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We've had a couple questions about playing in maritime settings lately. Tell me of your adventures at sea, /5eg/.
Also, it annoys me that blades as a rule get perfect interrogation.
Statistically speaking, information gleaned from intimidation isn't necessarily reliable. Often times, the target, if they are truly afraid of you, will just tell you what you want to hear.
Well, don't get me wrong, the jester college is a good idea. Just the implementation is broken right now.
I really like the fool's luck feature for instance. The wild magic sorc is the most fun sorc to DM for, and this seems like it'd be a lot of fun to DM for as well.
Be more sneaky
Open the door with a 10 foot pole or mage hand and put an illusion of someone else opening it
Throw down a spell like fog cloud to obscure you
Take the Dodge action before you open it
Here's the Waterborne Adventures UA from a few months back.
My homebrew setting is very maritime, and my group has spent most of our sessions there. Ships are expensive, so until you can save up together to buy one, having to pay fare for rides or stow ships is rather fun. Makes gold more of an active part of the game.
Ships don't have cannons in this setting to make life a bit easier. All ship vs. ship combat takes place by pulling alongside one another and swinging across to the other side. You must always sink the other person's ship, as sailing a vessel you did not purchase is considered piracy.
Otherwise, island chains are rather great for when the whole group can't make it and you want to run side missions. You can always come up with another island a couple days away last minute for them to go kill things on and get some gem from.
Honestly, after running so much maritime I think I'd have a harder time doing anything more landlocked.
I think it's suppose to read that you get the Dash and Disengage actions available to you. I'm pretty sure you can only take your bonus action to Dash OR Disengage, like the rogue's cunning action. Getting both as a bonus would be nuts.
Although, it does read oddly.
>You gain the benefits of taking the Dash and Disengage actions.
The local government is more of an imperial force, so they're not native. They want to control all resources in the region, of which there are many.
Part of this is not allowing ships to be transferred second-hand. Any ship that is to be sold used must be sold to the shipyard stockman. All used ships must be purchased from the shipyard stockman. That way all ship transactions have a cut going to the big guys in charge.
This was loosely inspired by EA games and their $5 bullshit to activate online features of games because they got mad they were losing out on used game sales.
But yes, if they attack you, it's illegal to use their ship as it was not purchased. You would not have a legal deed in your name notarized by the Stockman of the Watch. Law of the land is that you must either sink it or return it to the shipyard stockman for a reward.
The reward is pretty meager, so most just sink it. Getting caught on a ship you didn't buy is considered piracy, and piracy yield the sentence of death.
Define "changing weapons"
You mean sheathe your current draw a new one? then yes.
You mean drop your current draw a new one? once per turn free action if you didn't spend it already.
PHB page 190
Interacting with objects around you, it lists draw or sheathe a sword as something to do in tandem with your action, but its implied you can only do it once per action, so if you drop/place your weapon, you can draw another for free
Several Options, all of which are good in their own ways, but the problem with Tanking in 5e is that the enemies can just choose to ignore you.
Heavily Armoured Battlemaster that focuses on 'crowd control' is the closest to the mmo tank.
Bearbarb with GWM takes half from all but psychic and has massive health, and with the extra damage from GWM it's easy to convince the enemies never to ignore you.
Eldritch Knight in heavy armour with a shield at level 7 can cast Bladeward every turn and still pull off an attack as a bonus action (Massive ac & half damage from regular hits), along with spells like shield.
One tanky build I've used in the past was a mountain dwarf abjuration wizard, at level 4 I picked up the 'heavily armoured feat', and at level 8 I had the tough feat. So I had lots of health, high ac, and a bonus pool of health in the form of my ward, along with a plethora of spells.
And if you're a paladin you get heavy armour, a shield, a fighting style and you automatically pack enough punch to never be ignored.
There's probably some options i'm missing, but those are just from the top of my head
In my game is the bladesinger wizard, the fucker has AC 21 at second level without items, and now he has a staff with shield and mage armor.
Now more seriously probably a 20th level druid, he can soak tons of damage.
How a Wizard got 21 AC in level 2?
I was thinking in a Fighter or Paladin Goliath, Mountain Dwarf, or Human Variant, but I think that Goliath is only good at lower levels.
I'm not really sold on the Scout. I like the idea of a Rangerish Fighter, but while the Cavalier gets a bunch of mount-related features in addition to Superiority dice, the only thing the Scout gets is the Natural Explorer feature, which isn't that great.
I'm inclined to take the Deep Stalker Ranger path and convert it over to the Fighter for a Scout, myself.
Mage armor (13) + Dex (4) + Int (4), then add Shield (+5) when needed and bam!, you're better tank than the poor defense fighter who can't even buy a full plate yet. Yeah, the wizard rolled pretty well (one 17 and one 16)
Using point buy, a level 2 Bladesinger will 'only' have 19 AC with Bladesong and Mage Armor up.
However, a theoretical Bladesinger/Monk with 20s in Dex, Int and Wis would have 25 AC with Bladesong.
More plausibly, a similar character with 20s in only Dex and Wis, wearing a Headband of Intellect (which grants 19 Int while worn), would have only 1 less.
I haven't read all of 5e yet, but do items no longer count as enhancement bonus and thus you can only benefit from ofne of them?
Either way, good luck having your DM give you this much.
I saw that, I was mostly asking whether you can now enchant a fighter's magic sword and have both the spell and enhancement have effect or not. Or whether even items with the same sort of bonus mght stack.
I just feel if that's the case, eventually there might be loopholes with newer items.
What level are they?
Is there anything thematic that their characters are desperate for?
How common is magic in your game?
You could just pick things with the 'uncommon property', or give them all a +1 piece of gear, robe/weapon/shield/armour etc
They're a group of 7 level 4 (almost 5) players, they don't have any magic item, and magic is common but magic items aren't.
They're in a temple of a old and forsaken god.
I was thinking in a weapon+1 to all of them, but this isn't fun actually.
While getting bonuses to hit and damage is nice from a combat standpoint, it would be much more flavorful if you gave them items based on what god this was a temple to.
Which begs the question: which god is this?
>cutting through dadly encounters like butter
They got +5% to hit, that's not much
In my group we got some +1 weapons, I just ignored my +1 longsword and kept using my greatsword with my barb, doing way better this way than with +1 longsword even against monsters with non-magical resistance.
>College of swords shits on the rogue
How? It's nothing like the rogue, other than both use 'light' weapons.
If anything, it shits on the Bladesinger, and even then they're different enough.
Neamel (a god of my setting)
It is a temple of the forgotten god Neamel, a good god that have the life domain.
But this temple was shared with the death god and the balance was broken.
Now only a few defenders of the old life god remain in control of a few areas in the temple.
They made a deal with the characters, they'll give the artefact they seek and in return the characters will convince the king to build a new temple for Neamel (the son of the king is ill and this artefact can heal him)
But to remove this artefact a ritual is needed and it takes 24h to complete it.
The evil guys will try to outrun and stop the ritual and the characters must defend the Neamel followers, which will give them some items to help in this fight.
Might be more flavorful for them to win the fight without the items, and then have the restored god equip them as his champions as thanks.
Choose items based on what your party does during this fight.
So, a god of life whose temple is shared with a god of death.
Well, for level 5, you probably want to limit things to Uncommon rarity. I imagine Neamel's related shticks might include creating life, healing and protection.
For the first, you could throw in, for instance, a Bag of Tricks, an Elemental Gem or a Silver Raven Figurine of Wondrous Power.
For the second, you might instead give them, for example, some Keoghtom's Ointment, a Periapt of Health or a Periapt of Wound Closure.
For the third, the usual Brooch of Shielding or Cloak of Protection would do, though you might also consider some items which don't protect from direct damage, like a Periapt of Proof against Poison or a Ring of Warmth.
For the death side of things, it'll be harder to keep to Uncommons (Staff of Withering, Sword of Life Stealing, Sword of Wounding and many of the items you'd think of are Rare and above), and you may want to wait till they're a little higher in level before you start dropping associated magic items.
I mean, for me that's half the fun. You can also talk to your players OOC to help you. I imagine they're not gonna be shitheads if you tell them "good job, the god you saved is gonna give you a magic item," but I don't know.
Since it's a life god, themes of healing or water might be a good guide.
>go to jester school
>super excited to learn how to make people laugh.
>mfw first lesson is horse races
>not races on horses, literally racing against horses using the super secret art of falling down artfully
>tfw i'd have a better image if they started teaching me to be funny but they haven't so you get dank memes instead.
>Although, it does read oddly.
It doesn't read "oddly", it reads completely contrary to your wishful thinking that it's not insanely powerful. Because that's how it works, it's really that good.
It is a ranged weapon, so I guess technically. Since it does benefits blowguns even if it's called archery.
It also benefits from two weapon fighting if you are using two daggers and also from dueling if you're only using one dagger.
A dagger isn't a ranged weapon, so no - though you could probably pitch to your DM that it makes more sense than the Fighting Style that actually works RAW, which, unless I'm mistaken, is Dueling (since you are still wielding a melee weapon in one hand even as you make a ranged weapon attack with it).
You fail to realize that the art of making people laugh is intrinsically tied to the art of falling down. Falling is an inherently funny act - perhaps THE inherently funny act. By falling down in the most optimal manner, most hilarious, in front of the largest number of people possible, you generate the most laughter.
Bards in the College of Satire aspire towards the legendary First Jester, who was said to achieve such mastery of the tumble that he could fall continually forwards across not merely indefinite stretches of land, but also sea and sky.
In hushed whispers, the tale of his last known tumble, where he pushed the envelope of his art just that little too far and hurled himself forwards through time, is still spoken of by jesters to this day.
Is there such a glut of ships that he isn't able to sell what he's got? Otherwise it would seem the Stockman would be obliged to raise the reward commensurate to the market rates for ships. An economy where people would rather destroy salvage rather than sell it sounds like an irrational actor has their hand on the wheel.
Why limit your self to just people? Fool's Insight replicates detect thoughts. Detect thoughts works on any creature with at least 4 Intelligence, or which has a language. You could make any number of creatures that fulfill one of these requirements fart. Imagine farting skeletons or farting beholders. Farting crawling claws or demiliches. Even devils and demons. March into the Nine Hells and embarrass Asmodeus in front of his subjects.
I actually didn't get a lot of mileage out of that UA. In fact, I had to rename a homebrew Ranger archetype because "Mariner" got taken by a fighting style.
My group's setting is a water world with few landmasses, and those that exist are riven by extreme magical upheaval. Think the Pacific Rim with arcane storms and eruptions instead of volcanism. With magic being so commonplace, arcana is present in almost all technology, and real-world tech has not advanced past the bronze age, at best.
A big part of characterization for different cultures in the setting is how they negotiate the seas: humans are cosmopolitan, but dependent on the technology and skills of other peoples for survival; a dwarfish empire is easily the most powerful standing authority in setting and craft swift and powerful ships propelled by magic-driven screws, but prefer to leave exploration and commerce to their subjects. There's an elfish faction that solely inhabits city-sized ships crafted from scavenged or commandeered vessels and uses 2- to 4-man magic jetskis in battle.
the setting is actually a vast prison plane for a vanquished outsider; it's shattered body is the landmasses.
I inadvertently started plagiarizing bloodborne when making my campaign (I haven't played it), right down to naming the first hunter-esque person Ludwig. Now I feel like I should scrap it since my last campaign I intentionally plagiarized DaS.
No, just double. The trick is to forget 3e's "move actions".
You have, say, 30 ft move. That's not an action, it's just something you can do in your turn.
The Dash action gives you 30 more. The Disengage action does NOT grant extra movement. It just flags your movement as "no AOOs".
This is still more than the rogue can accomplish, for no reason.
What he's saying is you'd be able to move 30ft with your movement, use your action to dash to give yourself another 30ft, then use your bonus action to tumble, giving you a final 30ft and disengage.
So you could move 90ft in one round without provoking AOO.
He's actually right. Assuming base movement of 30 feet, while tumbling:
1. Move 30 feet.
2. Take the Dash action. Move 30 more feet.
3. Use your bonus action to Dash again, move another 30 feet.
This really should have been thought out better.
Level 5 great weapon fighter here, I posess GWF style and the GWM feat already, but my strenght score is still only 18. Come next level, I know the general consensus says that I should just upgrade it up to twenty, but I was wondering if I should do something to "boost my tankiness" instead.
I use a heavy plate for defence, but my horribly rolled dexterity (8) does not let me pass but the easiest of AOE attacks or traps. Fortunately my constitution is quite high (17), but as the only martial character of our band, I'm the one that has to bear the brunt of our enemies' melee attacks. Should I stick to the old and trusty mantra of "Offense is the best defence", or perhaps up my HP with either ability points or even feats such as HAM or Tough? The way my constitution is on the unevens makes me doubt my previously chosen path...
well they can grab it at lvl 12 though too. 20 str is not as useful if you die. though an alternative option would be to you could grab 20 str at 6, then resilient (dex) at 8, then increase dex and con by 1 at 12, then get luck and tough at 14 and 16.
Personally I love some of the new content introduced in EE and SCAG (I love the goliath race most of all), but I can understand why others would want to limit the usable materials.
Hill dwarf Life Cleric. Works pretty solidly in my experience.
Thank you for the answers, everyone. I'll have to think about what I want to do really...
I mean, strenght of 18 has been serving me very well up until this point, but of course I understand the mathematics behind that seemingly meager two points more that could be add to it.
One of the problems has actually been that I've been getting downed.. A LOT. The melee seems to always shift in the way, that it's me against all the teethy-creatures, while the rest of my friends mash spells on to them from behind me.
I hadn't actually even thought of the resilient at all. I'm going to think about it, thanks!
You can always dip levels in another class to get some tankier features. One level of Barbarian gets you rage, which means resistance to physical damages plus a little extra damage. Dip a level of Cleric or Paladin to be able to cast Shield of Faith and get some other cool features. Lots of options.
This is one sluggish general.
There's not really a lot officially out there for naval adventures, is there? The UA had a couple of player options, but none of the books really address naval stuff.
I am especially disappointed that the SCAG didn't include any of that sort of thing. They included the 2 UA subclasses, but I somehow thought there'd be boaty boat action.
You can, I just said there aren't any cannons. I think you filled in the blanks and assumed no other ranged.
The Empire pays a bounty for sunken pirate ships, same as bringing them to to the Stockyard. Easier to burn it and leave than it is to tow it all the way somewhere else.
Thanks you for sparing my book, anon.
But really, the pages are loose for some reason. Hell, that didnt happen to my 3.0 phb and I used it way more. Waaay more.
But yeah, no excuse for no reading that big ass entry, my bad, I dont usually do multiclass.
Thanks again, anon, you are great!
I wish they'd pump out adventures like crazy. Hell you could just rewrite some classics too.
Guess this is what happens when you gut your entire D&D team save for a few tards like Mearls.
They're not subsidizing the sunken ships themselves, but the deed of ridding pirates of the area. You can get extra bounty for killing them AND bringing this ship, but the other bounty is cut in half. Plus, it takes a LOT of time to tow that other ship, which sucks if people are on a mission somewhere.
If you can read a text book and gain full understanding from it, that's great. Just realize that 90% of the population isn't like that.
To think that folks aren't going to come here and ask beginner questions is a bit of a stretch, m80
Dont you have to ship them your book?
Not anon, but international shopping os expensive as fuck, maybe he should ask some senior livro to patch his book back, using his not-american-dollars.
I've got a giant pool table I want to convert into a game table for my friends so we can play DnD, 40k and Twiling Imperium on.
I wanted to know what everyone uses for their tabletop games.. for worldbuiling and such, painting maps or dungeons and printing them out.
Sorry I wasn't more specific.
Made a table a while back for custom items for a Monster Hunter-like mechanic we employ in our lower-magic game. Essentially we use a bunch of materials to make custom gear instead of obtaining magic items.
Problem is I never finish filling it out. Anyone have a few ideas?
Do you have the DMG? There's a lot of great stuff in there about magic item creation. Honestly, the mechanics of yours are pretty much the same as a magic item, just with a different flavor. Perhaps just reskin some old standards. Look to the spell list for inspiration.
That said, if I were a player in a monster hunter campaign, I think a big emphasis on non-lethal stuff would be great. Like those giant sticks with snares, a crossbow modified to shoot a net, etc.
I guess some things that pop to mind for my ideas for properties would be like Foldable, Rust Resistant, Tranquilizing, Swarm Dispersing. Like, animal handling stuff.
Are you capturing or killing these things?
>Would a half orc paladin be okay
Sure it would, they make great paladins. Strength is their primary attribute, and con is good for anyone, but as front-liners it's even better. Intimidation is a Cha skill, which you'll have a decent score in, Relentless Endurance pairs nicely with self-healing like Lay on Hands, Darkvision is great, 30ft speed is great, and Savage Attacks pairs well with GWF if you have it.
Why would you think you'd be gimped?
Mostly because some variation of Dwarf gets +2 Con in addition to Strength and Half Elf gets +2 CHA then +2 to any stat than 2 free proficiencies and a whole host of other bullshit.
Play a character, not a stat sheet. The loss of that +1 to hit/dam definitely loses you damage over the course of the campaign, but it's usually made up for in the process of actually having fun.
sure. how do you role play a half orc well? I figured a half orc would most likely be oath of vengeance who uses the paladin ways to fight the innate pull towards evil they experience from gruumsh
that's what i meant, oops.
Ok /5eg/ I need some advice.
A few sessions ago I created an animated sword who donned the armor of an ancient cleric, pic related. My PCs befriended him and now they love him.
I play the character in a very likeable way, and he has kind of become my DMPC. My players outright have said to me multiple times they think I made him so likable because I'm going to have him killed. It was a part of my original plan, but I have so much fun roleplaying as a borderline autistic robot that even I don't want him to die.
Should I force the PCs to kill him? One of those fights where they know they have to kill him to save the world, and he tries his hardest to survive but slowly gets beaten to shreds? One of those fights where your heart is trying to stop you attacking and you are barely holding back tears but you know that you have no other option? I want an emotion moment that my PCs will never forget.
Is this too cruel? What do you think?
Have him sacrifice himself to save the party, preferably after a fight against the big bad. Big bad escapes and trips the ceiling to collapse, but Mr. Swordface holds up the archway long enough for the party to get out before being buried under literal tons of rubble.
You can change it up, force him to be partially destroyed or have some other crisis, resulting in him being an overall weaker but still powerful sentient weapon. Theres room for drama without death, but you probably want it to be a risk.
This could be good, just need to find a good reason to do it plotwise
This is literally the exact scenario I planned out originally hahaha I guess it's more cliche than I thought
The PCs just got to the major city. I'm going to have him kidnapped (swordnapped?) And dismantled for parts. Going to have to scramble around finding the pieces but I know they'll be able to put him back together.
Just parts? Not trying to take advantage of his magical nature somehow? Perhaps the intent should be to recast his animated body to hold some other being desiring to immortal or something.
I think what I'll do is have him captured by a gnomish tinkerer who removes him from the armor and adds mechanical enhancements so that the gnome can wear the armor (which is powerful in its own right.) Then afterwards, the mechanical parts can serve as an upgrade to his abilities.
I guess there's the commonly accepted way of playing a half-orc, which is stubborn and brash. You could definitely try and twist it. Perhaps trying to be chivalrous despite the connotations of your heritage?
Almost definitely not. And certainly not in its current form.
I mean, the Storm Sorc and the Swashbuckler were a couple of rare balanced classes in UA, and even they got changed up a little.
I definitely like the idea of brashness in fights against evil. Plus it'll let me make good use of that Intimidate score to scare away weak enemies or maybe get them to focus on me.
brash and loud in fights, and chill and non-judgmental else where?
> Animated Sword
> Ancient Cleric
> Everybody Loves Him
An archer hunter ranger is probably around as competent as a fighter-archer. I'd personally still rather be a fighter in a game with feats, but the hunter can make a good showing.
Ehhh... the rogue still doesn't have a good case for going into melee, and Sage Advice clarified that their Sneak Attack feature doesn't work with ranged weapons. Swashbuckler is fun, but it doesn't add very much to a min-maxed rogue as I see it.
I prefer to avoid the "brash and angry" altogether - he's neither fighting against it nor embracing it. People might assume it by looking at him, but he's just his own person.
Half-orcs are people, and they run the gamut of personality.
Well, it's not exactly "doesn't work with ranged weapons", but Rakish Audacity doesn't help you unless you're within 5 feet of the target, which is not where a ranged rogue usually wants to be. Unless there's a more recent ruling.
Kinda, but what I'm saying is that you could play it in a way that he's actively trying to avoid anger and violence, and took an Oath of protection, so only wants to fight when it's just.
It's just that his temper often gets the best of him. That way it's an active struggle.
Letting him orc-out in a fight then be all polite afterwards has been done before a whoooole bunch of times. I suppose if you've never done it before, try it, see how it fits.
I just think it's too convenient that he has all the positive qualities of the moment exactly when you want them. Doesn't hold the same tension.
Don't get all SJW with it. Remember in the old times people were very much held to the standards of their race. If he was apathetic I'm sure the years of judgement would leave him salty. If he was actively fighting the stereotype he'd likely have to be vocal just to make any impression on the unwashed and racist masses.
Welp, this latest UA has left me with a conundrum. The next character I was planning to play is a clown, had him MC Trickery Cleric/Arcane Trickster Rogue. Because I can. Now I'm not sure if I want to keep going with that or replace one with the Satire Bard. Three way MC is out of the question though.
Yeah, no kidding, having dash and disengage as a single action is pretty good. I'd have to rethink my character entirely if I do choose to go Satire Bard though. Literally spent months planning this guy out, trying to nickle and dime my way out of being MAD.
Ask your DM if he's allowing UA materials. I'd be very surprised if he'd allow the Jester kit without reading it, and even more surprised if he'd allow it after that.
I previously ran a clown character as a Shadow Monk/Trickery Cleric with a modified Entertainer background. Building your own thing can be more fun, but if your DM allows it and the Jester gives you something you want, go for it.
>Don't get all SJW with it.
I was just kidding with the Orc Lives Matter thing, idiot. Nothing he said was particularly bleeding-heart; if he wants to play an Uncle Torrg, more power to him.
I don't think it'd be a problem getting my DM to allow UA. One guy has 5 Mystic levels and another guy showed up with a homebrewed Warlord class that was utterly ridiculously OP.
Orc lives matter was a completely different post and I could have had no way of knowing it was you because it's an anonymous fucking board. I only replied to that post.
I guess have fun with your shitty rehash character.
All of my character are rehashes, I know that much.
Retired paladin looking for adventure after his wife passes
Absolutely fabulous Druid
Asshole monk atoning for a sordid past
Literally retarded Dwarf barbarian
Well...maybe not the druid...
If you want full non Magic then you'll want to go berserker barbarian, champion or battle master fighter, theif or assassin rogue, or way of the fist monk. Here's also a non magical variant of ranger in the UA articles.
>Don't get all SJW with it
All I said was, your character's personality doesn't have to reflect his race if you don't want to. And deliberately attempting to subvert racial stereotypes counts as that. If you want you can just be a dude who happens to be a half Orc. I'm not sure how that's SJWy.
And what interesting out of combat options do other classes provide that outweighs the swashbuckler's consistently amazing class features? Note that the swashbuckler has an out of combat option that's an improved version of charm, useful in pretty much any social situation. Plus free advantage on Athletics and Acrobatics for interacting with and exploring the environment.
>Ehhh... the rogue still doesn't have a good case for going into melee,
Sure it does. It's called "Swashbuckler".
I tried my best to make it fun but I always felt like a wet blanket. None of my actions really felt natural. So after that character I made a CN fighter. Things went great rp wise. The funny thing is that it's specifically LG I cans do. I can do NG and LN well enough.
I have a question, is there any released info that helps you determine the punishment for when a character breaks the law? My Barbarian had sex with the mayors wife and called her a whore when questioned so they burned me at the stake and a Cleric of Bane banished my soul to the nine hells. Is this allowed? It was in Lost mines of Phandelver.
What does the Swashbuckler actually do for the rogue who's in melee, other than let it Sneak Attack more often when it doesn't have advantage? The features past level 3 aren't really that stellar.
Rakish Audacity is certainly nice, but I see it as only barely edging out the superior ability to utilize terrain for hiding when ranged.
I was thinking it was partially an act to make him more "targettable" (fulfills big stupid fighter role IC and mechanically) and it's also a way of getting the orc rage out of him. Fits with Oath of Vengeance too.
A chill Oath of the Ancients Half Orc who uses the tenants of the oath to enjoy and protect life's more joy giving things is cool too though (and I like both oaths about the same anyways); especially because Half Orcs experience all emotions strongly.
Well the town isn't exactly as black and white as strict laws. If the mayor wanted you dead and got the town backing him up it's well in his right to kill you. If I remember correctly until the LMoP questline is done the town is sort of a self elected leader type of town with the guards being volunteers. This lack of legal structure is how the mess with the mage and the red brands arose in the first place. This also means a charismatic PC could of easily saved you by turning the town against the mayor. That mayor is a fucking coward.
>have fun with your shitty rehash character
I..haven't posted any of those posts. I've been taking it all into consideration. I just don't want to go Oath of Devotion at any rate because it seems to be like it's the most bland.
Cursed Magic Item is a start.
>Belongs to evil motherfucker.
>PC doesn't know
>PC doesn't detect magic/identify/what have you
>PC becomes used to using thing
>PC unknowingly becomes instrument of item's will
>Badman shows up, big reveal
>Moon Circle Druids
He basically solos every encounter. I pumped up the difficulty on one, he still never got hit, and it almost (and in one case actually did) killed the rest of the party.
Any advice? I'm fairly new to this whole DM thing.
Devotion Pally here. It is pretty bland. I regret picking it, but I didn't feel that Ancients or Vengence fit, and Crown wasn't out yet. Crown would have been best, but oh well. Gonna be MCing into Undying Light Warlock soon, so that'll make it better.
Moon Druid in my group was pretty strong up until level 5, then the rest of the party surpassed him. He's good for the occasional Moonbeam here or there, but his wild shaping has gone to shit. Though he's looking forward to hitting level 10 and getting the ability to shape into an Elemental, which might increase his effectiveness quite a bit.
Was Moonbeam so bullshit early in your game too? Whenever I use a published module (which is every week now, since we're running Princes of Evil), I have to specifically say all the enemies as spread out like 20 feet apart, so he just doesn't fry the group.
Yeah, it doesn't help that you get protect from good and evil as a paladin, from your oath list, and all the time past a certain level. ironically that's probably the best part about it.
vengeance has probably the best spell list (IMO) but devotion is close and it gives a lot of excellent benefits too. I can imagine this orc character (still pretty tentative character) going either way; either focusing the rage the evil god gives them at evil or a chill half orc who enjoys life while following and protecting it under the oath of the ancients. I like both. I'll have to mull it over in my head...
Preparing to DM my first 5e campaign as a fairly unseasoned DM in general. Since there will only be myself and two other players, I plan on playing a third party character. I plan on playing a Cleric for a support role.
Any tips on campaign-long DMPCs? Obviously I want to avoid metagaming, or railroading the story around my character. I plan to avoid making big decisions or suggestions etc, basically a backseat PC.
>inb4 don't do it
The only other option would be having the players control a third and/or fourth PC, and since they are fairly new to tabletop, I see a DMPC as the lesser of two evils.
Save or suck spells/attacks/features that target the weak points of his stats in animal form.
For example, Dexterity is only 0 while in black bear form, so start with a water whip type move.
Ball Bearings to fuck him up. Etc.
I don't think our Druid used Moonbeam much until we were around level 6. Never seemed all that effective. There was never any point in which four enemies were all together either, usually he'd just hit one or two. There was also the risk of allies running into the damn thing, so it cut us off a couple times.
I have never cast Protection from E&G. It has only been applicable, like, three or four times, and at the time, I felt that there were better uses for my slots, like saving it to Crit-Smite a boss.
>Undyng light Warlock
>tfw my group doesn't allow unearthed Arcana
>Been wanting to play a Shadow Sorcerer forever
Make a hermit hill dwarf / wood elf life cleric who meets the party in the starting town and shares with them the first big plothook and offers his assistance to them on their adventures in return for dealing with said major plothook at some point in time.
Sorry man. All I really want is the "good" Warlock patron aspect. I'm fine without taking any of the abilities of the Undying Light patron, though my party did offer up some less powerful versions of the abilities that I could use instead.
you deal manyd6 every round with no restrictions. your dagger is better than a greatsword at 3rd level. If you wanted something good in close range I don't know what else you could ask for.
Oh sure, a permanent one without Concentration is nice, but
Actually, I lie. I JUST had an experience which made Devotion worth it. My party and I are level 8-9 in Princes of the Apocalypse right? We're facing off against a bunch of mooks when a big bad magic caster shows up, hits four of us with a Wisdom saving throw. Two make it, the Monk (wtf) and I fail. We're all like, alright, what hit us? DM says something to the effect that we're now charmed, and I'm like, wait, hold up. I whip out my book and check, sure enough, both the Monk and I are NOT charmed due to me simply standing there. DM gives us all a look of utter defeat as we mop up the mooks and rush down the mid-boss. The spell was Hypnotic Pattern, if it matters.
>I didn't like the mix match
I once had a guy in our party that played a Cleric of Torm while multiclassing into Fiend Warlock. He argued with the DM for almost two hours on why he shouldn't lose his Cleric abilities
Broadly speaking, your DMPC is not going to take initiative on anything. He doesn't offer ideas, he doesn't volunteer information, that sort of thing. He'll do some things if asked, like "Jones, can you cast a ritual for us?", since he IS there to contribute, but the players don't control his actions.
The tricky part is combat, really. A big part of combat is not knowing what is going to happen, and on top of that, you won't be very happy if your DMPC fires off a spell that neuters your own encounter.
Consider allowing a player, once they're used to combat, to run the character in combat - wait a sec -
>third or fourth PC
Your players are playing two or three characters each? That's five characters in the party minimum. Fuck it. They don't need his support in combat.
Your DMPC is sickly - epileptic, hemophiliac, take your pic. He doesn't fight, period. He can cast spells between combat.
>This is still more than the rogue can accomplish, for no reason.
...wait, but a rogue can Dash as a bonus action, can't it? Hang on...yeah, Cunning Action lets the Rogue Dash, Disengage, or Hide as a bonus action.
So the Rogue can move 90 ft. per round too: Move 30 ft., use action to Dash another 30 ft., then use bonus action to Dash another 30 ft.
How many players do you have? Because honestly, three characters is enough for most challenges. Player characters can chug along for quite a while in 5e - between Hit Dice and the complete heal that a long rest provides, all a healing caster like a cleric does is allow you one or two more encounters per long rest - a boon, yes, but not crucial.
Or provide them with a Wand of Cure Wounds. It's not in the DMG, but it's very simple to figure out - it can work exactly like the Magic Missile wand does. It's still a limited resource but it'll keep them going a bit longer.
Don't have them play multiple characters. That way lies madness - for everyone.
The main difference is that Rogues provoke OAs for this movement, and can't climb fucking walls.
In return, the Rogue gets the option of hiding, whereas Jesters are averse to not being seen.
4chan will never hesitate to tell you if your homebrew is terrible. And that's actually pretty good when it comes to homebrew.
That said, you won't see a lot of positive feedback. You just have to understand that whatever people aren't bitching about is probably fine. You won't get a pat on the back, but people will be honest.
First two pages are just lore and shit.
Alright, for ease of readability, I glossed over Semblances and Weaponsets, as I intended to have a sort of guide at the end of the class description.
However, I haven't written that yet, so the wording is vague as fuck.
I'm not too worried about either being overpowered though, so the Aura mechanic is mostly what I'm wondering about.
Page four, and the last of the base class.
And the last of the full pages, though I do have the rest of the Aura Sentinel Archetype completed if you want that.
I'll just post it in text form to save image space:
By 11th level, you have gained extraordinary reflexes. Once per combat, you may expend 15 points of aura and your reaction to redirect a successful melee attack against you. You take no damage, and the creature that made the attack against you must contest their Strength or Dexterity (their choice) against your Strength or Dexterity (your choice). If you win the contest, they inflict half the damage they would’ve dealt to you upon themself. Furthermore, you can now take two reactions inbetween your turns, instead of one.
By 15th level, an unyielding bond has been forged between your body and soul. As a bonus action, you can drain either aura points or your hit points to increase the other. The amount you can transfer is equal to twice your level in this class. For your next three turns, you have advantage on all attack rolls. At the end of the third turn, any hit points or aura still remaining from the transfer dissipates. You can only use this feature once per combat.
>7 free HP per level, and the extra HP is a spendable resource.
>once per short rest, reduce any hit that deals >8 damage to 8.
>ALL the fighting styles
>Heavy armor proficiency
>Four tools, one skill
>Bonus ability improvement at 6
>one archetype gets a *bonus feat* AND CAN ATTACK UP TO THREE TIMES IN A ROUND AT 7.
This is the dumbest, craziest, most stupid idea I have ever seen. It's like you picked the best features of everything and stuck it together, then knocked it down a notch by saddling minor inconveniences to some things.
Does the d4 HP pool not fix balance it somewhat? The class has basically no proficiencies as well.
>7 free HP per level, and the extra HP is a spendable resource.
But there is chip damage, and the base HP pool is pitiful. Would increasing the chip damage balance it out, or should the aura be reduced?
>once per short rest, reduce any hit that deals >8 damage to 8.
Yeah that is a typo on my end, definitely supposed to be per long rest.
>ALL the fighting styles
Is this bad? I was basing the class off of the fighter while using the Ranger Archetype progression.
>Heavy armor proficiency
I definitely overlooked this, that's only supposed to be if your armor was somehow your weaponset
>Four tools, one skill
Tools were supposed to be for making ammunition or repairs to the weapon, now that I look at it again that should be only one tool.
>one archetype gets a *bonus feat* AND CAN ATTACK UP TO THREE TIMES IN A ROUND AT 7.
They explicitly cannot use that for a feat.
As for the Chain Attack, that was me trying to make a different Extra Attack.
In theory it hits up to 3 times, yes, but if you miss once the whole thing ends right there.
Good to know my new Fighter archetype called Shmampion that crits on a roll of 15-20, gets four fighting styles, and regens 40 + 2x con mod HP a round is balanced because it doesn't have magic.
Just wanna let you know, going by this page alone, the aura is super OP for the first two levels. Keep in mind that at first level every class gets their max hit dice + CON mod for starting HP, meaning the absolute max any character could have, not including racial features, would be 17 (barbarian starting with a 20 in CON). Your d6 hit dice class could theoretically start with 18 HP at first level if their CON is maxed. Realistically you're looking at most people starting with 8-14 hp first level.
It's even worse since realistically nobody's CON will be maxed at first level, and 7 hp, special temp or not, grants more than even a maxed CON modifier. You need to scale it down for the early levels.
Honestly looking at that feature alone it just gets crazier and crazier. 7 HP is the average you take for a d12 hit dice class (the only one of those is barbarian), and that's not counting the actual hit dice of the class which grow at later levels. Did you intend for this class to have a ridiculous amount of easily replenishable hp?
Basic premise was to have more Aura than HP, though I may have overdone it a bit.
Would increasing the chip damage to 3>2>1 balance it out more, or does the Aura need to go way down instead?
So, one of my PCs is multiclassing into Paladin, so I'm thinking of throwing a minisession at them with the following scenario:
>Party freed a rather powerful being from binding, so it owes them a few favors
>Hearing that the PC in question wishes to learn to martial, it appears before them in a vision
>The PC is brought to the only instructor the being knows will still be alive; A cursed knight, a pawn of the fates
>This knight will never die until he gets vengeance (which he won't find until the fates grow bored of him)
>The knight is several centuries old, hopeless, and mostly mad, and is presently shambling through a snowstorm in an unspecified northern land
Now, why would this knight stop and teach the PC how to use a blade?
The freed powerful being tells the PC of the cursed knight, and suggests he try leveraging the knight's madness and situation to convince him to train the PC. The PC performs a bluff and somehow convinces the cursed knight that he is a squire sent by the fates to aid him in exacting his revenge.
>but there is chip damage
Ask yourself: are you are actually likely to run out of real HP before depleting your aura? Answer: no, because you set the minimum at 1. Assuming this aura is a good idea at all, half damage should go to mearspace. This makes it comparable to a raging barbarian's damage resistance.
>long rest, reduce any hit to 8 damage
That's still a very good ability.
>All the fighting styles
Just understand that only Fighters get them all - it's just indicative of your kitchen-sink approach.
Remember that allowing a player to pick their proficiency is the same as having proficiency - players don't radically change their armor types, so they'll pick the armor they're going to wear. This class effectively has heavy armor proficiency and martial weapon proficiency.
>they explicitly cannot use that as a feat
Oh my mistake, the BASE CLASS GETS A FREE FEAT on top of an extra ASI at 6.
Hitting is not going to be difficult, first of all, especially with the nebulous Semblance and the bonus API and bonus feat. Plus this is on *any attack*? I know it must be because you imply AOOs can Chain later. That's ridiculous. A TWF character - who is likely dual-wielding longswords thanks to that bonus feat - could attack up to *nine times per turn* at 15, as opposed to a fighter's *four* at the same level, 5 at 20. He MIGHT attack three times, but he'll likely attack for more than that.
The fact is, you want this class to do too many things and do them all well.
Maybe knock it down a few notches - this is a personal-weapon-focused class. Start with medium armor, martial weapons, normal APIs, and the offensive Fighting Styles (Dueling, archery, GWM), give Extra Attack at 5, and then do your aura shenanigans. Don't go piling on extra features - make it all work on the aura.
The class ridiculous, but I don't think it's for the reasons you think. First, it's basically a fighter. No Shields (unless you pick Protection?), 4 less HP and only one armor proficiency (choose one, WTF?). Replace Second Wind with Abjuration Wizards Arcane Ward.
It's after 1st level that it starts getting silly. The scaling on Aura is ridiculous even IF it's intended to be the primary HP pool for the class. If you want to make this the "spend your hit-dice like a resource" class, there's probably room for THAT.
I'd say the biggest problem right now is half the class is just vaporware.. Semblance is a non-ability. You lay out some vague sorta-guidelines that it's kind of a cantrip, then half the class is either "weapon upgrade" (which you also don't define) or Semblance Improvement.
This whole idea is a disaster and is much better executed as a Fighter Archetype who can spend hit-dice sorta like Superiority dice. I'm not saying that's a GREAT idea, but it's definitely better than THIS.
I meant more along the lines if they were compatible with 5th to a degree. I already own the 5th books I was just wondering if the previous books could be used in any way with 5th.
It's possible to convert things from 3.5 to 5e if you know what you're doing, however, if you're new to dming you might want to ask for the aid of someone who's more experienced with it
For monsters you're better off looking at the 5e monster guidelines and using 3.5 for inspiration, accepting that you will loose some things in translation. Classes are far worse about this, you are better off refluffing what is already made than trying to hammer in 3.5 mechanics.
New player here, can anyone give me a short rundown of TWF vs ranged rogues? All the stuff I've been looking at just pretty much assumes you're ranged, which makes me sad because I've always liked the stabby stabby stereotype of rogues
I like the idea of Chain Attack, but the execution seems overpowered. Would this work?
If you hit with an attack that did not have disadvantage, you may immediately make an attack with disadvantage.
because unless you dip in fighter you won't get your ability modifier to your off hand attack, and you only get 1 sneak attack per round.
you can go rapier and shield and still be a swashbuckler.
>because unless you dip in fighter you won't get your ability modifier to your off hand attack, and you only get 1 sneak attack per round.
The idea of TWF for Rogues is if you miss you get a second chance to apply that sneak attack. If you don't miss the first hit you use your bonus action for something else.
Im'a go ahead and guess you've never actually played a game of 5e before.
This is so monumentally broken that it's not even worth salvaging. If this is a project you're really interested in, start fresh.
Give me eccentric shop names for my big city. Some examples of what I already have:
>When Hammers Fly Blacksmithing and Enchanting
>Manachadnezzar the Magnificent's Museum of Mechanical Marvels
>The Mind's Eye Divination Emporium
But you can already do that with a 2nd weapon. What if it was if you hit with an Attack action and do not have disadvantage, you can make an Attack action with disadvantage as a bonus action?
Yes, because that's not ripe for abuse with feat stacking and the right spellcaster buffs.
What you are essentially doing here is giving the class 2 bonus actions (3, when extra attack comes into play) that can be used for weapon attacks, and it costs the player nothing. Mitigating disadvantage is so easy via combat circumstances and party buffing that you cannot honestly call it a downside to this feature: you won't have advantage on your chained attack, but you'll rarely have disadvantage on it.
For comparison, the only other class that can do this kind of thing is the monk, who caps at 4 attacks per round, 2 of which have to be unarmed strikes. What you're proposing would allow up to 5 attacks per round, and I'll eat my big stupid winter hat if the kind of people who'd play this class wouldn't immediately pick up dual wielder for non-light shenanigans.
Also, your nomenclature needs work:
> when you hit with a melee weapon attack
I try to allow some UA at my table but some shit is just too dumb to allow. Undying Light Warlock is one of those things. Mostly just because of Radiant Soul, that makes it way too powerful of a 1-level dip.
Nevermind, SCAG specifically calls them spell attacks. Well then. Still a very easy rule to throw in if you don't want it abused. Not to mention a Monk that can spare to boost Cha on top of Wis/Dex/Con frankly deserves the boost to damage.
What? I'm referring to the Undying Light feature called "Radiant Soul". Which is superior to the level 6 Dragon Sorcerer feature and stacks with it.
I don't care about a monk doing that. I care that Warlock is already a good 2-3 level dip for a sorcerer, and Undying Light just makes it stupid to not take.
There's an UL Warlock in my party. My DM only allowed them to add the radiant/fire damage bonus to touch spells, balanced it out pretty well.
Only level 5, so we haven't seen how busted Searing Vengance is yet.
SCAG has Undying, not Undying Light. We're talking about the underdark UA.
Calm down, I assumed he meant it was too good a 1 level dip for Sun Soul Monks, I wasn't thinking about Sorcerers.
My fault, I've been looking at Monk bullshit for the past hour.
Kind of required to preface that with "If you dip from Sun Soul Monk..." then.
Don't tell the board to calm down because you couldn't be arsed to actually say what you were talking about.
I have a party of players, all new to 5e and D&D in general except one. I have a burning desire to inflict Tomb of Horrors upon them, which I barely control.
Talk me out of it, please, or at least give advice to ease the pain.
So a question for anyone thats played in a 5e RPGA game
Are Lawful Evil characters actually allowed? I was told no by a guy at my LGS today, and was a little disheartened.
I really want to play a Tiefling Infernal Warlock, with an Imp familiar, who is basically a door to door salesmen, that promises earthly favours in exchange for loyalty to the Nine Hells.
It does say in the adventure guide on the Wizards site that you can be one, if you're part of the Zentarim, but I'm just not sure. Anyone have advice?