Initiative Dungeons & Dragons
TTRPGs

Why you Shouldn’t Rely on Initiative

We share our tips for running TTRPG scenarios without focusing on Initiative.

Initiative is a concept in games like Dungeons & Dragons that decides who acts when in combat. Players and enemies roll a d20 and add their Dexterity then a fight begins. It works well but it isn’t something we’ve come to rely on and neither should you.

Frankly, Initiative can bog down a game. Fights can take hours whereas traveling from point A to point B can take a manner of minutes. Not only does opting not to use Initiatve speed things up it allows everyone at the table to pay more attention. By not knowing when they are up, they may not dissappear into their phone. It’s a great way to ensure everyone, including the dungeon master, pays attention and is engaged.

Streamline Encounters

Fights tend to take a bit of time. Player turns can be lengthy and other players may tune out while it isn’t their turn. The next time you have an encounter try forgoing Initiatve altogether. Instead, narrate what is happening and ask the players what they want their characters to do. It’s best to still stick with standard action economy – action, bonus action, move, reaction – but instead of acting in turn, they act after the enemy does their action.

For instance, if the group is up against a villain who is trying to get away with an artifact. Rather then go into Initiative, have them grab it as an action then run away. Then ask the players what they want to do. By not being in Initiative, they may think differently and not necessarily jump to fight mode.

Fluid Interactions

Asking players what they want to do gives them more freedom. They don’t necessarily have to worry about waiting for another player to act before they do. No one is tied down by an order. As long as they act after the enemy or opposing force.

It’s a great time for players to try new things as well. Not being restrained by Initiative can open up some new opporunities in working together and thinking of unique ways to handle situations. It’s an idea that can really change the flow of any session and make encounters more freeing and cinematic.


Initiative Shouldn’t Mean Combat

The definition of Initiative according to the Player’s Handbook states,

“Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order.”

Saying ‘roll for Initiative’ may cause players to automatically think they should engage instant kill mode. That shouldn’t always be the case.

Cinematic Feel

When you break away from thinking of Initiative as strictly combat you start to see everything in a more cinematic view. Action movies all have intense scenes but think about all of the stuff that happens. They are generally more than just fast punches, swift kicks, car chases, and bullets. Villains monologue and characters react. Everything is so alive. By using these alternate rules, you can make more engaging encounters that don’t end in a blood bath. Why you Shouldn’t Rely on Initiative


Lord of the Rings Magic the Gathering
TTRPGs

What to Expect from the Magic: The Gathering Lord of the Rings Crossover

We create a few cards we think would make perfect additions to the Lord of the Rings Magic: The Gathering card set.

We are rather fond of Lord of the Rings and watch it a few times throughout the year. We also recently got back into Magic: The Gathering with the release of the Dungeons & Dragons: Forgotten Realms set. As storytellers and game designers, we’ve also created our own board games and thought we’d try our hand at making a few Magic cards for the future Lord of the Rings set.

Magic includes Lands, Artifacts, Creatures, Sorcery, Planeswalkers, Instants, and Enchantments. We’re going to talk about four of these that have been on our minds ever since the announcement at Magic Showcase 2021.

Lord of the Rings

Planeswalker: Gandalf the Grey

Gandalf the Grey

Mana Cost: 2 Plains, 2 colorless

First Ability +1: Place a +1/+1 counter on Gandalf.

Second Ability – X: Counters act as hobbits or dwarves. Subtract counters to reduce damage to life points or Gandalf.

Third Ability – 7: Create an artifact creature token that is either a dwarf or hobbit. It has “This creature’s power and toughness are each equal to the number of counters on Gandalf .” This creature has first strike and lifelink.

Enchantment: The Fellowship

Mana Cost: 1 Plains, 1 Mountain, 1 Forest, 1 Island, 1 Swamp, 1 colorless

Ability: Enchant creature gets +X /+X per named creature you control. Enchanted creature has vigilance as long as you control all members of the Fellowship.

Lord of the Rings

Creature: Gollum

Mana Cost: 3 Mountain

Gollum is a +4/+1 creature with first strike and vigilance.

Artifact: The One Ring

Mana Cost: 5 Colorless

Attach Cost: 2 colorless

Ability: The One Ring has shroud.

Once attached to a creature, they too gain shroud.


Lord of the Rings
Uncategorized

One Card to Rule Them All, Lord of the Rings Coming to Magic: The Gathering

We discuss some big fantasy news of the week as Magic: The Gathering announced it is making a Lord of the Rings card set.

When Magic: The Gathering announced a Dungeons & Dragons set we ordered 500 cards as soon as possible. One of the game makers’ next crossovers is Lord of the Rings and we couldn’t be more excited. Announced during Magic Showcase 2021, the set will release in 2023.

That’s a long way off from now but it gives us time to speculate on what kind of cards will be included. Characters like Gandalf, Galadriel, and Elrond have great potential to be planeswalkers as do Saruman and Sauron. Whereas heroes such as Frodo, Samwise, Gimli, and the rest of the Fellowship would make great legendary creatures.

Gandalf artwork

“It is such a big world. So many stories, so many characters…and the only way we could pull it off was to do a full set.” Said Mark Heggen product architect for Magic the Gathering. “We have these characters with so much backstory and their own personality and their own history and now we get to put them on a Magic card and we want to both be true to their spirit and put a little Magic twist on them.”

The Lord of the Rings: Tales of Middle-earth will also be releasing on MTG Arena and Magic Online.

fantasy comics
Reviews, TTRPGs

Comic Books Fantasy Fans Should Add to their Pull List

We list our favorite fantasy comics fantasy fans should totally check out. From Dungeons & Dragons to Isola and Monstress.


Every Wednesday we like to peruse the latest comic books to hit Comixology and comic stores. As authors, we are always looking to read new books and comics to get us inspired to create. Comic books provide stunning visuals to go along with the story so you get a clearer picture of what is going on. They’re great for light reading and for those who want long story arcs with fully developed characters.

While superhero stories may be the most popular comic book genre, they aren’t the only ones. We much more prefer to sit down with a fantasy comic to fuel our writing for our book and TTRPG series Thread of Souls. Here are seven of our favorite fantasy comic books that we think any fan of fantasy will enjoy.

fantasy comics

1. Dungeons & Dragons: A Darkened Wish

A Darkened Wish follows an adventuring party from level one to level 20. It’s about as close as you can get to translating a game of D&D into a comic book. It is written by B. Dave Walters with art by Tess Fowler.

2. Monstress

Monstress takes place in alternate matriarchal Asia in the 1900s. It’s a dark and gritty story of gods, magic, and war. It follows Maika Halfwolf as she struggles to survive in the war-torn world and her mysterious link with a powerful monster that acts as her missing arm. Monstress is written by Marjorie Li with art by Sana Takeda

3. Inkblot

If you’re looking for an entertaining fantasy comic about a cat made out of ink then Inkblot is for you. It’s about a magical cat formed out of a drop of ink that leads characters to adventurers. Some are hilarious while others are full of action. All of them, however, tell a larger story about character growth and development. There are also dragons and mystical creatures. Inkblot is written and drawn by Rusty Gladd and Emma Kubert.

4. Rat Queens

Rat Queens is another example of a TTRPG game transformed into a comic book series. It follows the adventuring party known as the Rat Queens as they take contracts, fight monsters, and get into trouble. It’s a great example of a tabletop game gone of the rails due to its sarcastic but captivating characters and engaging plot. Rat Queens is written by Kurtis J. Wiebe with art by Roc Upchurch and Stjepan Sejic.

5. Isola

Isola was the comic that got me into fantasy comics. The art is pleasing and soothing to look at and is great for inspiring creativity. The story involves Captain of the Guard Rook as she figures out how to reverse a spell on the queen. It’s also inspired by Studio Ghibli and Hayao Miyazaki who understand how to make a great story. Isola is written by Brendon Fletcher and Karl Kerschl with art by MSASSYK and Kersch.

6. Delver

A Comixology original, Delver is about a dungeon magically appearing outside of a small town and the adventurers who dive into it. Some win big while others don’t return. It’s got monsters, creepy caves, and lovable characters. We’re really hoping for a follow-up series. Delver is written by MK Reed and C. Spike Trotman with art by Clive Hawken.

7. Critical Role

The Vox Machina Origins stories are fun and thrilling. The comics are built for avid fans of Critical Role and those just joining the party. If you like rolling dice and role-playing this comic is for you. But it’s also for anyone who enjoys Lord of the Rings. It’s an epic tale of heroes who may not be all that heroic but are still likable in a strange way. Critical Role is written by Matthew Colville and Matthew Mercer with art by Olivia Samson.

Ascension Eternal
Reviews

Ascension: Eternal 10th-Anniversary Board Game Review

A fun, Magic the Gathering-inspired deckbuilding game


We were given a free copy of Ascension: Eternal, in exchange for a fair review. Allย opinions are our own. Ascension: Eternalย was designed by Justin Gary, Rob Dougherty, and Brian Kibler, and is manufactured by UltraPRO.

Ascension: Eternal is a fast-paced blend of Magic the Gathering and action role-playing video game. Each game can be played in as quickly as 20 minutes with two players. Up to six can play with expansions. At first glance, it can appear overwhelming with its large abundance of cards and tokens but it’s actually rather simple in its design. Players build a deck of Heroes and Constructs to be the first to collect the most amount of tokens. It’s all about strategy and playing the battlefield.

Ascension Eternal

Lore

For anyone who is a fan of lore – like us – there is an entire backstory to Ascension. It reads as follows:

Welcome to the world of Vigil. The barrier that protected Vigil from distant realms is collapsing. Samael, the Fallen One, has returned with an army of monsters from beyond. You are one of the legendary warriors capable of protecting Vigil from annihilation, but you cannot do it alone. Recruit mighty heroes and wield powerful constructs to aid you in battle. Each honor and defeat Samael’s forces to save the world!

How to Play

We checked out the 10th-anniversary edition of Ascension Anniversary. The massive box comes with 181 cards – all of which are stunning – and one layout mat to help you keep track of card placement. Each player starts with a deck consisting of 10 identical cards. Cards include either Runes that are used to buy new cards or Power that is used to fight monsters and cultists.

Ascension Eternal
Gamora the cat getting in on the action.

Players draw five cards and use them to gain new Heroes and Constructs or fight Monsters. The original deck grows and expands over time as players gain new Heroes and Constructs. Both cost Runes and help to defeat monsters, draw cards, or grant other boons to gain Honor tokens. Whereas Monster cards can only be defeated by Power and grant you certain abilities upon beating them.

The game ends when the last token is collected. Players then add up all their tokens and Honor points listed on their cards. The one with the most Honor is the winner.

Thoughts

It’s all about knowing what cards you have in your deck and what is out on the field. It’s a strategic game but isn’t complicated in any way. The rules are presented in an easy-to-understand and straightforward way. And the board gives a clear presentation of where cards go and how to set up the game.

There is one major thing we wish were included with the set. The addition of a simple handout for players to keep track of rules would be useful. Ascension is played similarly to Tyrants of the Underdark which does include a guide for each player. Having to pull out the rulebook each time to check what to do can slow down game time.

Ascension Eternal

Another thing is to see who plays first. It’s a pet peeve of ours. Ascension says choose randomly which is fine but there could be a more fun mechanic to see who starts. Other games use fun, quirky mechanics, like ‘the last person who ate a doughnut’ or ‘the oldest or youngest’.

Verdict

Ascension: Eternal is built for fans of Magic the Gather and Dungeons & Dragons. It may look intimidating but can be learned in a short amount of time. Each game can be played quickly as well leaving you plenty of time to play multiple games per night. The cards are beautiful and the lore is engaging and allows players to role-play out moments if they so choose.

We give Ascension: Eternal a 9 on a d10!

Character Flaws
Storytelling

The Ultimate List of 100 Character Flaws

We provide your one-stop list for character flaws, as well as a fun exercise to create dynamic characters!


Creating a character is a difficult task. There are several things to consider from what do they look like, how do they sound, how do they act, and what makes them who they are? All of these things and more should be focused on when building a character. But you should also focus on their weakness or flaws.

These types of traits can be anything from fear, a vice, or failing. They could also be something another character can use against them or hold over their head. It may even be another person. Someone they are afraid to speak with or even see. Whatever it is, characters with weaknesses are more engaging to readers as they are more realistic.

Character Building Exercise: Choose five numbers randomly, or use one of those random number generation tools online. Or roll a d100 five times! Write down those five traits and create a character out of them. Decide how this personality happened. What in the characterโ€™s past caused these traits to form? How do they use them? Do they fully understand them? If there are contradicting ones, what caused this internal battle?

  1. Absent-Minded
  2. Abusive
  3. Anxious
  4. Arrogant
  5. Bashful
  6. Belligerent
  7. Betrayal
  8. Bigmouth
  9. Blunt
  10. Bold
  11. Childish
  12. Clumsy
  13. Compulsive
  14. Covetous
  15. Coward
  16. Crude
  17. Cruel
  18. Curious
  19. Daydream
  20. Deceitful
  21. Disloyal
  22. Driven by Goals
  23. Drunkard
  24. Egotistical
  25. Emotionless
  26. Envious
  27. Fanatical
  28. Fearful
  29. Fickle
  30. Finicky
  31. Flawless
  32. Flirty
  33. Forgetful
  34. Gambling
  35. Gluttony
  36. Greedy
  37. Grumpy
  38. Hubris
  39. Hunted for betraying someone
  40. Ignorant
  41. Immature
  42. Impatient
  43. In Debt
  44. Infamy
  45. Inquisitive
  46. Jealous
  47. Judgmental
  48. Kleptomaniac
  49. Klutz
  50. Lazy
  51. Lewd
  52. Lies
  53. Lustful
  54. Manipulative
  55. Materialistic
  56. Messy
  57. Meek
  58. Mischievous
  59. Naรฏve
  60. Nervous
  61. Nosey
  62. Obsessed
  63. Obsessive
  64. Pacifist
  65. Paranoid
  66. Perfectionist
  67. Pessimistic
  68. Poor Hygiene
  69. Powerless
  70. Predictable
  71. Prideful
  72. Procrastination
  73. Rapacious
  74. Rebellious
  75. Reckless
  76. Remorseless
  77. Rude
  78. Sacrilegious
  79. Sarcastic
  80. Seducer
  81. Selfish
  82. Shallow
  83. Shameful
  84. Showy
  85. Shy
  86. Skeptical
  87. Solemn
  88. Spoiled
  89. Stern in Thought
  90. Stubborn
  91. Superstitious
  92. Suspicious of Others
  93. Swindler
  94. Timid
  95. Too Trusting
  96. Unable to Trust
  97. Unfaithful
  98. Unreliable
  99. Vain
  100. Wrathful
Dragon Age
Storytelling, TTRPGs

How Adding A Neutral Party can Enhance your Story

We look to series like Dragon Age and Pirates of the Caribbean see how adding a third neutral party can help you tell more engaging stories

It’s typical storytelling to follow the protagonist versus the antagonist. But what if there was a third party introduced to the mix? One that got in the way of both others. One with their own agenda. How would that change a story? We’ll use Dragon Age and Pirates of the Caribbean as examples of how you can use a third party to develop your story.

Story Example

The next Dragon Age game may be a ways off but the stories and characters of Thedas span more than just video games. There are several novels and comic books you can sink into until the fourth game’s release. The most recent comic being Dragon Age: Dark Fortress.

SPOILER WARNING: Content may spoil events from the games. You have been warned. We will avoid major spoilers.

Dark Fortress follows fan-favorite character Fenris as he hunts down the son of his former master Danarius. Throughout the three-issue run, we learn that Tevinter mages are creating another powerful warrior like Fenris. It’s something the Qunari aren’t huge fans of either so they show up to put an end to it. Fenris teams up with characters from previous comics and they work together to track down the mages.

Towards the end of the run, events collide and the three groups end up facing off against one another. It’s a story that is familiar to the Dragon Age series and plays out many times throughout. Yet it never feels overused: Quanri vs

Things are going rather well for the protagonist when all of the sudden, the Qunari arrive and they have to rethink their strategy.

How You Can Adapt it

It’s an example that can be used in any TTRPG or novel for that matter. It is a great way to increase tension and build lore in your world as well. Your characters may think they are the only ones hunting down a specific enemy, item, or person but what if they weren’t? Perhaps a third party shows up at inconvenient moments to get in their way. Plots like this are a great way to develop your story and add suspense and action to the mix.

Just when the characters think they’ve got the upper hand, the third party comes in and trips them up. This third group can be evil, good, or neutral. Their motivations can vary from stopping the other two parties, stopping one party, or just adding a little chaos.

Take the fourth Pirates of the Caribbean movie for example. On Stranger Tides follows Spanish and English soldiers as they search for the Fountain of Youth. The third party consists of Jack Sparrow and the crew of the Queen Anne’s Revenge. The climax sees English troops fighting the pirates over control of the fountain before Spanish soldiers arrive and destroy it. After their task is done, they just walk away without fighting anyone.

Introducing a third party to the story can change the flow of the narrative. It’s interesting, adds detail to your world, and gives your payers a reason to think of new ways to handle situations. Although, don’t overdo it.

So, give it a shot the next time your characters are after the BBEG or magical artifact. You never know how it will change your story and keep everyone on their toes.

Forbidden Lands
Reviews, TTRPGs

Forbidden Lands Tabletop RPG Review

A land torn asunder by war, famine, and corruption. Through many years of hardship, the people step from their homes to discover a new life. The once mysterious Blood Mist slowly evaporates from the earth, and demons linger throughout the mountains. This is the world of the Forbidden Lands.

A dwarf minstrel, elf fighter, goblin sorcerer, and human peddler approach a small quaint village by the river. A guard gazes lazily at them as they pass by the fortified wooden gate. These aren’t typical adventurers, they are rogues and raiders trying to make a living in a dangerous world.

Forbidden Lands is a tabletop role-playing game from Free League Publishing. It’s a twist on other popular RPG titles where the players aren’t necessarily the heroes of the campaign, but instead are simply trying to survive any way they can.

The mythos and lore of Forbidden Lands is well thought out and detailed. The gods brought their people to a new land and discovered it wasn’t as peaceful as they had hoped. Wars erupted and fighting spread throughout the world. Then a terrible mist appeared and killed everything it touched. Eventually, the mist vanished but the world was changed and portions of it still linger throughout waiting to be discovered by would-be adventures hoping to become a legend.

Legends

Speaking of legends, Legends are how the players learn about the world and its people. They are also a way for them to gain experience. Instead of a player not knowing who an NPC is, the game masters might have the characters hear about a legend from NPCs, maps, or notes they find during their adventure. Or before they encounter an area of the person, they roll a die to find out what they know.

Stronghold

Another aspect of Forbidden Lands is the Stronghold. Over time the characters will have made a name for themselves and if they live long enough, they will gain access to their own stronghold. The Forbidden Lands are dangerous and full of deadly creatures, and the characters will need a place to rest. Strongholds are a home base for characters to regroup and restock after returning from an adventure.

However, they are not always safe. The rules contain several random encounters to use when the characters are resting inside their stronghold. Peace is hard to come by in this world and that’s what makes it exciting.

Cultures and Kin

Forbidden Lands contains many cultures called Kin. They range from Human, Elf, Half-Elf, Dwarf, Halfling, Orc, Wolfkin, Goblin. Each one can then choose a profession or class ranging from Druid, Fighter, Hunter, Minstrel, Peddler, Rider, Rogue, or Sorcerer.

There are also skills and abilities based on Attributes. Your character’s physical and mental capabilities are measured in attributes. They are broken down into four categories: Strength, Agility, Wits, and Empathy.

Player Characters

Dark Secret. Akin to Dungeons & Dragons Flaws are Dark Secrets. A Dark Secret is something you did in the past that you don’t want anyone else to know about. It is one of the most valuable resources the game master can pull from when deciding future plot points for your character.

Consumables. In Forbidden Lands, keeping track of consumable items such as food, water, and arrows is an important aspect of exploring. These are tracked by a d6, d8, and d12. Once eating a ration or loosing an arrow, you roll the specific dice and if a 1 or 2 appears you lower the dice to the lower amount – d12 to d10 and so on. After rolling a 1 or 2 on a d6, you run out of whatever it is you used and have to buy more.

It’s actually an engaging way to keep track of your items. Instead of worrying about how many arrows or bolts you have in a given day, you just roll the dice to decide.

Reputation. Being recognized in the Forbidden Lands is something to keep track of as well. Whether you successfully looted an ancient crypt or angered the village leader, your name could get out and reach the ears of powerful people.

This mechanic works by having the player with the highest reputation roll a d6 when they reach a town or interact with an NPC. A 6 means you have made a name for yourself and that person or town knows you, however, if it’s good or bad is up to the deeds you have done. This also works in reverse and the players can roll d6 to determine if they’ve heard of an NPC.

It Takes a d6

Instead of relying on a d20 like D&D, Forbidden Lands can be played entirely with a d6. Weapons and gear have attributes of their own you add or subtract from skills and attacks. You roll to attack and for skills but the damage is calculated by characters four Attributes. You can also go one step further and push any roll for added success or failure.

If you fail a roll and choose to push it you add dice according to certain skills and abilities and roll again. But failing could result in an even worse result than the original roll. While success means you achieve an even cooler result and perhaps do more damage.

Verdict

Forbidden Lands is one of the most innovative and engaging TTRPGs around. It’s fast-paced and full of history. Exploring feels rewarding and interacting with NPCs and adventure sites is intriguing and exciting. The whole thing can even be played at random without any planning so both the game master and players aren’t aware of what’s going to happen. Forbidden Lands is built for storytellers and fantasy lovers who enjoy diving into the unknown and uncovering new mysteries.

Forbidden Lands is recommended for fantasy fans! It is thrilling, detailed, and full of wonderful and dreadful encounters We give it a 9 on a d10.

Clicking the image will take you to the product on Amazon

We received a free copy of Forbidden Lands in exchange for a fair and honest review. All opinions are our own. 

Symbaroum
TTRPGs

Tabletop Games Deserving of a Video Game Series

We take a look at tabletop role-playing games that would great make video games

Symbaroum

Symbaroum from Free League Publishing is a dark fantasy setting full of intrigue and mystery. The land is dangerous and full of undead, creatures, loot, and adventure. The main area players explore is the forest of Davokar. It’s mainly uncharted and is a great area full of potential quests. One aspect of Symbaroum is based around exploring and characters must purchase a license to venture into the forest.

The video game could be either an RPG or a real-time strategy game. The RPG would be similar to Baldur’s Gate and Solasta where you take a party of four to six and explore the forest. The main quest may involve searching for a forgotten city, finding a missing warrior who ventured out before you and, or destroying an artifact that is bringing destruction to the land.

While the RTS could work by having you take control of the adventuring guild and hiring adventures to go into the forest. All while you construct a town and keep up its resources.

Forbidden Lands

Forbidden Lands, also from Free League, is more similar to Pathfinder. While there is a Pathfinder video game, we feel Forbidden Lands would make a far better one. Its world is rich and detailed with history. The gods fled their previous land and ventured into a new one, hence the name. The new region saw war and greed and is covered in a terrible mist called the Blood Mist.

The mist corrupts and kills anyone who steps foot in it, spawns monsters, and is even alive if some believe the rumors. There are several factions and established characters within the world that can make random appearances from time to time to surprise the party. Like the Rust Brothers or a walking set of armor possessed by the soul of a forgotten warrior.

A video game would be fantastic and we could see it being a hack-and-slash like The Legend of Zelda: Age of Calamity. But it would be perfect as a turn-based RPG, too.

D&D
TTRPGs

The Best D&D Non-Combat Druid Spells

We look at the top spells from a druid’s list that are essential to prepare, even though they don’t do damage!


Druids in D&D are such a flexible class. They can transform into animals or elementals. They can focus on devastating damage, restorative healing, or environment manipulation. Whatever way you choose to play your druid character is valid and fantastic for the type of story you are telling. But for this article, we are going to take a look at our picks for the top non-combat (and non-healing) druid spells that are great to prepare each game!


Heat Metal (2nd)

Heat metal is one of those spells that you don’t think about it until you need it. And then it is essential. You are able to transmit fire damage to an object for one minute, but its utility goes beyond that. You can use it to destroy locks, open doors, bend prison bars, and damage equipment. This makes it extremely useful for non-combat explorative and intrigue situations. And since it is only a second level spell, you can cast it at higher levels for really dense metal that you need to destroy.

Conjure Animals (3rd)

Sure, it is useful to have animal helpers in combat, by why limit this spell just for that? Do you need to transport a group a long distance? Summon eight giant owls. Do you need to search for something missing? Summon some hounds. These conjured animals can be used to dig tunnels, cause distractions, or fetch items. And if another D&D player has Speak With Animals or Beast Sense prepared, these animals can be used for reconnaissance, as well.

Speak With Plants (3rd)

This D&D spell is excellent for information-gathering. Sure, the intelligence of plants is rather low. But if your questions are phrased simply enough, there is no end to the type of intel you can learn about the location, who passed by, or what events could be going on. While this spell comes to mind the most in the wilderness, don’t forget the house garden of a villainous character can be just as helpful!

Commune With Nature (5th)

This spell has so many great applications. Where it really shines is helping a D&D party uncover secrets in unfamiliar territory. Are you searching for a hidden pond? Looking for a secret city? Trying to find a tunnel through a mountain? Or searching for an interplanar monster? Commune With Nature can help with all of these! The best thing about this spell is that it is a ritual, so you don’t have to worry about using up valuable 5th-level spell slots.

Transport Via Plants (6th)

When it comes to getting around quickly in the world, Transport Via Plants is a must. When your party gets to upper levels, the game typically shifts focus away from the every day dangers of traveling and more to the quest at hand, usually on a “world saving” scope. And to help your character focus on their next challenge, and getting quickly to a destination, this spell is fantastic. Since the druid still has to be familiar with a location, it keeps a challenge present and makes the spell not an easy fix for every situation.

Wind Walk (6th)

Despite competing for a spell slot with Transport Via Plants, we still want to name Wind Walk as a top non-combat spell. It is great for quick travel in locations with no trees, or for places the druid is unfamiliar with. It also makes sneaking through large locations more viable. If done correctly, this is not game-breaking. The D&D party still has to be physical to interact with anything, and this transformation takes a full minute. At the level that 6th-level spells become available, the party should not be really encountering dungeons that have no value other than getting from point A to point B, anyway. But if your party is trying to find a hidden chamber in a city of enemies, this spell makes for more dynamic exploration.

Animal Shapes (8th)

This spell is great to overcome a variety of challenges. Does your party need to fly somewhere? Swim deep into the ocean? Burrow underground? Blend in with the local farm animals? This spell is as useful as it is fun, bringing a levity to the often stressful situations parties at level 15+ can encounter.