September 20, 2018

Mage Hand Press Discord

Our secret clubhouse, where all the Digits and the other cool kids hang out, is finally opening its doors! That's right, our Discord is going public. If you're a patron, you still get access to a few private channels, but anyone else can join completely for free

Join Now!

Tabletop Loot Dice Giveaway

We'll also be doing dice giveaways on our Discord, provided courtesy of Tabletop Loot. Check in the #announcements channel and click the Giveawaybot for a chance to win! We'll be running one giveaway a day for the next six days, so join in!

September 17, 2018


Comments from the Finger: I wrote this silly monster as a mash up of the tarrasque and the flumph for a stream of The RPG Lab. It was a total blast and we wrote most of another flumph-themed creature in the stream; you should totally check it out! Art by the extremely talented Lucas Ferreira CM

Gargantuan aberration, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 296 (16d20 + 128)
Speed 10 ft., fly 40 ft. (hover)

STR 26 (+8) DEX 22 (+6) CON 26 (+8)
INT 15 (+2) WIS 12 (+1) CHA 12 (+1)

Saving Throws Int +7, Wis +6, Cha +6
Damage Vulnerabilities psychic
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 120 ft.
Languages understands Undercommon but can't speak
Challenge 18 (20,000 XP)

Legendary Resistance (3/Day). If the giga-flumph fails a saving throw, it can choose to succeed instead.

Magic Resistance. The giga-flumph has advantage on saving throws against spells and other magical effects.

Prone Deficiency. If the giga-flumph is knocked prone, roll a die. On an odd result, the giga-flumph lands upside-down. While upside down, the giga-flumph can't move, is incapacitated, and does not benefit from its Reflective Cap trait or its damage immunities. At the end of each of its turns, the giga-flumph can make a DC 10 Dexterity saving throw, righting itself if it succeeds.

Reflective Cap. Any time the giga-flumph is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll any die. On an even result, the giga-flumph is unaffected. On an odd result, the giga-flumph is unaffected, and the effect is reflected back at the caster as though it originated from the giga-flumph, turning the caster into the target.

Multiattack. The giga-flumph can use its frightful presence or its toxic cloud and then make four tendril attacks.

Tendrils. Melee Weapon Attack: +14 to hit, reach 15 ft., one creature. Hit: 12 (1d12 + 6), piercing damage plus 18 (4d8) acid damage.

Foul Cloud (Recharge 5-6). Each creature within a 50-foot radius sphere centered on the giga-flumph must make a DC 18 Constitution saving throw or be coated in a foul-smelling mucus for 1d4 hours. While coated, the creature is poisoned and exude a stench so horrible that other creatures within 5 feet of it are poisoned while they remain in that area. An affected creature can use its action to attempt to remove the foul-smelling mucus, ending the poisoned condition and removing the stench on a success. A creature automatically succeeds on this saving throw if he has a bath with soap.

Frightful Presence. Each creature of the giga-flumph’s choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the giga-flumph is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the giga-flumph’s Frightful Presence for the next 24 hours.

The giga-flumph can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The giga-flumph regains spent legendary actions at the start of its turn.

Attack. The giga-flumph makes one attack with its tendrils.

Move. The giga-flumph moves up to half its speed

Paralyze (Costs 2 Actions). The giga-flumph makes a tendril attack against a creature, which must make a DC 18 Constitution saving throw or be paralyzed for 1 minute.

September 14, 2018

Feats for Fashionistas

Notes from the Nails: did you all enjoy my little foray into fashion? This is the last one, I promise.

Feats for Fashionistas

These feats are all themed around clothing, which means they should be of interest to everybody. Except maybe barbarians. You can use them alongside my variant clothing rules, but you don't have to.

September 11, 2018



With the hustle and bustle of working on the Kickstarter and churning out our most recent Patreon post, I haven't been able plug our favorite podcast: Hero Club!

Hands down, this is one of the slickest podcasts out there. Ever since I did a one-shot session of Dark Matter a few weeks ago, I've gathered a new appreciation of the craftsmanship and effort it takes to make something sound as good as Hero Club does. 

Their current season, Adversary sees their four characters,  in an adventure through the old West to kill the devil himself. How do they plan to do this, you might ask? They're taking a page out of our book (literally) and using the Reaper Bullet magic item from our Weird West Update. To round out the party, we've got Ember, Jeremiah's sister and a badass demon huntress. (Also, it occured to me that Ember carries a lot of weapons. Too many weapons. Who needs that many weapons?)

- - -

Mary Elizabeth “Ember” Craig

Few people would bat an eye at Mary Elizabeth -- who prefers to go by Ember -- if they passed her at a saloon or on the road to town. Her unassuming fa├žade, however, conceals her identity as a fearsome demon hunter, one of the most dangerous people in the West. 
     Ember has slain creatures fouler than most people can imagine, and has acquired an armory and selection of tools to match her quarry: a pair of straight swords, with which she practices a unique dancing style of combat, a revolver, a derringer pistol holstered at her ankle, a shotgun, and a number of silver crucifixes, sharpened to a razor's edge and weighted for throwing. 

September 7, 2018

Circle of Yin and Yang

Druid Circle
Notes from the Nails: we've been kicking around an idea for an East Asian setting setting for a while. This druid is one of the ideas I came up with in relation to that.

Circle of Yin and Yang

Druids belonging to the circle of yin and yang are common throughout the Orient. Known as 'onmyoji', they are relied upon by both nobles and the peasantry for their skills in divination and disaster aversion. These priests practice and eclectic blend of mysticism, druidry and conventional religion, blending the philosophies of knowledge clerics with a kind of primal, esoteric reverence for the natural world.
     The most powerful onmyoji are able to bring their bodies and minds into perfect harmony with the natural world and take on the forms of various beasts. These shapeshifters are regarded with both awe and fear: the wisdom of their counsel is legendary but, in order to maintain their spiritual balance, many retreat into the mountains to live solitary lives, thus forcing petitioners to undertake challenging journeys to seek their advice.

September 4, 2018

Dark Matter Preorder Store

Missed the Dark Matter Kickstarter, but don't want to be the only kid on the playground without the very best sci-fi supplement for 5th Edition? Then you're in luck!

The BackerKit preoder store for Dark Matter is now open! With it, you can preorder Dark Matter hardcover or PDF and even (*gasp*) order multiple copies!

Check it out!