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Aelx's Bombastic Oddities
by Kevin [Verified Purchaser] Date Added: 01/29/2024 17:26:19

A very handy supplement! A joy to read and very helpful for building NPCs in my homebrew campaign. A great breakdown of archetypes with advice to guide building out your own NPCs. Lots of fun tables for Trinkets, Curses, mishaps and other stuff. Great quality on the physical book too!



Rating:
[5 of 5 Stars!]
Aelx's Bombastic Oddities
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Aelx's Bombastic Oddities
by Benjamin [Verified Purchaser] Date Added: 11/09/2023 17:18:57

Aelx's Bombastic Oddities is a love letter to the DM/GM's of the world. From helping you develop your world, deities, or NPCs this book takes the time to help you ask "Why?" instead of "How?"

Along with a extensive list of charts and tables, this is a great addition for anyone interested in running TTRPGs and creating a world that is both interesting and expansive. Your players will appreciate the finer details and depth of story that this book can help you to create.



Rating:
[5 of 5 Stars!]
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Extraordinary Expeditions: Far Touched
by Matt T. [Verified Purchaser] Date Added: 03/14/2023 16:59:58

A short, simple but thematic and well written one shot.



Rating:
[4 of 5 Stars!]
Extraordinary Expeditions: Far Touched
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Extraordinary Expeditions
by Robert R. [Verified Purchaser] Date Added: 06/06/2022 04:25:31

Okay, honest review of Crit Academy’s Extraordinary Expeditions, I like it overall. The adventures are described well enough that a DM has plenty of room to improvise and give a great rundown for an adventure. The new class additions are well thought out and will make fun additions to what players can pick from. The new ranger looks like it might be fun with its new traps. The only issue I have is one of the adventures give a red dragon egg as an option to the players, but that is just my gripe. I would defiantly say any DM should add this to their collection!



Rating:
[5 of 5 Stars!]
Extraordinary Expeditions
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Capes and Crooks: A 5e Superhero RPG
by Ian W. [Verified Purchaser] Date Added: 01/22/2022 05:59:04

I had a blast playtesting this game with my fellow crew at Crit Academy. The variety of character options is awesome and even when players end up playing the same custom class for this game you can easily end up with something very different. Get a good group together and you can have a great time.The fact that it is based off of DND 5e helps speed up the introduction process and makes it that much easier for people to jump in a super hero style game. The fact that many abilties, namely what were traditionally cantrips in 5e, naturally evolve as you level up is a very nice touch as well.



Rating:
[5 of 5 Stars!]
Capes and Crooks: A 5e Superhero RPG
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Capes and Crooks: A 5e Superhero RPG
by Elliana E. [Verified Purchaser] Date Added: 01/19/2022 21:11:13

As a playtester for this game, the character creation system is the most fun and versatile I have ever used before, and there is plenty of possibility to go beyond the superhero genre with it, as well. Basing it off of the D&D 5e system makes it really easy to get right into without learning a whole new system. It is so much fun, and I was able to create a character that didn't feel locked to how the game developers imagined any archetypes to be. As a DM, I look forward to running this system with my players!

Additional disclaimer: I had a minor role in fleshing out some descriptions for parts of this product, although I had no hand in creating any of the mechanics. My opinions remain my own, and I do not directly benefit from the the success or failure of this product.



Rating:
[5 of 5 Stars!]
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Extraordinary Expeditions: Far Touched
by Ian W. [Verified Purchaser] Date Added: 10/15/2021 17:54:47

Overall an excellent self contained adventure that gives more than a few options for both players and DMs.



Rating:
[5 of 5 Stars!]
Extraordinary Expeditions: Far Touched
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Extraordinary Expeditions: Far Touched
by Brandon G. [Verified Purchaser] Date Added: 10/04/2021 18:25:14

It's wellwritten. I think my favorite thing is the black and white art. especially the maps. the use of other world creatures is a fresh take on monsters. love it!



Rating:
[5 of 5 Stars!]
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Adventurer's Bundle: Player Options
by Nathan H. [Verified Purchaser] Date Added: 09/17/2021 21:38:34

Overall, this is a great product that I definitely recommend picking up. The subclasses and new races seem like a lot of fun and would be a welcome addition to any game. There are a handful of typos or verbiage inconsistencies compared to a WotC product, but aside from the few exceptions I mention below, that doesn't hinder my comprehension or enjoyment of the products.

Ranger Bladedancer: 4/5 A nicely rounded subclass. It doesn't seem too powerful and adds some nice options to a class that so many people think is lacking. A couple small critiques: the bladedancer doesn't have any non-combat features, which is different from most subclasses. The formatting is also a little confusing, because half of the Dances are listed before the main subclass, and half after. I'd prefer seeing the dances all together in a single list instead of splitting them into two groups.

Druid Circle of the River: 5/5 A really clever subclass with a great blend of combat and utility features, and a creative new way to enhance your wild shapes. This gives a druid a lot of fine control over their wild shape abilities, and although your wild shape CR isn't as potent as a Moon Druid's, this subclass feels just as good at tanking and perhaps even better at savaging your enemies!

Wizard School of Binding: 4/5 This is a very cool concept, borrowing from some of the Ranger Beastmaster mechanics but taking on a more wizard-y flavor. There is one significant mechanical snag, however. The 6th- and 10th-level abilities allow you to “learn” new spells, but they don’t count against the number of spells you know. Wizards “know” spells in a different way than most spellcasting classes: “Your spellbook is the repository of the wizard spells you know” (PH 114). However, you prepare only a certain number of spells each day, dependent upon your Wizard level + your INT mod. Do these spells count as always prepared without counting against the number of spells you can prepare? Or do you still have to prepare them? Are they physically in your spellbook when you learn these spells, or do you innately learn them without having to write them down?

My best guess is that the school of binding wizard would intuitively know these spells without having to scribe them, and they are always prepared/don’t count against the number of prepared spells. Authorial intent as to whether this is the case should be specified within the text of these abilities, though.

Fighter Skybreaker Archetype: 4/5 The flavoring is extremely strong and well-thought-out in this subclass. As a regular listener to the Crit Academy podcast, I know that this subclass is based on the Stormlight Archive, and in the flavor, heraldic signs, and instructors, I see many of Sanderson's fingerprints in the backstroy of the class. Very nicely done!

The subclass's mechanics are also really solid and look like a ton of fun to play.

I do think you should absolutely cite Brandon Sanderson as inspiration, though, because his name and mention of the Stormlight Archive did not appear anywhere in the supplement (not even in the credits) which could be construed as derivative plagairism.

Cleric Warmind Domain: 4/5 Thematically, this is a fun idea, and mechanically this subclass offers some really interesting options for the cleric. The channel divinity that allows you to turn living humanoids as you would undead is pretty powerful, but likely not game-breaking.

Aside from a few typos, the only real problem with the subclass is the 6th-level ability. Its wording is very ambiguous. First, it says "when you cast an abjuration spell of 1st level or higher, you can simultaneously redirect some of the psionic energy used to create a psionic barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your cleric level + your Wisdom modifier." Later in the same ability, however, it says "Whenever you cast an abjuration spell of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the spell." Basically, as it's written, the ability has a really fun and useful premise but the wording is a bit amgibuous.

Werecat Race: 5/5 This is a fantastic race! It's fun, flavorful, and can easily be tweaked and adapted to a number of different races for homebrew worlds. I would very highly recommend buying it and reading over it. I'm all but certain you'll get good use out of it in your games in one form or another.



Rating:
[4 of 5 Stars!]
Adventurer's Bundle: Player Options
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Memorable Monsters
by Aelx B. [Verified Purchaser] Date Added: 07/07/2021 12:33:46

the mosters are 10/10 don't get me wrong, but every single monster in here has a section of what motive they might have, how you could use them in a DnD game, and so freaking many options for ways to build a whole arch around someone! They really did a good job of giving the DM just what she needs while allow her to be creative



Rating:
[5 of 5 Stars!]
Memorable Monsters
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Witiker's Well of Wondrous Magic Items
by Victor N. [Verified Purchaser] Date Added: 05/15/2021 18:01:20

I love collections of random generators for building items, characters, and locations, so I was looking forward to this pdf. Overall I'm pretty pleased with it - there are lots of interesting magical features you can mix and match to create interesting and unique magic items. You will likely want to pick and choose some of the feature combinations manually, as many of the the random combinations wont make sense.

The updated pdf which appears here is searchable, which is much nicer than the original version which was image based. I'm still hoping for a printer-friendly version, though.

There are a few spelling errors, which I'll let slide, but more annoying are the gaps or overlaps in the numbering of the d100 tables.

The most odd part of the document is the potion building section. While I like the idea of potions with added effectiveness or unexpected side effects, it doesn't make sense to me to add extra features to standard healing potions. For instance, why would you want a healing potion that also lets you walk on water? Seems like there's not a lot of overlap in potential use cases there, and you wouldn't want to waste one feature just to gain the other. Or how about a poison potion that cures the "poisoned" condition?

For potion building I would probably ignore the base healing effects of the potion and just combine the prefixes and suffixes in interesting ways.



Rating:
[4 of 5 Stars!]
Witiker's Well of Wondrous Magic Items
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Adventurer's Bundle: Player Options
by Michael R. [Verified Purchaser] Date Added: 05/03/2021 11:35:36

I'm a huge fan of Circle of the River druid and School of Binding wizard - very interesting and unique concepts. Overall great package - Thank you!



Rating:
[5 of 5 Stars!]
Adventurer's Bundle: Player Options
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Creator Reply:
Glad you like it Michael. Thank you so much for taking the time to review our product. Each review goes a long way. :)
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