The hobby to which I devote way too much of my free time is running Dungeons and Dragons campaigns for my friends. D&D is a great opportunity for me to employ my creativity in designing epic adventures, acting out memorable characters, and creating challenges of just the right difficulty level for my players.

My campaigns take place in a world of my own creation, which I am constantly revising as I develop the delicate political balances within and between its various great nations and as my players crash through those political balances with all of the diplomatic finesse of a Dire Troll.

I’ve also put some work into designing new options for my players, some of which I’ve published on D&D Beyond (the game’s official digital toolset). They include:

  • The Time Domain for clerics. This lets you play as a priest of a god or goddess of time, bending time around yourself to serve your will, and is one of the most popular homebrews on the site, even being featured in one of the Homebrew Spotlights.

  • Also for clerics: the divine domain of The Hunt. I created this subclass because there have been so many hunter deities in real-world cultures and I didn’t feel like any of the official domains quite captured the feel I was looking for. I think it works particularly well for clerics who want to play ranged attackers.

  • Finally, for sorcerers, the Star-Touched sorcerous origin. This is inspired by the Star Pact warlocks of 4th edition, which imagines the stars as dark intelligent forces whose attention you don’t wish to attract. I tried to capture that eerie feeling with this subclass.

Incidentally, if you’re interested in running a D&D game yourself, I highly recommend Matt Colville’s Running the Game series, without which I never would have started my own campaign.