Over on Patreon, I've just added the latest packet for The Campaign Handbook, which takes you up to 7th level. That's probably enough material for four months of weekly play!
The Complete Guide to Charms and Enchantments: Part Two

This is the second part of a series on charms and enchantments in 5e. I focus on five spells: suggestion (and its high-level counterpart, mass suggestion), compulsion, geas, and dominate person.
Being a good sport: how to ‘play fair’ at the table

D&D is many things: creative, imaginative, social, collaborative, and immersive. But it’s also a game. And as with any game, good sportsmanship is essential.
12 reasons to stop worrying about pass without trace
Sometimes in 5e, you come across a spell that isn’t necessarily broken but runs the risk of causing a few problems. Pass without trace is a prime example of this, and for a long time I’ve agonized about how to handle it.
How to make legendary items feel special

Magic items should feel special. Right? So… why don’t they?
Nine things to look for in a perfect D&D game

Unusually for me, I've spent most of the last six months not DMing but playing. And it's been fun! It's also been a useful reminder of what players love most about RPGs at the table.
A new handbook to help you run a complete campaign?!

I have only ever run one homebrew campaign from 1st to 20th level, and it followed a very loose structure, one session at a time. I would love to write something that helps other DMs achieve the same thing.
Should you stop letting players get spell components for free?

How many spells are there with expensive material components? Answer: more than you think.
How to roleplay every NPC (almost!)

I recently came across the idea of a psychological gesture from Justin Alexander of the Alexandrian. This is a technique created by Michael Chekhov where actors use a physical action to capture and express their character's main emotional or psychological state. I've been trying it out a bit, and it's fun and really helps me get in character quickly.
How practical is raise dead?

Something goes wrong, a few dice rolls go awry, and then, all of a sudden, somebody’s character is dead. Not unconscious: dead. Now what?