As the D&D community grows, so do the number of homebrew resources. DMs and creative players can use these resources to create new adventures. There are starter kits for beginners and more advanced homebrew projects. Starter kits include several dice sets, condensed booklets, and basic character creation sheets. Other resources include World Builder’s Journal of Legendary Adventures, which offers 365 prompts to inspire writing, and Xanathar’s Guide to Everything, which expands the player and DM handbooks with information about weird objects, mysterious monsters, and new character classes.
The first step in homebrewing a D&D adventure is to decide why you are doing it. Are you doing it to save money? Are you doing it because all the published adventures are crap? The answer is yes. The genre of roleplaying games isn’t high art, and the point of them is to pretend to be elves and fling adventures at monkey-lemmings.
While homebrew is great and can be used for a pre-written campaign, it can be confusing if you overdo it. If you do use homebrew, make sure to balance the content between homebrew and official material. It is best to err on the side of less and add more later if you feel that it will benefit the campaign. The most common mistake new DMs make is overusing homebrew material.
Homebrew material is a great way to add originality to your game. You can apply it to individual characters and worlds, or create whole new adventures. The only limit is your imagination. If you’re looking for a unique, custom material for your D&D campaign, you’ve come to the right place! So, make it a point to use homebrew material.