<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Topics tagged with dndnext]]></title><description><![CDATA[A list of topics that have been tagged with dndnext]]></description><link>https://board.circlewithadot.net/tags/dndnext</link><generator>RSS for Node</generator><lastBuildDate>Sat, 30 May 2026 11:05:08 GMT</lastBuildDate><atom:link href="https://board.circlewithadot.net/tags/dndnext.rss" rel="self" type="application/rss+xml"/><pubDate>Invalid Date</pubDate><ttl>60</ttl><item><title><![CDATA[Is &quot;Pass without Trace&quot; overpowered?]]></title><description><![CDATA[Is it just me, or is the "Pass without Trace" spell widely overpowered?
I mean, D&amp;D 5E is generally constructed in a way that even small bonuses to rolls make a huge difference. Proficiency bonuses start with  +2 and rise to a maximum of +6, while magical weapons give a maximum of +3.
So what in Avernus possessed the designers to allow a second-level spell to give a whooping +10 to Dexterity (Stealth) checks? For a group, no less (as long as they stick close to each other)? This is going to be extremely hard for guards and lookouts to match.
]]></description><link>https://board.circlewithadot.net/topic/a0194b09-32c4-4b8a-85f8-64380978c429/is-pass-without-trace-overpowered</link><guid isPermaLink="true">https://board.circlewithadot.net/topic/a0194b09-32c4-4b8a-85f8-64380978c429/is-pass-without-trace-overpowered</guid><dc:creator><![CDATA[juergen_hubert@ttrpg.network]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Help me detail a Thieves&#x27; Guild hideout!]]></title><description><![CDATA[@juergen_hubert one idea, with the drugs and traps,  it's if there's one relatively cheap that can be aerosolized, it would make a great temporary insanity/ stun style trap (save against getting high....).  The idea being to neutralize them so they can be captured easily without a fight.  Seems to me a thieves guild wouldn't want lethal traps (dead adventurers bring too much attention), they'd want a trap and release, probably with erased memories or into a situation that puts their veracity/ reliability in doubt, so that any attempts to reveal the location of the thieves to authorities would be ruined.  Closer in, for instance,  might be traps designed to permanently alter intellect/ ability (drop intelligence points by causing brain damage that takes a serious healer to fix), or inflicting synesthesia (mixing up senses to where you hear color and smell sound, etc), or dysarthia (garbled/ slurred speech caused by muscle paralysis/ damage, they'd appear to be drunk). And if any of the adventurers would be a good fit, try recruiting them ("you made it all the way here, that's incredible,  we're looking for people Just Like You. You can go into dungeons and bring back loot for the guild, and in return you get Benefits XYZ...", and maybe the new recruits take a turn monitoring these traps for other adventurers now and again, which could be fun for the GM and also awkward as heck for the players...)Yes.  I'm very mean.  Comes from being a writer.  ]]></description><link>https://board.circlewithadot.net/topic/bb43f6ea-8c79-4d8e-8eea-05580f5a2cea/help-me-detail-a-thieves-guild-hideout</link><guid isPermaLink="true">https://board.circlewithadot.net/topic/bb43f6ea-8c79-4d8e-8eea-05580f5a2cea/help-me-detail-a-thieves-guild-hideout</guid><dc:creator><![CDATA[lionesslady@mindly.social]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>