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Tabletop Roleplaying Games

The newest UA material looks to me like it’s going to be a blast! In Subclasses04, we get two new archetypes: the College of Spirits for the Bard and the Undead Patron for the Warlock. WotC seemed to be in a thematic mood for this one (maybe because of the release of their updated Curse of Strahd campaign?). Both of these archetypes have to do with the (un)dead. Follow along in the document as we take a look at these spooky new options.
So, you can’t handle just being the badass of one class huh? You’re the kind of person who can’t settle on just one flavor of ice cream right? I know what you’re going to say. “But oh wise one! All of the classes are so cool! How can I pick only one?”  Well thank you, I know I’m wise.
D&D 5e is about to celebrate its sixth birthday! With all the momentum that the hobby has gained in recent years, it seems like the system has been around much longer. Wizards of the Coast has done a fantastic job of continually supporting players with free content, mainly in the form of Unearthed Arcana playtest material. Much of this material is eventually finalized and compiled in books like Sword Coast Adventurer’s Guide and Xanathar’s Guide to Everything. But there’s still a lot of material out there. In this article, we’ll take a look at some UA content that makes me feel refreshed and excited to keep playing with this system
Almost every tabletop roleplaying group adds some form of House Rules to their game. On the other hand, organized play such as you might find in D&D Adventurers League needs to run without extra or altered rules in order to make the game accessible to the widest number of people. If you prefer the latter type of games, you probably won’t find this article very applicable. However, I think the majority of us in the TRPG scene benefit from having at least some House Rules. These additions or slight changes to the Rules as Written (RaW) can help the group settle common disagreements or reconcile different playstyles before major problems arise
Did you find a mysterious object or stumble into a situation that led to you being contacted by some kind of otherworldly being? Did they offer to give you arcane abilities in exchange for something of their choice? Did you go from average village person #7 to total BAMF overnight? Well if you answered yes to all of the above, congratulations traveler you just became a warlock. 
One-shots can be a little polarizing in my experience. Players and GMs who like long, complex plots or rich character development, one-shots are going to be found wanting. On the other hand, some players love rolling up new characters all the time and/or testing out cool character builds, etc. One-shots are remarkably well-suited to the latter type of player. If a character concept doesn’t work out as expected, once the session is over, the player can tweak or shelve that character without a fuss.