So if you’re a dm like me, you probably want to be relatively skilled in some typical fantasy accents for your game to make things feel that much more real. So i’ve decided to throw together a little master post of “how to” videos on some various accents. This is mostly for my own reference, but if you’d like to save this for yourself too, go right ahead. Feel free to add on to this, as well!
D&D story time.
I was running the first sesson of a new campaign. Everyone starting at level 1. We had an Elf Druid, a Half Elf ranger, a Dragonborn Sorcerer, and a Tiefling Rouge. As the party was going through introductions,
5'2 90 lb. Tiefling “I don’t like to be touched.”
6'3 250 lb. Dragonborn “I pat her on the head.”
Tiefling “I bite his hand”
Ok so you bite his hand… roll to hit
Roll 1d4 damage…?
Rolls 4 doubles to 8
Dragonborn sorcerer only has 8 hp.
Ok so you bite his hand off and he is now bleeding out.
No one has any healing pots or magic. All level 1 charactors.
Dragonborn rolls 3 on death save.
Next save Nat 1.
If you’ve read Xanathar’s Guide to Everything, you probably know what Primal Savagery is. If you haven’t, worry not! It’s a Druid cantrip that allows the Druid to grow claws or fangs and attack with them as a melee spell attack. Neat, right? It deals 1d10 acid, and scales with level.
Here, here’s the exact spell. (Shhhh)
But my point isn’t to tell you it’s cool. My point is the same point I made when I talked about shields and staffs for Druids.
Yes, that’s right. You can reflavor it!
For starters, it never says what type of teeth. You could grow saber-tooth cat teeth, wolf teeth, snake fangs, or a full set of shark teeth. That’s pretty neat in and of itself. There’s technically nothing stopping you from making corrosive horns, tusks, or antlers, too.
But, what’s stopping you from changing it up more? You don’t need to have sharp fingernails. You could technically have bird talons. Heck, you could have them on your feet!
What if we want to really go for unique? Well, you could reflavor it as quills growing from your arms that you can attack with (presumably by taking swings at people, though melee-range quill shooting is an option).
But it’s acid damage, right? Yep! You know what else can be acid-like? Venom! You could look entirely normal, but jab a thumb into someone. Bam! A stinger comes out of your finger. It’s far-fetched compared to some of the other ones, but hey. It could work. So could mantis arms, for the record (even though it’s a bit of a bigger physical change).
Now, if your character has a tail (like a tiefling or lizardfolk) you could potentially grow barbs on it and smack people.
While the spell is themed off of animals, you could probably make it work for plants, too! The caster could potentially grow thorns, or their hands could become fly-trap-like.
The players all are told to create mid level druids with animal companions. After creating their characters have all of the druids be kidnapped and the players must rescue them as their animal companions.
Hotlinks to all Tables: A complete list of every trinket table for quicker access compared to scrolling through the entire blog or sifting through the archive. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 59 full d100 tables.
-Minor Magical Items: Semi useful magical objects (If not always useful to an adventurer) that have little to no drawbacks associated with their use and are perfect for low level characters.
-Unique Weapons: Blades, bludgeons and
bows of all shapes, sizes and mysterious backgrounds. Distinctive
weapons that can serve as the basis for family heirlooms, legendary
artifacts and magical or masterwork weapons.
-Masterwork Weapon Bonuses: A variety
of weapon improvements, enhancements and modifications created though
superior craftsmanship. These masterpieces are more powerful than
ordinary weapons but in most cases would not be considered “magic”
or “+1” weapons.
-Trinkets, Rings: Enough rings and
bands to wear three on every finger and toe while still having dozens
to spare. These small circular pieces of
gems, metal, wood or bone always add more to the story than the sum
of their parts.
Pendants, amulets, lockets, chokers and other “Neck Slot” jewelry that grant an immediate glance into
the bearer’s personality, wealth, rank or social class and often
serves as an iconic part of that character’s look. While a locked
metal torque can instantly mark the bearer a penniless slave and a
string of lustrous pearls mark their owner a flauntingly wealthy
noble, so can an adventurer’s necklace mark them as a creature to
bestow quests upon.
-Trinkets, Worthless: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
-All Reference Tables: When a trinket calls for a Random Weapon, Random Color or Random Godly Domain and you can’t think of one offhand, just go here and either roll a die or select one of your own choosing.