quest of Understanding with a Person vs Person conflict.

Part II will be here February 7th where we look into how player gender and ethnicity impacts what their character choices are. Sneak peek: one group was 100% Warlock!


TTRPGs

5 Best Cleric Spells to Always Prepare

So, you are the healer. Your party is counting on you to keep them alive. Easier said than done, right? Because despite all the shenanigans and danger the party puts themselves in, there is also the daily question of what spells to prepare. When you are playing a healing-based cleric in Dungeons & Dragons, you have a multitude of choices on that account. If you know what you are going to encounter for that day’s quest, that certainly makes things easier. But what if you don’t know? What are the best healing spells to prepare for any occasion? Let’s break it down.


#5: Lesser Restoration

This is an easy spell to overlook, especially as you continue to level up and leave 2nd level spells further behind. But it continues to be relevant and useful even when you’re a level 20 cleric.

Lesser Restoration allows you to end one disease or condition affecting a creature by touching them. The condition can be blinded, deafened, paralyzed, or poisoned. This can be critical in a battle when party members are in need, most especially if they are paralyzed or blinded. Sometimes even turn-by-turn saving throws can’t save them.

The downside to this spell is you have to touch the creature in question. But that is balanced out by its low-level casting. So if multiple party members are affected, you can easily help them all.

#4: Healing Word

As a low-healing 1st level spell, it’s easy to dismiss Healing Word. However, what makes it weaker compared to other healing spells is actually its strength. Healing Word allows you to restore 1d4 HP + your spellcasting modifier. It goes up by each level you cast it at, though it won’t make too much of a difference. You can heal a creature up to 60 feet away.

The biggest perk of this spell is that it is a Bonus Action. While the healing is very low, it’s perfect to quickly get an ally up when you need to save your action for something critical, or have another ally in need. The fact that you don’t have to touch to cast is another big perk. And with it being a first level spell, you can keep casting it numerous times.

#3: Greater Restoration

When you only can prepare a small amount of 5th-level spells, it can be hard to choose which to bring along. But Greater Restoration should always be prepared due to its quick resolution for very serious problems. Yes, it does cost diamond dust to cast. And it’s likely not be used on a daily basis. But when you do need it and it’s not prepared, especially if you are dungeon delving, things can get tricky.

Greater Restoration allows you to spend 100 GP of diamond dust to remove a target’s exhaustion level by one, end a charm, remove a petrification, get rid of a curse, end a reduction to ability scores, or end an effect that reduces Hit Point maximum. Any player that has had to fight their own charmed party knows how critical this can be. And if you are in the middle of a deep dungeon, taking a long rest in order to fix your petrified bard the next morning can be a dangerous endeavor.

#2: Heal

If you need a powerful healing spell for a very dangerous encounter, Heal is your best bet. Even though slots are limited at the 6th level, this is never a spell you want to be without! Your target regains 70 HP immediately after the cast, and the amount goes up by 10 HP if you cast at a higher level. This spell’s biggest perk is that you can cast it at a 60 foot range, and it costs nothing.

Heal is not only great for saving an ally’s life, but due to the amount of healing it churns out they are good for mulitiple more rounds. You also do not have to roll for Heal, it automatically does 70 HP. This makes it really stand out against other roll-for-heal spells.

#1: Mass Cure Wounds

When it comes to saving your party from a TPK, however, there is nothing better than Mass Cure Wounds. Despite having to roll to heal, and it not being a huge amount (only 3d8 + your spellcasting modifier), this spell’s perks far outweigh its cons.

Your cleric doesn’t have to be the center of origin for this spell. You can choose any point within 60 feet around you. And from that point a wave of healing spreads out that is a 30 foot radius sphere. That’s an incredible 60 foot diameter circle of healing! Unless your party is extremely spread out, it’s hard to miss anyone with that spell.

It is a 5th level spell, and healing increases by 1d8 for each slot cast above that level. If you roll high, you could be healing each party member by 24 HP + your spellcasting modifier. But even if it is much lower, the main benefit of this is the ability to heal everyone at once. It is a party saver and should always be prepared. We definitely know from experience in our own game when we had everyone unconscious, and only a lucky Death Save got the party’s cleric up in time to cast this.

Honorable Mention: Mass Heal

The reason Mass Heal did not make our top five list is because it’s a 9th level spell. Unfortunately, many D&D campaigns either don’t last until the cleric is level 17, or the campaign is completed by then. But with its ability to dispense 700 points of healing divided across any creature within 60 feet of the caster, this is the heavy hitter of healing. In addition to the hit points, it also ends any disease and effect making targets blind or deaf.