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Owned by Cam

Dungeons of the Cosmere

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Welcome Adventurers! DotC is a place for those who are new to the world of Dungeons and Dragons or Brandon Sanderson's Cosmere RPG. Roll initiative!

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MASTERING MODIFIERS
Hello Adventurers - Another post coming to you from the CPawx Centre for People Who Can't D&D Good and Wanna Learn to do Other TTRPG Stuff Good Too! Check out the video in the classroom. Today we'll learn the basics of MODIFIERS - little score bonuses that help improve your rolls. MASTERING MODIFIERS Each of the six core D&D abilities has a modifier, which is determined by their respective score: 10-11 is the human average ability score. That gives you a modifier of +0. Then you move up by twos: 12-13 is +1; 14-15 is +2; 16-17 is +3; 18-19 is +4; and 20 is +5. In some cases, you can have a modifier that is lower than 10, which will give you a negative score. That's obviously not ideal. Whenever you make a roll that requires you to use a modifier, you'll roll your d20, then add or subtract your modifier from the total shown on the die, to get your final score. For example: You attempt to walk a narrow ledge and your DM asks you to make a Dexterity check. You have a Dexterity ability score of 17, which means your modifier is plus 3. You roll your d20 and get a 15 on the die, then add your +3, giving you a total of 18 - probably good enough to pass the check. Well done! And also well done for MASTERING EVERYTHING ABOUT MODIFIERS! I'm your Forever DM CPawx, we will see you next time!
MASTERING MODIFIERS
The SIX CORE D&D ABILITIES
Adventurers - Today I’m going to teach you all about THE CORE SIX D&D ABILITIES! Check out THE CPAWX CENTRE FOR PEOPLE WHO CAN'T D&D GOOD AND WHO WANNA LEARN TO DO OTHER TTRPG STUFF GOOD TOO to see all these lessons in video form! All creatures in D&D have six core abilities that measure their physical and mental characteristics, and THEY ARE: STRENGTH (STR), which measures physical might - like pushing someone, or lifting something DEXTERITY (DEX), which measures agility, reflexes, and balance - like pickpocketing someone, or dodging a Fireball spell CONSTITUTION (CON), which measures health and stamina - like resisting poison, or taking hits without flinching INTELLIGENCE (INT), which measures reasoning and memory - like recalling lore about a magic spell, or figuring out a difficult riddle WISDOM (WIS), which measures perceptiveness and mental fortitude - like discerning a person’s mood, or diagnosing an illness And CHARISMA (CHA), which measures confidence, poise, and charm - like persuading someone to do something they don’t want to, or deceiving them into thinking they actually want to do it. Each of the core abilities have an ability score between 1 and 20 (there are exceptions that allow the score to go higher than 20). The higher the score, the better at that specific ability, and all related skills, you’ll be. And now you know ALL ABOUT THE CORE SIX D&D ABILITIES! Until next time! CPawx
The SIX CORE D&D ABILITIES
0 likes • 3d
This video is now up in the classroom!
ALL ABOUT DICE
Hello, Adventurers! Another post coming to you from the CPawx Centre for People who Can’t D&D Good and Wanna Learn to do Other TTRPG Stuff Good Too. Grab your dice and get ready to learn ALL ABOUT D&D DICE! Every adventurer needs at least one set of D&D-specific dice. There are 7 in a set. In D&D, dice are referred to by saying the quantity, then the letter d, then the number of sides on the die. FOR EXAMPLE if you’re rolling two 20-sided dice, the notation reads 2d20. Each set contains a d20, d12, 2d10, d8, d6, d4. Often one of the d10s will be a percentile die, so instead of 0-9, you’ll have 0, 10, 20, up to 90. This is because sometimes you’ll be asked to roll a d100. Although these majestic dice do exist, you can replicate it by rolling 2d10 and having one act as the number in the tens column, and one as the number in the ones column. Dice are integral to the game and are used for many things that I’ll explain in later videos/posts, such as: Skill checks Attack Rolls Saving throws Damage Healing And more. I’d recommend having more than one set of dice so you can punish them if they let you down (there are ways to do this, trust me). And that’s ALL ABOUT D&D DICE! See you next time. Rollingly, CPawx
ALL ABOUT DICE
0 likes • 7d
This video is now live in CLASSROOM!
School is IN!
Greetings, Adventurers! I'm happy to announce The CPawx Centre for People who Can’t D&D Good and Wanna Learn to do Other TTRPG Stuff Good Too is officially open! For the cost of one decently-priced coffee (in Toronto, anyway) per month, you can support me and allow me to continue making content! Of course, there's never any pressure - even sharing the Patreon would be enormously helpful. Since you're part of Dungeons of the Cosmere, you WILL get to see the first batch of videos as I post them to the classroom. If you like what you see, consider becoming a Patron! The CPawx Centre for People who Can’t D&D Good and Wanna Learn to do Other TTRPG Stuff Good Too Patreon To entice you further, here's another sneak peak of an upcoming video, in text form: The Six Core Abilities All creatures in D&D have six core abilities that measure their physical and mental characteristics, and THEY ARE: STRENGTH, which measures physical might - like pushing someone, or lifting something DEXTERITY, which measures agility, reflexes, and balance - like pickpocketing someone, or dodging a Fireball spell CONSTITUTION, which measures health and stamina - like resisting poison, or taking hits without flinching INTELLIGENCE, which measures reasoning and memory - like recalling lore about a magic spell, or figuring out a difficult riddle WISDOM, which measures perceptiveness and mental fortitude - like discerning a person’s mood, or diagnosing an illness And CHARISMA, which measures confidence, poise, and charm - like persuading someone to do something they don’t want to, or deceiving them into thinking they actually want to do it. Each of the core abilities have an ability score between 1 and 20. The higher the score, the better at that specific ability, and all related skills, you’ll be. And now you know ALL ABOUT THE CORE SIX D&D ABILITIES! So long for now. Dexterously, CPawx
School is IN!
1 like • 11d
@Devonda Duetsch no sweat! Since you're here you'll get to see the first bunch of videos anyway (:
NEW STUFF
Hello Adventurers! I'm branching out! The short-form content will live here in the classroom eventually, but it will also populate my new Patreon called The CPawx Centre for People who Can’t D&D Good and Wanna Learn to do Other TTRPG Stuff Good Too. Until I can find time to actually film the videos, I will post the text version here so y'all can hopefully learn a thing or two! First up: EVERYTHING YOU NEED TO START PLAYING D&D 5.5e! First, to start playing d&d, you need players. And also, someone to run the campaign - a dungeon master. The DM creates the adventure, and the players bring it to life. You’ll need access to game resources - specifically The Player’s Handbook. You can get the physical copy if you’re oldschool, or use DNDBEYOND.com. Next, get some dice! More on them later, but to start, you need at least one set of 7 specific dice: a 20-sided die, a 12-sided die, two 10-sided dice, an eight-sided die, a six-sided die, and a four-sided die. And of course, you’ll need a character sheet. Physical or online, you’ll use this to track everything about your character, from your skills to your weapons to your health. An optional but fun accessory to acquire is a mini - if you’re playing in person and the DM will have physical maps, a mini is a fun way to represent your character - and also helps you visualize where you are in the world. And that’s EVERYTHING YOU NEED TO START PLAYING D&D. With Wisdom, CPawx
NEW STUFF
1 like • 14d
@Kaitlyn Berard love that you got the reference! Yes I am almost done the scripts for chapter 1 and will hopefully fo a record day this week!
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Cam Parkes
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@cam-parkes-3438
Your friendly Dungeon Master Worldsinger who believes wholeheartedly in the rule of cool.

Active 3h ago
Joined Mar 18, 2026