Shove in D&D 5e: The Attack Most Tables Get Wrong
Shove 5e is a free melee attack most tables forget they have, and the two tables that remember it usually run it wrong. Here's the actual rule.
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Shove 5e is a free melee attack most tables forget they have, and the two tables that remember it usually run it wrong. Here's the actual rule.

Two-weapon fighting 5e lets you attack twice for one action, but most tables add a damage bonus to the second hit that the base rule never grants. Here's the exact rule and the fix.

The prone condition in D&D 5e isn't a melee-vs-ranged rule. It's a distance rule, and the difference changes how reach weapons and close-range shots actually resolve.

10 anime one-shot ideas across shonen, isekai, mecha, magical girl, and dark anime - premises, party sizes, and tips for running each one tonight.
Carrying capacity 5e is Strength times 15, and almost no table enforces it. Here's the real math, when it actually matters, and why it keeps getting skipped.

Oath of Devotion is the clearest, most classic Paladin build in 5e. Here's the optimal ability scores, race picks, and how Sacred Weapon timing shines under an AI Game Master.

Counterspell 5e sounds simple until it hits the table: what you're allowed to know before you cast it, how upcasting actually works, and whether a counterspell can itself be countered.

Advantage and disadvantage 5e never stack, even with three sources on the same roll. Here's the exact rule, why one of each cancels out, and why tables keep arguing anyway.

Aasimar pairs Charisma-friendly racial traits with a once-per-long-rest transformation and a built-in heal. Here's how the traits work, which subrace to pick, and how to build one with an AI Game Master.

10 fairy tale one-shot ideas built on bargains, trials, and taboos - no homebrew setting bible required. Premises, party sizes, and tips for running each one.

Every Enchantment spell worth preparing in D&D 5e, ranked from useful to encounter-ending. Suggestion, Hold Monster, Dominate Person, and the rest of the school of the mind.

Every Transmutation spell worth preparing in D&D 5e, ranked from situational to game-breaking. Haste, Polymorph, Fly, and the rest of the school of change.