Great Weapon Fighting and software dice rolling!
Posted by
On Monday, March 2, 2015 at 12:36 PM
D&D 5E: Encounter Manager
Posted by
On Monday, January 5, 2015 at 3:52 PM
5e Cleric's Handbook
Posted by
On Saturday, November 8, 2014 at 5:50 AM
D&D 5e: Our first session!

Last Sunday we had our first session of 5e and so, since it was quite the joyous occasion for us, I thought that it would be a good idea to take some pictures and share the fun that we had.

Posted by
On Saturday, August 30, 2014 at 5:29 PM
D&D 5e: Some statistical information on saving throws
Posted by
On Wednesday, August 20, 2014 at 10:08 AM
D&D 5e: Some statistical information on saving throws
Posted by
On at 10:08 AM
Lexical Analysis of the D&D basic pdf
Posted by
On Monday, July 7, 2014 at 2:32 PM
Basic Rules for Dungeons & Dragons
It seems that some days ago wizards of the coast released a .pdf version with the basic rules of 5th edition. You can find the pdf in this article.

I'm excited about this and I will post my thoughts on the basic rules once I got the chance to read the pdf thoroughly.

I really hope to continue writing guides for 5e :D

Posted by
On at 1:30 PM
The Fighter's Handbook - General
Posted by
On Saturday, May 3, 2014 at 1:37 PM
[Update #6] Wizard's Handbook - Missing Feats

Posted by
On Wednesday, March 27, 2013 at 10:48 AM
minmaxboards is up again!
I might be a week late, but I just noticed that is back up! Hooray!
Posted by
On Tuesday, February 5, 2013 at 6:34 AM
A guide to free D&D
This is a list linking to free online official d&d sources. The main tool you have to your disposal is, which has most of the Player's Handbook, Dungeon Master's Guide, Monster Manual I, Unearthed Arcana and Expanded Psionics Handbook. In addition visit crystalkeep which has downloadable pdfs with listings of pretty much everything unfortunately most of the content has been taken down. The links below come from the wizards' 3.5 excerpts archive. Each article has a print function so that you use it more easily.

Two other great sites you can use as resources are D&D Tools and IMarvinTPA's Dungeons and Dragons Database.

Although I compiled the first "guide to free D&D", other people expanded it much more. Credits for the following version go to Garryl. You can also find this list here.

Important note: I compiled this list by using regular expressions. They where quite accurate, but there may be some mistakes. If you spot a broken link or messed up text, please notify me.

Posted by
On Sunday, January 27, 2013 at 9:24 AM
[Update #5] Paladin's Handbook - Fist of Raziel

Fist of Raziel

Hello everyone and happy new year! I wish that you all have a healthy 2013 with lots of energy in order to play your favorite roleplaying games.

This year's first update will be to the Paladin's Handbook and it will focus on a powerful prestige class from Book of Exalted DeedsFist of Raziel. A free version of the prestige class can be found on the wizards' site, located here.

Fist of Raziel is a prestige class that does not have the power to break certain campaigns (like Emissary of Barachiel), but it does have a strong array of special abilities. The main features are that your Smite Evil ability is greatly enhanced and that in general your paladin chassis (full base attack, good fortitude saves and spells per day) is retained. The class has a strong martial (and since it focuses of Smite Evil, melee martial) feeling and should be perfect for a paladin looking to specialize.

Posted by
On Monday, January 14, 2013 at 5:44 AM
Computer Problems are over!
Everything is back to normal, so expect weekly updates again. Cheers everyone!
Posted by
On Saturday, December 22, 2012 at 8:10 AM
Computer Problems!

I'm very sorry to announce that there will not be an update this week. I'm currently in Crete and my laptop died some days ago. I'm returning to Athens and to my much better desktop computer, so next week everything will return to normal. 

Cheers to everyone! 
Posted by
On Tuesday, December 11, 2012 at 3:56 AM
[Update #5] Familiars' Handbook - Deliver Touch Spells

Deliver Touch Spells

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
There are various spells that have a touch range; spells of both offensive and defensive natures fall into this category. Try not to mix melee range touch spells with spells that require ranged touch attacks, like ray spells; your familiar can only deliver range:touch spells and not rays. Normally, this doesn't seem to be a very good thing to do, but there are two basic perks that all familiars that serve a master of 3rd level or higher can do: helping his master with MAD (Multiple Attribute Dependency) and action economy.

Multiple Attribute Dependency: Melee touch attacks are melee attacks, which means that you get to add your strength modifier to your attack roll; since the strength attribute is a dump stat for a wizard, getting a familiar that has a lot better strength modifier than you is going to help a lot getting those offensive touch spells through. However, beefy familiars with high strength ratings, although they exist, they are not always what you are looking for; familiars with the Weapon Finesse feat and really high dexterity ratings are more common that you'd think and some of the best familiars already have both. Although this benefit is the most obvious one, do note that it only matters with offensive spells, since you're going to cast defensive spells on your teammates, anyway.

Action Economy: Since your familiar is the 'toucher', he gets to deliver your spell; normally, when casting range:touch spells, assuming that you don't want to hold the charge, you have to select a target when you finish the spell. Now, assume that you're in a position that you don't want to move near your enemies, so you move the spell to your familiar and it holds the charge until its turn - then on its turn, it moves and attacks with the spell, so you're both safe and not spending that move and standard action. Holding the charge is also a very good option if you want to have quick buffs on the first round of battle - you cast a touch range spell and let your familiar to hold the charge indefinitely, until you get into trouble; then it touches you, releasing the spell energy and you're free to act normally. Of course, this method has its flaws (if you cast any other spell, the touch spell dissipates), but there are some workarounds.

Metaspells to be used with the 'Deliver Touch Spells' ability

Spectral Hand is a oftenly used wizard spell, in order to deliver your touch spells from a distance. Its level is very low - just second level, so you can use the previously used methods to transfer some of your spells to your familiar easily. Now your familiar can deliver the touch spells that you assign it to with his spectral hand, so not only you can benefit from your familiar's statistics (assuming it has or it somehow gets Weapon Finesse), but you're getting a +2 bonus on top of that. Moreover your familiar doesn't have to get in danger by closing in to an enemy! Perhaps the greatest benefit of all is, again, the main point of sharing your spells with your familiar: action economy; you get to deliver your touch spells safely, with a good attack roll buff and most of all, you don't have to spend an action casting that Spectral Hand, someone else does it for you! 

If you're thinking of buffing your familiar with a Persistent spell, look no further - Spell Flower should be your top choice if you're using this feature extensively. Now, normally you can't cast spells while you're holding the charge, because the first spell will dissipate; not the case with Spell Flower, though! You get to hold one charge per limb, which may prove to be awesome with some familiars that have additional extremities. So, buff your companion with a Persistent Spell Flower, get it to hold the charge on multiple of your favorite touch spells (buff or not, it doesn't matter) and have it use them the first round of combat; the best part is that since the spells do not dissipate, you're free to cast spells as you wish. 
Posted by
On Thursday, December 6, 2012 at 8:05 AM
Made a LinkedIn page, add me if you wish :)

I'm currently actively searching for a full-time job, so I updated my long forgotten LinkedIn page. I'm looking to make some additional connections, so if it's ok with you, you can add me!
Posted by
On Wednesday, November 28, 2012 at 11:35 AM
[Update #4] Familiars' Handbook - Familiars and Metaspells

Familiars and Meta-Spells

Metaspells is a term for those spells that affect your spellcasting skills. Imbue with Spell Ability and Imbue Familiar with Spell Ability are examples of metaspells. This kind of spells are especially interesting that require their own entry, because of the special link that exists between you and your familiar: the Share Spells ability. For those that do not know what this ability does, or need to refresh their memory, you may have a spell (not a spell-like ability) that affects you, also affect your familiar; the only restriction is that your familiar must be within 5ft in order to receive the benefit. Something that's interesting is that the Metaspells are almost exclusively Universal spells, so if you've got access to the sorcerer/wizard spell list and you've got a familiar, you will most probably be able to use the 'tricks' that are mentioned in the following paragraphs; do note that some spells that belong to different schools exist, but they usually fall into Conjuration or Transmutation, schools that are never (at least, if you're not sane enough, or, consious enough to lower your power level) dropped. 

Posted by
On at 9:34 AM
[Update #3] Familiars' Handbook - Spellcasting Familiars Part III

This is a post that will be incorporated in the updated Familiars' Handbook.

Imbue Familiar with Spell Ability

Posted by
On Thursday, November 22, 2012 at 2:38 PM
[Update #2] Familiars' Handbook - Spellcasting Familiars Part II
This is a post that will be incorporated in the updated Familiars' Handbook.

Imbue with Spell Ability

Spell-Linked Familiar might be a straightforward method, but, truth be told, it's not the first thing that springs to one's mind when talking about how to give a subject that doesn't have spells or doesn't belong to a spellcasting class access to spellcasting: Imbue with Spell Ability is a core spell that transfers a couple of spells to a creature and it does the job perfectly if you want a spellcasting familiar. However, the biggest downside is that Imbue with Spell Ability is a cleric spell, so it won't be easy for an arcane spellcaster to be able to utilize this method by himself: the only feasible way would be in a Mystic Theurge-type of build, but if you've got a cleric in your party or a cleric cohort, by all means convince him to imbue your familiar. This method is really good for Mystic Theurge-type characters since they'll most likely have more spells than what they'll be able to cast in a certain encounter; sure they spend a fourth level in the process, but the cost of quickening three low level spells is more than that. Imbue with Spell Ability is also featured in the Magic cleric domain and while you can use the Arcane Disciple feat to get it to your spell list, it's not a good idea at all, because you can only transfer spells that are cleric spells of specific schools. At its core, Imbue with Spell Ability has a lot in common with Spell-Linked Familiar: both transfer a set of spells within some restriction, up to second level; however Imbue with Spell Ability scales a lot better, since you can transfer the maximum number of spells when your familiar (or you) reaches 5 Hit Dice. This and the fact that the transfered spells are casted according to the caster's and not the recipient's level, makes it a lot better than its alternative. The spells that re useful when paired with Imbue with Spell Ability are, again, mainly low-level buffs: Protection from X, Resist Energy, Resurgence, Benediction, Body Ward, Blessed Aim, Comprehend Languages, Detect X, Divine Insight, Find Traps, Omen of Peril, Vision of Glory, Wieldskill, Close Wounds, Cure Light Wounds, Remove Paralysis and Lesser Restoration.

This method is for: characters that have levels in the cleric class and/or that have a cleric that can cast Imbue with Spell Ability, clerics that have the spells to spare.
Posted by
On Tuesday, November 13, 2012 at 3:52 PM
[Update #1] Familiars' Handbook - Spellcasting Familiars Part I
This is a post that will be incorporated in the updated Familiars' Handbook.

So, the whole purpose of this post is to investigate the different ways that are available for a familiar to acquire the ability to cast actual spells, not through shortcuts, like feats that gain spell-like abilities or using charged or command activated, etc items - e.g. wands, scrolls, staffs, eternal wands. The most important benefit that a spellcaster gains if he decides to invest in a spellcasting familiar is that he is essentially casting extra spells, thus gaining a "Quicken" effect to his spells. It's true that a high-level spellcaster is going to use in-battle spells that are higher and keep his lower level slots for more utility; gaining a companion that's able to use both his high and low spell slots at the same time (with his familiar acting as a medium), is going to help a spellcaster to plan the order of the spells he is going to cast in a given battle more easily, both because you're actually using two characters with separate movement modes.

Posted by
On Tuesday, November 6, 2012 at 4:39 AM
From now on, weekly handbook updates!
I'm a busy man, but I also want to do my best to make my handbooks feel complete. I figured that instead of working to update a handbook and post it after a really long time, it would be better if I gradually showed you guys some of my work on a weekly basis; that would even make the material easier to comment on. Of course the updates will be incorporated into the handbooks. What do you think?
Posted by
On Monday, October 29, 2012 at 11:35 AM
RSS Link Changed!
So, I've been meddling around with the blog's feed and found out that there's a limit of 512KB to the feed's size. The guides include large blocks of text and because of that they take the space pretty quickly; as a result the newer posts where not showing (because I've chosen to include everything in a post).

Updating the feed wouldn't work correctly, so I deleted the old one and created a new one from the beggining :D I tested it and it works like a charm. Unfortunately the only way to fix the space limitation was to publish feeds that are up to the line breaks (to understand what I'm talking about, just check out the blog's main page - articles there show up to the line breaks).

If you're interested, you can click the RSS link in the top right corner to add the blog's feed to your news reader.

Posted by
On Thursday, October 11, 2012 at 6:37 AM
Blog appearance changes
I decided to change the layout a bit, to make the blog more readable. I used 'soft' colors, that I personally prefer as a background when reading large blocks of text; additionally I changed the fonts, because the original ones felt too generic.
I'll be formatting the guides with css (headers and lists), so until I'm finished you'll probably get weird layouts on most of the guides; that's actually normal (or isn't it :P?), mainly because the posts' HTML is a mess; blogger's editor is cool and all, but to achieve better (and accurate) results you'll have to directly edit the HTML code yourself.
I'd like you to comment if you see something wrong in your browser (you might be missing a font and seeing things differently), or if you've got a problem with the colors, especially if it's related to my color coding pattern (red-[font's default color]-blue-purple) - like if it's difficult to see what an item's color code is.
Posted by
On Wednesday, October 10, 2012 at 2:22 AM
Familiars' Handbook rework is underway!
I've been busy lately, so I didn't have much updates - most where edits here and there.

I'm very happy to announce that I started working on the familiars' handbook. It's quite possibly my favorite handbook thus far and I want to give it the proper attention. It will feature a list of all possible familiar options, color-ranked, but it's possible that I will pay special attention to those that really matter - like imps, mephits, coure eladrins and the rest exalted familiar options.

It will also list the possibilities of turning your familiar into a spellcaster, besides using wands and UMD.

Stay tuned.
Posted by
On Wednesday, September 26, 2012 at 5:24 AM
A new blog about board games!
Most people here know about my passion about D&D optimization. However, I'd also like to inform you that I'm very much into boardgaming.

A very good friend of mine, who's also passionate about boardgames, has started a new blog; you can find it at:

I'd also like to inform everyone that I'm going to guest writing a series of articles over at Nerdy Meeples about optimal boardgame strategies for some popular boardgames! You can also check for updates on Nerdy Meeples' facebook page, here.

Stay tuned!
Posted by
On Tuesday, September 18, 2012 at 4:51 AM
The Paladin's Handbook
Posted by
On Tuesday, August 21, 2012 at 12:34 AM
The D&D Class Database
Hello to everyone. I finally have a stable internet connection as I've got an office 'job' (they don't pay me :P) in the greek army. Expect updates and revisions soon on many of the guides.

Today I've been pondering on different builds using the interesting Court Herald class from Power of Faerun. The class has been pretty much under the radar, even though it's very interesting. It has steep skill requirements, so I went on a quest to get the best possible combination of base and prestige classes to be used as an entry.

At that point I thought that I've done the same thing so many times - checking if a particular class or classes have a certain skill or skills as class skills. So I thought: this process can be automated, at least at a certain level: if we had a database containing information on each class (and prestige class) and provided a set of requirements, it'd not be difficult to create a set of possible class combinations that could cover those requirements.

If anyone knows whether this kind of thing has already been done, please let me know! In the case that this hasn't been done, anyone willing to help me compile information (so many books of classes/prestige classes!) or knows of a clever way to organize the database scheme in this particular case (each class has more than one levels, should there be one record per class or multiple? - I'm leaning towards the latter, using another table and foreign keys), it's appreciated!
Posted by
On Saturday, April 14, 2012 at 2:57 AM
I'm in the army now!
For those of you that haven't read the shameless Give me Money! page, I've been enlisted and I will be there for several months (serving in the army is an obligation for all males here in Greece). For the first few months my access to the internet will be scarce. I hope I'll have the chance to clear my head and continue updating handbooks as soon as possible, but, all projects are considered on hold until further notice.
Posted by
On Wednesday, February 1, 2012 at 4:21 PM
The Spell Effectiveness Calculator
I'd like to present you with my newest project, a very small application that will help you figure out the chance your spell has to succeed versus the average abilities of the chosen challenge rating. To run it, make sure you have the most recent Java Runtive Environment version.

The GUI (stands for graphical user interface) is really straightforward - you enter the DC of your spell, your caster level and the CR you're testing your spell against; tick the appropriate boxes for your spell (e.g. if you're testing Ray of Enfeeblement you'll only tick the 'SR' box, while against Phantasmal Killer you'll have to tick 'Fort', 'Will' and 'SR'. Finally, press calculate and the bars under the button should be populated with the statistical chances your spell has to succeed - if a saving throw or spell resistance is not ticked, the appropriate bars will have a 'not applicable' indication on them.

Important: Make sure that you close the application using File->Exit or the Ctrl+Q shortcut and not the "X" button.

The average abilities are taken from an old graph I once made for the old Wizards' Handbook, back on 339, using Cubeknight's critter filter:

Download Link

If you have any problems, suggestions or you want me to implement more features (I plan to add attack rolls, too, totally forgot about them!), just leave me a comment. 
Posted by
On Wednesday, January 4, 2012 at 7:35 AM
Handbook to Wand Users and Crafters
Posted by
On Sunday, January 1, 2012 at 6:58 AM
Mr. Icy Hot
Disclaimer: This is not my work; everything is written by McJarvis. I tried to duplicate his original formatting as much as I could.

WARNING: Unlike most optimized char builds, the actual optimized build is at the BOTTOM of this post. the Winterhaunt version is a flavour build. Also note that the "Swarm Shifter" template and all benifits derived from it are unavailable to PC's, but work well as an addition if Mr. Icy Hot is a NPC/Villian.

In the thread I originally posted the base idea in people seemed to react favorably, so I decided to do an official write-up. Voila.

Books Used: Lib Mort, Sandstorm, Frostburn, Players Handbook.

Posted by
On Saturday, December 31, 2011 at 7:56 AM
The H.I.V.E.
The H.I.V.E. – Hyper Intelligent Vermin Enclave

Disclaimer: This is not my work; everything is written by SigmaJargon. I tried to duplicate his original formatting as much as I could.

Posted by
On at 7:32 AM
The Boogeyman
Disclaimer: This is not my work; everything is written by Caelic. I tried to duplicate his original formatting as much as I could.

Just a high-level adversary I'm toying with for an Eberron campaign. Any suggestions appreciated. Most of the build is still rudamentary, and I'd love to find feats to make it more efficient.

In all times, in all places, children have their stories of the dark figure who lurks in the shadows, ready to pounce on the unwary and drag them off. He goes by many names in many cultures, but is known to some simply as the Boogeyman. Parents, of course, always dismiss such stories with the same strengthless reassurances--there's no such thing as a Boogeyman, he's not hiding in the closet, and he's not going to eat you. The children know differently, though.

And in the city of Sharn, the children are right. There IS a Boogeyman, and he IS coming to eat your soul.

Nobody knows for sure who this creature is, or how he came to be...but he is undeniably more than childrens' stories. The dregs of the city speak of him in hushed whispers, and there are certain areas of the sewers and the low city which they avoid like the plague. These are the haunts of the Boogeyman, and those who go in do not come out again. He has worn a thousand faces, and will wear a thousand more--usually the faces of those most trusted by his victim. He lives not for the kill, but for the terror in the eyes of his chosen prey. The fear is what adds savor to his meat...and his meat is nothing less than the souls of living beings. The innocent and the wicked alike are his prey, and all who know of him fear him.

 The Boogeyman is real. Pray that he's not hiding under your bed when you go to bed tonight.

Posted by
On at 7:12 AM
The Omniscificer: A Rational Solution to the Pun-Pun Problem
Disclaimer: This is not my work; everything is written by LordofProcrastination. I tried to duplicate his original formatting as much as I could.

I, LordofProcrastination, being of sound mind and rhetoric, hereby present a solution to the Kobold menace.

Moreover, I intend to do it with a 4th level character. Think I'm crazy? We'll see.

Posted by
On at 7:02 AM
The Stormwind Fallacy
Disclaimer: This is not my work; everything is written by Tempest Stormwind. I tried to duplicate his original formatting as much as I could.

Posted by
On at 6:38 AM
LordofProcrastination's Dirty Tricks
Disclaimer: This is not my work; everything is written by LordofProcrastination. I tried to duplicate his original formatting as much as I could.

Welcome to a series of short articles dedicated to sharing optimization concepts and combos from my personal playbook. While not as ground-shaking as my larger projects like the 100^10 Elite Optimization Challenge, Nanobots, the Twice-Betrayer of Shar, etc, I hope you enjoy these Dirty Tricks for what they are -- carefully explored pathways to optimization power.

Posted by
On at 6:24 AM
The Complete Shopping List

This is a thread that's has been lost to 339's forum purge and I was regularly receiving the white screen of death for it. I loved this compilation and regularly visited for the finishing touches of my characters. Fortunately, while delving deep into the wayback machine I dug this list up and now it's available once again :D This is not my work, kuddos and a very big thanks to joseccb! You can retreive the thread here.

Posted by
On Friday, December 30, 2011 at 9:01 AM
Christmas update: I'm back working on handbooks!
So my thesis is complete as of friday evening, so I can spend a little time with my family and friends and continue working on my handbooks!

My current list is:

1) Update and finish up the Paladin's handbook, which based on google analytics is a crowd favourite, along with the Duskblade one, with over 3000 unique page views.
2) Continue working on the Wizard handbook, although that thing is a monster. I'm going to try to write up a method of efficiently judging whether a spell is good or not; I think that's a better approach than just having another boring handbook suggesting good spells once again.
3) Port the "Druid, the ultimate CO build", with level by level instructions on creating a character optimization staple druid build - the main focus will be customization and maxing potential without investing much or using retraining options to swap features. I wanted to do this for a long time, because when "druid 20 or cleric 20" is suggested to a new player, he's completely at a loss on what to do.

So here it is! If you've got any suggestions or requests, feel free to comment.
Posted by
On Sunday, December 25, 2011 at 11:33 AM
The Wizard's Handbook Part II

Skills and Feats

Posted by
On Sunday, September 25, 2011 at 6:47 PM
The Wizard's Handbook Part I:

Attributes, Races and Class Features

Posted by
On Wednesday, September 21, 2011 at 9:58 AM
The Quickstart Divine Crusader

The Divine Crusader is an easy to qualify for prestige class from Complete Divine. The class is especially good for martial characters, who will gain the ability to cast some spells at a fast progression, with charisma as a main casting statistic.

Posted by
On Thursday, September 15, 2011 at 12:55 AM
The Swift Hunter's Handbook
Posted by
On Wednesday, September 7, 2011 at 10:45 AM
CO Optimization: The Fatemaker

The fatemaker is a wonderful prestige class from planar handbook. It is basically a roguish class, high skill points and wonderful skills. They also receive some arcane spells. I found almost nothing about them on the boards. The search function on this forum has only 7 results. So i decided to make this thread, a mini-guide of sorts, as a tribute.

Posted by
On Wednesday, August 17, 2011 at 9:01 AM
The Bard's Handbook
Posted by
On Tuesday, August 16, 2011 at 3:56 PM
The Lurk's Handbook
Posted by
On at 3:05 PM
The Familiar's Handbook
Posted by
On at 2:41 PM
The Quickstart Cleric Archer

Following the Quickstart Druid thread, this thread is going to give a few pointers on ranged cleric builds. The ranged cleric is an old CO staple and, even though it's not the best out there, it keeps a respectable damage output with minimal investment and maintains access to several spells that can benefit a party. This short guide will focus on weapons mainly and not weapon-like spells or abilities (for example, a warlock's eldritch blast).

Posted by
On at 1:40 PM
The Quickstart Druid

Druids are undoubtedly one of the most powerful and versatile core classes, but also a very confusing one, especially for newer players, because of the variety of options they have. This guide is meant to point out key elements you can pick up during your career, so that you can enjoy the game with minimal book-keeping, while still being able to face pretty much everything that gets thrown at you.

Posted by
On at 1:15 PM
The Hexblade's Handbook
Posted by
On at 12:47 PM
The Duskblade's Handbook
Posted by
On Monday, August 15, 2011 at 4:36 AM