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Writer's pictureMalrus Tosscobble

Dungeons & Dragons Adventurer Magazine Issue 46: The Magic of Tattoos


Issue 46

Welcome to the spellbinding world of Dungeons & Dragons Adventurer Issue 46! Whether you're a long-time reader or a fresh-faced adventurer, this issue offers a deep dive into all things magical, monstrous, and marvellously musical. With an array of insightful articles, expert advice, and thrilling adventures, this issue will make you feel as if you're casting spells and battling foes right from your reading chair. Let's crack open this issue and explore its magical contents firstly with some FAQ's.




Q: What’s the most versatile spellcasting feat introduced in this issue?

A: The Eldritch Adept feat takes the crown, giving non-warlocks access to Eldritch Invocations. Whether it’s constant Mage Armour or Detect Magic on demand, it’s a game-changer.

Q: How can I incorporate emotional echoes into my campaign?

Q: Which wizard tradition should I choose for a conjuration-heavy campaign?



The Magic of Tattoos


magic tatoo

In this issue, the editorial team delves into the magical tattoos of the Forgotten Realms, blending arcane energy with body art. While tattoos may seem like mere decoration, in D&D, they often serve as powerful magical items, offering everything from damage resistance (via the Absorbing Tattoo) to offensive prowess with the Blood Fury Tattoo. These tattoos are more than skin-deep; they become attuned to the bearer, providing benefits as tangible as any enchanted weapon. Perfect for players who want to incorporate aesthetics with mechanics!


Magical Phenomena and Their Impact


This issue dives into the cosmic forces that ripple through the multiverse—particularly those mysterious magical phenomena that can shape landscapes and alter the course of an adventurer's fate. Whether it’s unearthly roads that allow for near-instantaneous travel or emotional echoes that stir long-lost memories, these phenomena are sure to leave a lasting impression. These articles provide excellent material for DMs looking to craft vivid and unpredictable environments.


Magical pathways are not always stationary, making navigation even trickier. Some require specific keys, such as spilling humanoid blood or invoking an archfey’s name!


Musical Instruments in Faerûn


musical instruments

Music is the soul of any culture, and Faerûn is no exception. This feature on musical instruments explores how instruments like the dulcimer, longhorn, and even the zulkoon are not just for bards. From war drums that shake the battlefield to lyres that uplift sermons, nearly any class can embrace the power of music. For DMs, adding instruments to a scene can heighten the atmosphere, and for players, they offer unique roleplay opportunities.


For that truly Faerûnian feel, why not arm your barbarian with bagpipes? Not only will it terrify your enemies, but it could also double as a sonic weapon in a pinch!


Feats for Spellcasters

Next up, this issue wraps up its coverage on spellcasting feats, shining the spotlight on one of the most versatile options: the Eldritch Adept feat. Allowing non-warlocks to dip into the eldritch power usually reserved for those who’ve made a pact with dark patrons, this feat opens up incredible options for spellcasters looking to diversify their skill set. Imagine a bard who can cast Disguise Self at will, or a sorcerer with the unblinking Eyes of the Rune Keeper!


This feature is particularly handy for non-warlocks, letting you gain invocation-like abilities without making a pact with sinister forces. Perhaps your power comes from a wish on a star—what you don’t know is that star might be Hadar...


Arcane Traditions: Conjuration & War Magic

Wizards, rejoice! This issue delves into two potent wizarding traditions—Conjuration and War Magic. If your idea of magical mastery involves summoning creatures or objects from thin air, conjuration is your school. Prefer your spells to be as much a shield as a sword? War Magic offers a blend of evocation and abjuration, perfect for battle-hardened wizards.


War Magic wizards gain some surprising battlefield control by adding their Intelligence modifier to initiative rolls. This feature allows them to seize the first move in combat, often turning the tide before it even begins.


Monsters of the Shadowfell

Adventurers beware—the monsters of the Shadowfell are more terrifying than ever. Creatures like the Balhannoth twist reality itself, preying on travellers by distorting their desires. Meanwhile, darkweavers spin webs of pure shadow, and meazels (Shadowfell-born drow) ambush with deadly precision. For DMs, these creatures offer more than just physical threats—they mess with your players' perceptions and force them to second-guess their surroundings.


The Conclusion of Tomb of the Sun King

dragon

Finally, adventurers can complete the three-part Tomb of the Sun King saga in this issue. The story culminates in a battle against the dragon Garlvexor, who has been corrupted by the Shadowfell. Armed with the legendary sword Daybreaker, players have a fighting chance of freeing the dragon from his shadowy curse. But watch out for Dantaz the meazel, who lurks in the shadows, ready to strike when the party is most vulnerable.





That wraps up our review of Issue 46 of Dungeons & Dragons Adventurer! Whether you're interested in conjuration spells, shadow-dwelling monsters, or simply adding a bit of musical flair to your campaign, this issue has something for every adventurer. Now, grab your dice and start casting—there's a whole magical world waiting for you! - Malrus



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