GM Reference
Practical D&D 5e guidance for encounter pacing, creature pressure, rests, and running a table cleanly from the SRD-facing side of the site. Player-facing fundamentals stay in the Rules Reference.
Encounter Design
Advice for building fights that respect action economy, rest pacing, objectives, terrain, and party resources without drifting away from the rules as written.
Encounter DesignCreating NPCs
Guidance for building serviceable NPCs, deciding what needs a full stat block, and keeping support cast useful without overbuilding them.
Creating NPCsChases & Travel Scenes
Pursuits, journeys, ship scenes, and planar movement are all visible here now so the GM lane reflects the full shape of encounter-side prep.
Magic Item Creation
Crafting, treasure pacing, and access to rare gear give magic item rewards a GM-facing lane instead of treating them as simple shopping.
Magic Item CreationStrongholds & Mass Battles
Domain-scale play covers settlements, strongholds, armies, and the consequences that appear once the party affects more than a single room.
Contacts & Factions
Campaign-facing people, patrons, and factions provide favors, pressure, obligations, and memory between individual adventures.
Contacts & FactionsBoons & Patrons
A home for rewards, contacts, favors, and supernatural patronage that sits beside NPC creation instead of disappearing into notes.
Boons & PatronsCompanions & Sidekicks
Familiars, companions, sidekicks, and summoned allies need clear table boundaries so they add play without taking over the party.
Epic & Legendary Play
Epic boons, legendary-level threats, and high-tier table guidance are visible here now so the D&D GM lane has a clear endgame.