Did the UA “revised” Beastmaster Ranger make it into any official source book?

There was "The Ranger, Revised" pdf in the 2016 playtest material. A Beastmaster Ranger was considered the weakest class by many GMs and players, which apparently caused the need for a "revised" version.

However, I’ve never heard how exactly the playtesting ended. Googling "ranger revised" gives me the same 2016 pdf and nothing more.

What happened to the "revised" ranger from the Unearthed Arcana? Was it renamed from "revised" to something else? Was it published in any official source book, changed or unchanged? (I don’t have access to all of them so I can’t check it myself for now) Or was it abandoned by WoTC?

This is probably a duplicate of this question, which was answered in 2017, but things could change in 2021.

Where to find information about the official DnD5e books title creatures?

I’m wondering where did the title characters from the official DnD5e books come from. What are their lores in the world of DnD 5e. I want to know more about: Tasha, Xanathar, Mordenkainen and Volo.

Where can I learn more about their stories? Is there any official information? Or are they only some cool naming for the books?

Is there any information about them in their books?

Are there official rules for drugs and addiction in Call of Cthulhu?

I’m playing the 7ed version of Masks of Nyalethotep(sp?). I decided to have my character a laudanum user as he’s an opium addict, because I was certain there were rules about narcotics and drug addiction in Call of Cthulhu.

But now I can’t find any in the main rulebooks (I have 5th to 7th edition), investigator and keeper handbooks, or other sourcebooks and campaigns I have.

Are there any official rules for PCs using narcotics and for addiction?

If there are, which book are they in?

At the last session, myself and the GM decided to give my PC a penalty dice on skill and characteristic rules and movement, and to reduce the effects of Sanity rolls (sometimes he won’t make them, if he does the sanity costs might be reduced), when he’s under the influence of laudanum

Part Two: Is this (Revised) Hemokatín (Lesser Vampire) balanced against all official races?

Original Post

According to someone here, my original subraces were gonna be WAY too OP. So, I changed them, as below:

(No Age or AL, or specific Size). Also, this is for D&D 5e.

Hemokatín

Ability Score Increase. Your Charisma increases by 2.

Age. Hemokatín mature faster than humans until adulthood, at 14 for them. They then age slowly, living up to 750 years old.

Alignment. Most Hemokatín tend toward chaos and good, despite their rigid hierarchical society. They love their hierarchy but also love the good and beautiful things of the world, and hate to see self-expression oppressed. Bloodlines tend to be neutral, reflecting their human nature.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite living creatures to siphon blood from them. As an unarmed strike, you can bite a creature you are grappling. On a hit, you deal 1 piercing damage. When you deal the piercing damage, you also deal 1d4 necrotic damage to the target if it is not undead or construct. If you can not inflict the piercing damage, you do not deal the necrotic damage. When you deal the necrotic damage, you regain hit points equal to that damage.

If you do not perform this bite attack every 3 weeks, you go insane; You gain the poisoned condition.

Darkvision. You have superior vision in dark and dim conditions, due to your relationship with undead. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on all attack rolls and Wisdom (Perception) checks depending on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Advanced Grappler. When you make checks while grappling creatures, you are considered to be proficient with the Athletics skill.

Undead Resilience. You are resistant to poison damage, and you have advantage on saving throws against poison and disease.

Light Sleeper. You only need to sleep for four hours during a long rest. You still need to perform light activity during the other four hours.

Keen Senses. You are proficient with the Perception skill.

Languages. You can speak, read, and write Common and Hemokatín. Hemokatín is a secret jargon code for the Hemokatín race remarkably like thieves’ cant.

Subrace. Six subraces of Hemokatín exist, based on their parentage: Purebloods, Bloodlines (Or Halfbloods), Elfbloods, Orcbloods, Fiendbloods, and Angelbloods. Choose one for your vampire character.

Purebloods:

Ability Score Increase. Your Constitution score increases by 1.

Chilling Grasp. You know the chill touch cantrip.

Bloodline/Halfblood

Ability Score Increase. Any one ability of your choice, other than Charisma, increases by 1.

Magic Hand. You know the mage hand cantrip.

Elfblood

Ability Score Increase. Your Dexterity score increases by 1.

Toxic Cloud. You know the poison spray cantrip.

Orcblood

Ability Score Increase. Your Strength increases by 1.

Hard Striker. You know the true strike cantrip.

Fiendblood

Ability Score Increase. Your Intelligence increases by 1.

Hellfire Orb. You know the fire bolt cantrip.

Angelblood

Ability Score Increase. Your Wisdom increases by 1.

Light Herald. You know the light cantrip.

What I changed:

  1. I deleted much of the abilities of the subraces.
  2. I weakened the necrotic damage of the Bite from 1d8 to 1d4, and changed some of the exact abilities of the Bite targeting.
  3. Reduced Darkvision to 60 feet (From 120 feet).

If these races are in anyway still too powerful, please let me know what is still too powerful so I can change it for a round 3.

Is this Hemokatín (Vampire) race (Including all 6 Subraces) balanced with official races?

I want to see if this race is balanced in comparison to the Dungeons and Dragons Fifth Edition official races.

Hemokatín Racial Traits

Ability Score Increase. Your Charisma increases by 2.

Age. Most Hemokatín mature slightly faster than humans, though Bloodlines are simply seen as early bloomers. They then age much slower than humans, living up to 750 years old.

Alignment. Most Hemokatín born to Hemokatín are good aligned, hating to see others suffer and only drinking blood directly from humanoids when desperate. They also love self-expression, and tend to be chaotic in alignment. Bloodlines are often neutral, reflecting their human sides.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite creatures as an unarmed strike. If you hit an undead or construct, you deal 1 piercing damage, rather than bludgeoning damage. If you grapple any other creature as an action on your turn, you can immediately use this attack as a bonus action. If you hit, you deal 1 piercing damage, plus 1d8 necrotic damage, and you regain hit points equal to the damage dealt. If the humanoid’s hit point total reaches 0, they fall unconscious but are stable for 1d12 days, rising on the night after the last day as a Hemokatín. They gain the Hemokatín racial traits, except for speed and size, and lose any racial traits they had before, and regain all of their hit points.

If you do not use this attack against a living creature as described above for 3 weeks in game-time, you go insane: You gain the poisoned condition, and when you take an action in combat, you must make a DC 20 Constitution saving throw or lose the action (And waste the effect being used) and roll a d4, becoming paralyzed for 2 rounds on an odd roll and becoming stunned for 2 rounds on an even roll. This effect does not extend to your Bite attack or grappling, as long as you use the bonus action allowed after a grapple, and persists until you use the Bite attack three times in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shades of gray.

Advanced Grappler. Your abilities enable you to grapple much better, to enable you to obtain the blood you need. You are considered proficient in the Athletics skill when you use it to grapple, and can double your proficiency bonus with it when your proficiency applies. You also have advantage when you attempt to grapple a living creature.

Keen Senses. You are proficient with the Perception skill.

Light Sleeper. You do not need as much sleep as other humanoids, due to your near undeath status. Magic and chemicals, including poison, cannot put you to sleep, and you only need to sleep 4 hours to gain the benefits of a long rest. You still need to perform only light activity for the rest of the long rest.

Undead Fortitude. You have resistance to poison damage, and you have advantage on saving throws against poison and magic. You also cannot be infected with disease.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, your target, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a language full of jargon, to be used among Hemokatín as a sort of thieves’ cant.

Subrace. Hemokatín are slightly different from each other, depending on ancestry. Choose one of six ancestries for your character: Pureblood, Elfblood, Bloodline, Orcblood, Fiendblood, and Angelblood.

Subraces:

Pureblood Purebloods are Hemokatín descended from two Hemokatín parents.

Ability Score Increase. Your Charisma score increases by 3, rather than 2.

Musician. You are proficient with one musical instrument of your choice.

Charmer. You gain proficiency in Deception, Persuasion, or Intimidation.

Friends. You know the friends cantrip.

Misty Step. You know the misty step spell and can cast it once using this trait. You regain the ability to do so when you finish a short or long rest.

Language. You can read, speak, and write one additional language from these choices: Celestial, Elvish, Infernal, or Orc. Purebloods try to establish equality in the Hemokatín society, and thus learn new languages based on choice.

Elfblood Descended from a half-elven parent, Elfbloods are more flexible and slim than other Hemokatín.

Ability Score Increase. Your Dexterity increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Stealthy. You are proficient in the Stealth skill.

Thorn Whip. You know the thorn whip cantrip.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t age you.

Elvish. You can speak, read, and write Elvish.

Bloodline Bloodlines are Hemokatín with two human parents. These traits also serve as the traits for Halfbloods, Hemokatín who have a human parent and a Hemokatín parent.

Ability Score Increase. Any ability score of your choice, except Charisma, increases by 1.

Tool. You are proficient with any one tool of your choice.

Skill. You are proficient in any two skills of your choice.

Minor Illusion. You know the minor illusion cantrip.

Language. You can speak, read, and write one additional language from one of these choices: Celestial, Elvish, Infernal, or Orc. In addition to having an ear for languages, Bloodlines find they know a language they never learned perfectly. Half human Hemokatín follow their vampire parents and learn languages.

Orcblood Orcbloods have a half-orc as a parent. Orcbloods tend to be stronger, tougher, and larger than other Hemokatín.

Ability Score Increase. Your Strength score increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Menacing. You are proficient in the Intimidation skill.

True Strike. You know the true strike cantrip.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Fiendblood Descended from a tiefling parent, Fiendbloods are usually more intelligent than other Hemokatín.

Ability Score Increase. Your Intelligence score increases by 1.

Poisoner. You are proficient in the Poisoner’s Kit.

Deceiver. You are proficient in the Deception skill.

Thaumaturgy. You know the thaumaturgy cantrip.

Hellish Rebuke. You know the hellish rebuke spell and can cast it once as a 2nd-level spell using this trait. You regain the ability to do so when you finish a short or long rest. Infernal. You can speak, read, and write Infernal.

Angelblood One of your parents was an aasimar, which blesses you with natural wisdom and the ability to create magical light.

Ability Score Increase. Your Wisdom increases by 1.

Artisan. You are proficient with one Artisan’s Tools of your choice.

Religious Sage. You are proficient in the Religion skill.

Light. You know the light cantrip.

Radiant Soul. Your aasimar parent grants you resistance to radiant damage. Celestial. You can speak, read, and write Celestial.

Okay, is this race balanced? If it’s not, please tell me what I need to change.

Is there an official Forgotten Realms map for D&D 5e?

Is there an official Forgotten Realms map out for D&D 5e yet? Any book or map I can purchase if it is not available online?

As of now, I have the Starter Set which comes with the just the Sword Coast region of Faerun around Neverwinter (The Craggs, Sword Mountains, etc). I would like to know how does it all fit in?

From what I have read up on this topic, from 3.5e to 4e, FR had lot of changes to the geography. And in 5e FR, some event happened (The Sundering) which kind of restored it to 3.5e FR but not fully?

Is this homebrew Dreams&Sleep domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Dreams&Sleep Domain balanced compared to the other cleric subclasses?

Dream and Sleep Domain

Dreaming and sleeping might seem like the last thing to do in battle, but by infiltrating dreams one can undermine an enemies psyche, and by controlling their sleep, you can cause them to enter a slumber during the heat of combat. Gods of sleep and dreaming include Diirinka, Sehanine Moonbow, Niorun, Hypnos, and Morpheus.

Domain Spells

Level
1st Sleep, Dissonant Whispers
3rd Gentle Repose (R), Mind Spike
5th Catnap, Enemies Abound
7th Phantasmal Killer, Shadow of Moil
9th Dream, Synaptic Static

Aura of Mental Protection

As reaction, when a creature within 30 feet of you fails a wisdom, charisma, or intelligence saving throw, you can make them reroll the saving throw and take the higher result. You can use this a number of times equal to your wisdom modifier, regaining uses on a short rest.

Sleep Optimization

For you and creatures within 30 feet of you, a long rest only requires 7 hours instead of 8. This decreases to 6 hours when you reach 19th level.

Channel Divinity: Psychic Reconnoitre

At 2nd level, as an action, you can touch an unconscious or sleeping creature and use your channel divinity to affect its dreams to tear down its mental defenses. For 8 hours after the creature wakes up, they will have disadvantage on the first wisdom saving throw, the first intelligence saving throw, and the first charisma saving throw they make. They can get rid of this effect by taking a short or long rest.

Channel Divinity: Inception

At 6th level, as an action, you can target a creature within 60 feet of your who has taken psychic damage from a spell you cast in the last minute or has failed a saving throw against a spell of the enchantment or illusion school you cast in the last minute. You use your channel divinity to create layers and layers of dreams within their mind. That creature must make a wisdom saving throw or take 4d12 psychic damage and be stunned for the next round. The creature also ages by 1d4 years. The damage increases to 8d12 at level 15. A creature who fails a saving throw against your Inception once can never be aged by it again.

Psychic Spellcasting:

Starting at 8th level, whenever you deal damage with a cleric cantrip, you deal additional psychic damage equal to your wisdom modifier.

Mental Fortress:

At 17th level, you are always under the effects of a Mind Blank spell.

Is this homebrew Chromatic Dragon domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chromatic Dragon Domain balanced compared to the other cleric subclasses?

Chromatic Dragon Domain

Fears rightfully by almost all creatures, Dragons terrorize vast swaths of the world and possess half its wealth and magic. If you worship them enough, or if you have draconic ancestry, you may share a sliver of their power.

Domain Spells

Level
1st Cause Fear, Absorb Elements
3nd Dragon’s Breath, See Invisibility
5th Elemental Weapon, Fly
7th Icestorm, Wall of Fire
9th Wrath of Nature, Destructive Wave

Subclass Restriction

Only Humans, Half Elves, Kobolds, and Dragonborn may take this domain.

Bonus Proficiencies

You gain proficiency in martial weapons and intimidation.

Draconic Type

At the end of a long rest, you choose a dragon color to embody. This grant you abilities depending on what you select that last until your next long rest.

Red

You gain a small breath weapon. As an action, you can exhale fire in a 15 foot cone. All creatures in that cone must make a dexterity save or take 1d4 fire damage. This increases to 2d4 damage at level 10 and 3d4 at level 19.

White

The water immediatly under your feet freezes, allowing you to walk across water. You are resistance to cold damage and are acclimatized to cold climated.

Green

You can cast protection from poison or detect poison and disease once each. You temporarily have the poison spray cantrip as one of your cleric spells.

Blue

You temporarily have the shocking grasp cantrip as one of your cleric spells. Whenever you cast, it, you can fly up to your remaining movement. You fall if not supported at the end of your turn.

Black

You are immune to acid damage.

Channel Divinity: Dragonic Fear

At 2nd level, as an action, you use your channel divinity to imbue your self with fear. You gain advantage on intimidation checks for the next hour.

Channel Divinity: Dragonic Transformation

At 6th level, as an action, you use your channel divinity to turn yourself into a draconic avatar. You gain a flying speed of 60 feat and a +2 to your armor class for one minute.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a dragon. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type depends on your current Type: Red is fire damage, white is cold damage, green is poison damage, blue is lightning damage, and black is acid damage. When you reach 14th level, the damage increases to 2d8.

Dragon Master

At level 17, you gain additional features based on your current type.

Red

You are immune to fire damage.

White

Your skin is so cold that whenever you a creature escapes your grapple, or you escape a creature’s grapple, that creature takes 8d4 cold damage.

Green

Whenever a creature reduces you to zero hit points, they are poisoned for one minute.

Blue

You can cast lightning bolt twice.

Black

You can cast the acid splash cantrip as a bonus action.

Is this homebrew Music Domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Music Domain balanced compared to the other cleric subclasses?

Music Domain

Although usually the realm of bard, musical magic is often used by divine entities. God of music include Apollo, Bragi, Olidammara, and Milil.

Domain Spells

Level
1st Heroism, Alarm
3nd Calm Emotions, Enthrall
5th Beacon of Hope, Tongues
7th Dominate Beast, Conjure Woodland Beings
9th Danse Macabre, Commune (R)

Bonus Proficiencies

You gain proficiency in the performance skill, and in 4 instruments of your choice. Choose one instrument you are proficient in. You double your proficiency bonus for skill checks made that involve playing that instrument.

Song Of Encouragement

Whenever you cast a spell of first level or higher that has a verbal component, choose one creature within 30 feet of you. That creature gets a bonus to one ability check, saving throw, or attack roll they make within the next minute of their choice equal to the level of the spell you cast. If they do not use the bonus within the minute it is lost. If a creature has multiple bonuses, they can only benefit from one on any given use.

Holy Voice

You are unaffected by the silence spell.

Channel Divinity: Musical Number

At second level, when you are not in combat, you can use your channel divinity to perform a 1 minute divinely inspired song and dance routine to convince/intimidate onlookers. For the next 10 minutes, you gain advantage on all charisma checks involving creatures who saw and heard your performance.

Channel Divinity: Enchant Creatures

At 6th level, you can use your channel divinity and perform a one minute song that enchants weak onlookers. At the end of the song, all creatures of CR 1/8 or lower who were within 60 feet of you during your performance must make a wisdom saving throw. Otherwise, they serve you loyally for the next hour, though they will not put themselves in immediate danger, and all enchanted creatures will stop serving you and run away if any of them take damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Epic Composition

At level 17, you can spend 10,000 gold and 100 hours to create a musical masterpiece, a scroll of sheet music with immense power. You can do this only once, though you can recreate the same piece for 1,000 gold and 10 hours if the original is destroyed. As an action when you have both hands free, you can unroll the scroll and the sound of the music will begin to play magically all around you for the next minute. You must have both hands free during the entire minute to conduct the magical music. During this minute, you cannot concentrate on spells, make attacks, or cast spells. If you are unconscious, the music ends. At the end of the minute, if the music played for the entire minute an effect occurs depending on the piece you created and the scroll is destroyed:

Also Sprach Zarathustra:
All creatures, excluding yourself, within 120 feet of you take 10d10 radiant damage and are blinded until the end of their next turn. All magical darkness within 120 feet of you is dispelled. This counts as one round of exposure to direct sunlight.

Cannon in D:
You cast meteor storm without expending a spell slot.

Komm Susser Todd:
All creatures within 1 mile of you become telepathically linked. They can read the surface level thoughts and emotional state of any other creature in the linking, regardless of language proficiency, as long as they are in the same plane of existence. This linking lasts for 1 hour, after which, all creatures in the linking, including you, take 6d12 psychic damage. A creature killed by this damage disintegrates into orange goo.