>Core rulebooks, adventure modules, Unearthed Arcana
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
>Dungeon Masters Guild, buy and sell 5e shit using Wizard IPs
>WIP HTML version of the SRD, by the guy who runs d20pfsrd
So, /5eg/, what's the best content you've seen on DMs Guild so far?
>Implying throwing money at hoes will ever go out of style
If confusion about the rules comes up: make a ruling and move on. Write down a note to look up the thing later if you want to, but don't let it get in the way of the game at hand.
>So, /5eg/, what's the best content you've seen on DMs Guild so far?
also while we are at it this is a shit OP question. good idea lets make 5eg about what bullshit homebrew everyone wants to buy made by some asshat trying to make a buck. why did wizards attempt to neuter the homebrew scene?
so thanks for making this probably the worst OP in a while
at least you put 5eg in it
>why did wizards attempt to neuter the homebrew scene?
5E's homebrew scene was suffering pretty heavily from a lack of centralization. 3.5 had all the old forums, and 4E had some forums that had sprung up in the meantime, but those all started on the official forums...
...which Wizards nuked not too long ago.
Serious homebrewers are almost certainly taking the attempt to post pre-existing work, not rush shit out the door for cash. I posted some material that I finished roughly half a year ago.
>Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: It must succeed on a Dexterity saving throw or be knocked prone. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. It can’t take reactions until the end of your next turn.
Even at lower levels, you can get three attacks with Flurry of Blows. With the Mobile feat, you use Flurry of Blows, and then run around attacking three different creatures, each with one attack, and possibly knock all 3 prone? That seems pretty good.
I'm gonna get this tattooed on my back, in honor of Tiger Shen, my monk character. Maybe also a complimentary tattoo on my penis as well. Wish me luck.
And don't forget, you wouldn't get to knock them 30 feet all at once either, you'd have to hit with one attack, knock them 15 feet, move to follow them, then hit them with the second attack and knock them another 15 feet.
Although the flavor and imagery on this can be pretty fucking badass.
What if you're not worshiping the sun, but trying to usurp its power?
Ok heres my last try
A nearby homeless man walks away from magical accident with more than just 2nd hand gear...
Or, the Human hobo rat catching sorcerer, lvl 1
>his parents were commoners, became homeless a few years after he was born
>middle aged now, mom died young and dad ~ 15 years later. veteran bum at this point
Early on he began hunting rats for tails [SLING], became pretty decent, eventually fancied himself an employed man. He could also sometimes even get some copper out of selling the meat to the decidedly more nefarious characters within his sphere of influence.
He knows his town, the underside especially. In a place of relative saftey, when the dad realized he would die from an illness, gave his son his inheritance: a secret spot, a lockbox (of sorts) that had been created when his parent first lived in the streets.
Now there are many hobo stashes around that might be called secret, but the word usually leaks out somehow and a nice spot is only rather momentarily forgotten by the many denizens of the homeless world and cannot be used for long or without risk. But over some long years, and with many dangerous trade offs of sockfulls of coppers for silver pieces, and even a few golds ! , the ratman managed to shuffle his meager resources around from stash to progressively more uptown stash where he amassed a slightly dispersed cache of savings.
An old friend of his, 7 years his senior, held a couple nice shivs of his [2 DAGGERS], although he used some disposable models for his daily trade. He had a few useful things in various spots, and a few people were indebted to him in some way [GOOD] - people who could get things for him if he was in need [starting gear]. But the real stash was safe in his inheritance [10GP or however much]. he was careful to only deposit under the safest of conditions to ensure it was absolutely secure.
>good life going
He's in the alleys, hunting rats, when a large magical blast blows through the wall/windows in front of him.
>gets a face full of magical question marks
>chaos, town guard, he bolts
>feels different, lucky in some way, isnt harmed
>many bums recognized him leaving the scene of comotion
>police asking questions, answers slowly leading towards him
this guy is not going down for something he had nothing to do with, and with an uncanny feeling of intuition he drains the cashbox, calls in his favors (holding the cash) and leaves town. Things are looking up....
I want to use/discover his powers kindof sequentially and develop the character as we progress. He gets even better with his weapons [TRUE SHOT], and eventually gets in deep shit and does a WITCH BOLT on accident. Then his growing suspicions are confirmed and he realizes something magical happened to him back in that alley.
Ideas for other spells or gear or whatever? I was thinking after the first witch bolt he could insist that if he hung around and tried to feel hard enough he could try and DETECT MAGIC.
One of the main perks of multiclassing is that you are going to get a lot of cantrips.
The downside of your specific mix is that you're going to have spells based on two different stats, cantrips included.
Ah i posted this homebrew in another thread so i'll post it here as well.
Basically instead of the Spell/ki point system and the like or the spell slot system i gave each class a die for Magic points.
Now classes that don't use magic get only a d4 die for their magic points (it makes sense that everyone has a small potential for magic in a high fantasy setting).
Those who channel magic from outside sources or only train it half-way with another discipline get a d8 die (arcane tricksters, eldritch knights,warlocks, clerics and paladins).
Those who train their own magic get a d10 die (wizards, monks, bards and druids).
And Sorcerers who have inborn magic power get a d12.
Now Sorcerers, Wizards, Monks, Clerics and Warlocks can give up 1 point during ASI to upgrade their magic die (you can upgrade the die two times during the game and only once per ASI) so a class with a d8 die can go to d10 and then upgrade to d12, a class with a d10 die can upgrade to 12 and later to d16 and sorcerers get to upgrade to d16 and d20.
Now there are already present limits to what level of spells each calss can learn so i'm not going to change that.
Each spell has an equivalent magic point cost:
Cantrip - 1 point
Lvl 1 spells 3
lvl 2 spells 6
lvl 3 spells cost 10
lvl 4 spells cost 20
lvl 5 spells cost 30
lvl 6 spells cost 50
lvl 7 spells cost 80
lvl 8 spells cost 120
lvl 9 spells cost 200
>this was meant for a campaign where everyone and their mother is a caster.
I think this could be more succinctly captured by giving everyone Magic Initiate for free.
What you've got could be interesting but as it's laid out is a balance nightmare, no matter how flavorful your decisions. You'd be better off making all casters run on the spell points variant in the DMG.
Read the manga chapter about bamboo or where they talk about soy...
Yeah farming is a pain in the ass in that world.
Also all plant based monsters are terrible in a different sense.
You could probably just give it to the hunter honestly, there's literally no reason to level past 7 or so for that class. Ranger needs a carrot somewhere in the 11-14 range to make it worth not multiclassing out.
I was thinking about what i read yesterday in a thread here and tested it.
It was about giving the spell attack feature from the sun monk to all the monks.
So i did a single-player game with my GF to test it.
It's actually pretty balanced with the exception of the Wot4e monk having a too high variety of damage types (fire, frost, pierce and cutting).
You'd still get into melee with your monk most of the time because this only serves as reliable medium range damage output so it won't take away the martial arts feel of monks and only add to the fact that they are now proper half-casters which is good.
Now we decided to add another thing as a lvl 3 feature for sun soul monks atop their spell attack so they stay balanced in line with the other monk sub classes.
Flash step - gain an additional 10 ft movement speed for the next (monk lvl/3)+Wis mod turns for 1 ki
Suns weapon - create a monk weapon made out of sunlight that lasts for (monk level/2)+wis mod turns for 1 ki, the monk weapon deals an additional radiant damage equal to half your martial arts dice on top of the normal weapon damage and sheds dim light in a 10 ft radius.
Solar flash - cast a blinding flash of light in a 30 ft radius making the hit targets blinded for the next turn for 1 ki point (targets with blind-sense are immune to this effect)
Would you rule that an improvised weapon which is unlike any weapon on the weapons table, such as a table or Alchemist's Fire, would constitute a melee or ranged weapon or neither for the purposes of feats and features?
>Playing an atheist fighter
>Have cleric of Torm in our party
>keeps trying to convert me ever since he found out I'm atheist
Last session I found a bunch of textbooks in my sack, one of which was titled ''So you want to learn about Torm: A beginners guide'' How do I get him to stop?
He's roleplaying. If you disapprove, have a chat with him out of character to make your feelings on it clear and bring it to an end in-character. Or else simply have your character react how he normally would. That's the point of a roleplaying game, isn't it?
>Playing an atheist when a man literally has proof that his God exists
Have fun getting slowly devoured by the Wall of the Faithless, anon.
Leave some books in his sack, one titled "The Torm Delusion" by the wizard Ralmevik Dawkins and another titled "Torm Is Not Great" by the sorcerer Carric Hitchens, which show why Torm doesn't exist and provide alternative explanations as to how clerics and paladins get power (maybe something like midichlorians).
There is literally no reason to be an atheist in D&D where gods exist. Sure, don't worship gods, but atheism is the belief that gods DO NOT exist. Which they explicitly do in D&D.
But don't let me tell you where to hang your fedora.
>lawful good atheist fighter
>know gods exist, but don't worship any of them, only have faith in own strength
>cleric of Torm keeps trying to convert me
>keep using the books he gives me for kindling
>he seems mildly upset but doesn't complain too much
>many adventures pass the same way, party slowly starts warming up to each other
>get drunk one day, angrily ask him what's so good about gods anyway
>we end up sitting down and having a surprisingly enlightening discussion about Torm
>"Huh, this Torm actually sounds like a pretty decent guy."
>"And that is why you should convert-"
>"But I only believe in my own strength to pull me through. And, I suppose, the strength of those fighting beside me."
>we share an awkward smile in the ensuing silence
>he suddenly moves over and puts a small prayer book in my breast pocket
>tells me that I don't have to read it, just keep it with me, and surely Torm will protect me on the battlefield
>several weeks later, survive a near-fatal stab to the chest because the book was in the way
>book stained with blood, but I don't throw it away
>adventures continue to pass, cleric and I become close bros despite our difference in faith
>keep ribbing him about his beliefs in Torm while he ribs me about my atheism
>we realize that, despite our religious beliefs, we've been fighting for the same values all this time
>dawn of the final day, about to face off with the BBEG in one last climactic confrontation
>keeping watch by the campfire, watching dawn break when the cleric takes a seat beside me
>"Could I have a word with you about our lord and savior almighty Torm?"
>the usual banter ensures, segues into serious discussion
>"I have fought alongside you all this time, and I know you like a brother. You say you do not worship Torm, but you have lived with honesty and loyalty. You have stood against corruption. You have fought for law and order. You say Torm is not your god, but you live by his values. Have you not realized? All this time, He HAS been your god, in your heart."
>"Have YOU not realized? I said, long ago, didn't I? Fair enough, Torm holds the values that I hold, as do you. But I don't fight because I believe in Torm's values. I fight because I believe in mine. I don't believe in gods to help me if I cannot help myself. I believe in my own strength, and the strength of those fighting beside me. I believe in you, channeling Torm onto the battlefield as I cannot. To me, Torm isn't a god to be worshiped. He's a comrade."
>secretly, I had started taking levels in Paladin several sessions earlier
Either way you get eaten by the Wall of the Faithless.
Then you aren't a fucking atheist. Words have definitions.
No there isn't a rule smartass, but it's pretty fair to say almost every setting (especially fucking FR) contains a lot of proof of divine beings.
I dunno, it's not too hard to imagine some wizard of oz thing going on, where all that power is just a facade of lesser beings. Maybe groups of angels or fiends get together to emulate their gods functions by committee.
Would an immensely powerful demon or devil be distinguishable from an actual deity who is chaotic evil or lawful evil to an in-universe mortal? Is there even any practical distinction between the two beyond mechanical terms?
I'm sure he means is that he knows that the beings that claim to be gods exist, but he believes that they are not gods at all but merely powerful usurpers who arrogantly claim to be gods.
While not identical, i could easily see a pseudo-atheist who knows "gods" exist, but believes in none of the original/creator gods, and that all the "real" "gods" are just really powerful beings like any other.
What actually distinguishes the actual gods from really powerful beings anyway? The ability to grant power to followers?
In 4e at least, I remember there was at least one mortal who became a god by killing the previous owner of her portfolio.
Of all the settings you chose to be an atheist in, you're one in a setting where gods play an important part of the setting?
Not, say, Eberron or Dark Sun, where it would make more sense.
Um new guy here.
I'm reading the rulebook and it says humans get the ability score increase of 1 point in all stats as a race feature.
Does that mean during character creation i just add 1 point to all my stats or just to one of my choice?
Those books sound so ridiculous when thinking on the FR, I love it.
"Here's a book explaining how Torm doesn't exist, despite the fact he was seen by thousands fairly recently and actively participated in a huge event that involved the slaying of the God of Tyranny and the loss of many lives.
No seriously, that whole thing was just... orbital wobble."
>DM started using traps/spells/abilities and not allowing saves
>DM started using insta death
>DM started using "a hundred guards appear and arrest you"
I mean, I like you dude but when your players move from asking for saves and shooting ideas to just saying "Ok I guess I can't do anything what happens next" you have a problem
>Players are dumb as shit and jump into obvious traps where there is no physical way they can survive
>They bitch about dying when they had ample warning about danger and several other options
>Players try to steal in broad daylight from a high class, high security part of town and get upset when the guards get called and quickly arrest them
I mean, I like my players but when they do dumb shit and just say "wow this is too hard how did we die?" you have a problem.
You need a main stat you are going to use to attack. It could be CHA for spells, or if you want to rely on weapons, STR/AGI for weapons, but you absolutely need at least a 16, later bumped up to 18 and 20, or you'll be kinda useless.
My immediate reaction would be Eldritch Knight, but like >>44811368 said, anything outside of a Charisma-based caster would work well enough. Play whatever you're going to have the most fun with.
>Be flying on an airship thousands of feet above ground
>Pirates riding another airship show up, they fly over to your ship on griffons.
>"I want to try and jump to there ship!"
>"There's no way you could make it unless you rolled a 20 or something so I'd advise against that."
>He tries anyway
>complains when it doesn't work and falls thousands of feet to the ground
No saves for instant stuns, instant death on failed saves, walk into room no save paralyze and damage traps, enter city arrested by 100 guards for framed kidnapping spend 4 game hours listening to two npcs argue until a 3rd npc arrives to rescue us etc
Funnily enough falling damage caps at 20d6 so instant death from falling would also be bullshit
If you say 'unless you rolled a 20', they think 'Aha! A 1 in 20 chance, I'm sure to succeed!'.
You should instead tell them to look up the Jumping rules and work out how far they can jump, or, if you want to save time, just say 'You can't fucking jump that far.'
>Even a colossal fuckup shouldn't have those results.
I miss when player skill was a thing... Back to the 80s I go.
Hm well i was taking a dex based monk1/fighter 2 with the Unarmoured defense, Mobile (variant human) and Magic initiate (instead of Action surge)feats.
Now just looking at what cantrips i should choose and what lvl 1 spell i should go with.
Though 20D6 is essentially instant death for most characters below lvl 10. If your strong enough to survive a fall like that then 100 guards should be a cakewalk to cut your way through.
Even a handful of first level characters can survive that (if they pass death saves).
It's just a nearly impossible longshot.
Either way, rolling all of those dice in front of the player grants perspective on what they've done.
Would a martial archetype based around using the environment as a weapon be viable?
Abilities gained at different levels would be things like being able to draw and throw pocket sand with one action, proficiency with improvised weapons, getting finesse with small improvised weapons, getting a limited selection of maneuvers from the Battlemaster list, at higher levels allowing improvised weapons to count as magical for purposes of bypassing DR, being able to use immobile objects within five feet as improvised weapons against someone you're grappling (for example, slamming someone's head into a bookcase).
Would anybody here play it, assuming decent balance with other martial archetypes? Would anyone allow it in their games as a DM? Again, assuming balance.
>I'm a demilich that just wants to sit in my sweet-ass dungeon astrally exploring the cosmos.
>I know adventuring assholes will come and try to steal my shit while I'm gone.
>I want to leave one or two safe paths throughout my dungeon for my minions to traverse and clean up the place, hopefully no intelligent groups of delvers will find them. All other paths have various traps and tricks.
>I get contacted by ASHA, telling me my traps are too dangerous. And my tricks too clever.
>Suddenly now every idiot with half a brain can clear out my entire home.
what do I do?
If you roll bare minimum damage maybe, but that's literally planets aligning amount of luck. Tbh though if my player did something to get themself knocked off a 200 foot cliff or something and no did anything to save them, I'd probably rule it as either disadvantage on death saving throws or some form of severe permanent injury that could only be cured with an appropriate spell.
Then again this wouldn't happen because my players are extremely cautious and well prepared when we actually get together to play.
To be entirely clear:
>Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
As per PHB page 197.
Save what? Save from falling? That would prevent the damage for sure.
There is no save for falling damage. The closest you can get to a falling damage save is an athletics check to reduce the distance you are considered falling by your jump distance. Or so my dm has told me.
That's just sounds like a Battlemaster with Tavern Brawler, but his archetype crippled in favor of a highly situational condition. Being without an actual weapon doesn't happen often enough and even if you gave improvised weapons some damage boost or other advantages that put it on par or slightly better than proper weapons... a player could just use normal weapons and take a different archetype that has benefits rather than an archetype that merely makes a last resort style of combat less shit.
But the odds of rolling 1s on 20d6s is ridiculously small. Supposing you had someone roll 20d6 once every second, you would get 20 1s roughly once every 116000 millennia.
Would not help. You still fell all that other distance before jumping so you would still take the damage from before jumping. Not that you can even do that but even if you could it wouldn't work.
>Playing in Thieves Guild campaign
>Friends in party be like "nigga what"
>Pact of the Great Old One
>Drop inspiration on those niggas with my mind
>"Oh, I get it"
First session was pretty fun.
>If I was to do it, I'd rework hunter's mark into a class feature and then emphasize multiple attacks, at an earlier level than a fighter but with a more strict weapon selection to fully utilize them (dual wield, ranged).
Mechanically, that risks falling in the monk's niche. I'd still personally write an animal companion based ranger. There's also things that could be done around making their spellcasting better, including a short rest resource ability to emphasise their grit and mettle, and preparedness themes for their spell-like features instead of spontaneous caster style.
The concept I originally had was someone who benefits greatly from manipulating the environment and fighting dirty, but I couldn't think of how to effectively represent it. Maybe some kind of trapmaking ability, or the ability to drop caltrops closer together to raise the DC to avoid them but only over a smaller area?
>co-worker introduces me to his 5e group, offers me a spot
>decide to come out of my comfort zone and play female
>roll up a female human wizard
>DM looks at me and says ''okay you take a -2 penalty to INT since you are playing a girl''
Dropping Caltrops sounds like a Cunning Action use for Rogues.
You basically want Cunning Action for fighters, how I read it.
Multiclass, dip a couple into rogue. You'll lose out on some HP long-run, but not a ton. It's worth it to do what you want.
What a cunt. My DM is sexist, too. He said I couldn't play a female Paladin I had rolled up because he didn't like people playing the opposite gender. Really, it's because he doesn't see any woman as anything other than off limits or a prospect, sucks.
Another player's girlfriend is in the group, he made her get pregnant with an air elemental. He like, rolled for all the "action" too. Cringe.
My wife and I have been looking for a new group.
At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you
can forgo taking that feature to take a feat of your choice
Dunno where you got 'replace a feat' from and as >>44813536 said, not a feat anyway.
>being able to draw and throw pocket sand with one action
Pocket sand is a joke, not a thing. But if it was a thing you could throw it on the same turn as you draw it. You should not give a martial archetype a finesse feature. Especially one based on grappling and using the environment and improvised weapons.
>A feat represents a talent or an area of expertise that gives
a character special capabilities. It em bodies training,
experience, and abilities beyond what a class provides
Nothing to fix. Not broken. Working as intended, apparently. Feel free to house rule if that's what's required for your sanity. If you can't get lucky while blindfolded then why do I keep wearing this paper bag in bed.
>You should not give a martial archetype a finesse feature. Especially one based on grappling and using the environment and improvised weapons.
You could have grappling/shove work off of acrobatics. That'd be a cool thing.
Feats and Features are different things.
Everything in a Class and their Archetypes are all Features.
The only place that Feats exist are on Page 165-170.
You do get your Class Features and your Archetype Features, whether or not they're earned on the same level.
Bonus action to use the environment to attack as with an improvised weapon. Once per short rest, the next attack on a creature hit by this attack is made with advantage.
So I've read that 5E's numbers were designed with no/low magic items in mind.
My question is: what happens if you do the opposite? +2 longswords and +1 armor everywhere?
I've been playing a lot of roguelikes and reading through some old modules (the kind where a random shopkeeper might have a +2 dagger) and I want to run that style of game.
The DMG does make references to running a "High Magic Campaign" but I'm worried it'll mess with the difficulty or general game balance.
>The DMG does make references to running a "High Magic Campaign" but I'm worried it'll mess with the difficulty or general game balance.
what is your actual question?
since you asked this knowing it would mess with balance.
>My question is: what happens if you do the opposite? +2 longswords and +1 armor everywhere?
the game becomes unbalanced and you have to throw increasingly tougher threats at players
you can have some magic items as is now and keep things relatively balanced, but maybe stick to magic items that don't offer flat bonuses.
Magic items were designed to be more or less optional, I think.
Notice how most of the magic items from the DMG give alternative things to do on your action that often provide small increases in damage or such, but don't usually give you large increases in accuracy or only provide a limited amount of uses if they do. This is because 5e's bounded accuracy makes flat +1 bonuses far more potent.
A high magic campaign is still possible, but you simply limit the amount of +1 items you give out.
Another way of doing it is to give out all the flat bonuses you want, and scale enemies in strength accordingly, but that's harder to balance.
The basic effects are:
1. Characters will be more powerful than assumed, and
2. Characters will be more versatile than assumed.
Neither of these are honestly a problem if you're not one of those DMs that insist on murdering their players at every turn. Player characters with more magic items will appear even more heroic, and the attunement limit should still keep them mostly in check anyway.
Well a few things I was thinking about:
1. Being more lax with the encounter building rules. That dungeon has a dragon at the end whether you're level 1 or level 20, so PCs have to run away from it, avoid it, or find some other way to nab its treasure.
2. Those magic items aren't in chests, the monsters are using them. So the fighter might have a +1 longsword, but the hobgoblin captain has a +2 maul.
But I still want it to be fun as a game, so maybe this will seem unfairly stacked against the players, at least at first?
Maybe I'll use those minor magic items from that one website instead.
5E Warlocks. It seems like Pact of the Tome and going Eldritch Blast spam is the only way to go.
I've made a blade pact warlock but until 12th level, I don't feel like I'm going to be able to make much of a difference in combat. None of the spells this early really jump out at me as "This is the way you can make up for your shortcomings," other than the darkness / magic darkvision invocation combo to always have advantage on melee hits. Is there something I'm missing here? I'd prefer not to use that combo, as my invocations are already set for fluff reasons.
I know people hate these questions, but how do I make a dragonborn that is essentially pic related?
like all gishes you're giving up depth for versatility
being able to string two attacks together is still powerful. you want to lean on things like armor of agathys which both gives temp hp and gives you a way to deal damage outside the action economy.
its an uphill battle for bladelocks but you can do it. you might need to just not think too hard about what might have been if you had done things different and just run in sword drawn.
>Make a character.
That works, the race doesn't mean jack shit. Probably Fighter X/Sorc the rest. Grab heavy/mediun armor and cast away. Fluff your magic as coming out of your custom gear.
Yes, Pact of the Blade being overwhelming has been established. There's no way to fix that by RAW, though taking GFB can help a bit.
However, Pact of the Chain's utility uses can break campaigns wide open, by letting you basically be in two places at once, as long as those places are on the same plane And in one of those places you are invisible and can fly and shape-shift at will, which is extremely potent even without being able to attack.
i think you could figure it out
i personally would go either EK or ranger
Yeah that's pretty neat. I can live with that I guess. Maybe some future spells will add enough versatility to at least feel more fun, if not more effective. Repelling blast seems cool, but I had to waste an evocation to be able to read all written text
>not being gay
>not playing a 170-year-old christmas cake ex-magical girl high elf bladesinger who's started adventuring to relive the glory days of her youth
Out of curiosity, how useful is the Tome for a spellcasting Warlock? 3 extra cantrips seems kinda meh..unless there's some fun combos I'm not noticing?
Actually I think it would be a better question to ask, how does a Warlock character play in general? Fighters and Wizards seem very cut and dry in what their roles are, but I'm having trouble sorting out what Warlocks are good at/focus on.
Shut the fuck up, dude.
Tome in general lets you cherry-pick your choice of cantrips from other classes, like Guidance, Resistance or Shillelagh. It's useful for anyone.
In battle, Warlocks primarily deal damage with Eldritch Blast just like Fighters just use Attack all day. However they also get higher level spells, which they will reliably have a small number of each short rest, unlike other casters who have to conserve spells with respect to the entire day.
Depending on your choice of spells, you may use these slots to incapacitate enemies while your allies mop up, deal additional damage to kill enemies faster, provide utility out of combat or otherwise fuck shit up on a somewhat lesser but more continuous scale than other casters.
I once saw a PDF of quick-and-dirty monster stats (similar to the Monster Statistics by Challenge Rating table in the DMG).
Basically it had "stock" stats so you could easily create a monster on the fly.
Anyone have it?
>Leave some books in his sack, one titled "The Torm Delusion" by the wizard Ralmevik Dawkins and another titled "Torm Is Not Great" by the sorcerer Carric Hitchens
Just realised now that I can role play a peter hitchens cleric
I didn't notice the short rest to recover spell slots part. So essentially you've got consistent magic output plus other tricks up your sleeve, but you're not as powerful magically as a Wizard/Sorcerer or as powerful martially as a Fighter/Barbarian?
That's not exactly how it works. You won't be pumping out spells as often as a full caster until you get your 3rd spell slot, which unfortunately takes a long ass time and is probably the sole reason Warlocks are such a chore to play.
You will consistently be dealing a lot of damage at range with Eldritch Blast, and because of that you don't need to focus your spells on any other damage. You will be able to cast 6-9th level spells as consistently as a full caster. You will have some at will spells and powers that grant you extra utility.
You will not be able to cast low level spells anywhere near as often as a full caster, although when you do cast a low level spell it will always be at your highest spell slot level. If your DM isn't keen on short rests you will be suffering, especially during the very long period where you only have 2 spell slots. You will feel at times that all you're doing is casting eldritch blast all day, which is true.
In my opinion the value and worth of Warlock comes from out of combat scenarios and interactions.
You're not really supposed to play a Warlock martially at all. Bladelock may give you a weapon, but you're really better off spamming Eldritch Blast.
Eldritch Blast is the best damage cantrip in the game, because makes 4 attacks at level 20, thus triggering effects like Hex 4 times, while other cantrips would be stuck at one. With just Eldritch Blast and the Agonizing Blast Invocation you WILL be taking at level 2, your damage matches that of an unoptimized Fighter.
You are indeed not as magically powerful as the other casters, though. You don't have as many different tricks, but you do have some unique to you, and potentially have some pretty long sleeves to hide them all in.
As long as your DM lets you take short rests often, at least.
Looks like we're going to need to start a list of well thought out additions and supplements (with an attempt to disregard personal taste), because there's going to be a lot of poorly executed or unbalanced ideas published through this.
You shouldn't do this more than once per session (and not even that much reallt), but its okay if you need a second to figure out "what next" after a player does something you didn't at all expect.
I love RPing my human bard with 14 charisma. He's got lots of fans in the Silver Marches.
Running OotA and I just finished prerolling random encounters for their first trek in the underdark, I'm pretty sure I'm set for the next couple of runs. The way I see it I'll be able to run travel and encounters on said travels faster, is there any disadvantage to prerolling random encounters?
Also, any tips on running OotA are welcome.
>is there any disadvantage to prerolling random encounters?
No, besides "it's not as fun".
Even if it makes no difference to the players, there's some psychological effect that makes rolling more interesting. The players going north probably means a different result to the players going south (assuming dice are reasonably random and you don't have access to a time machine).
If you have written down: "7 goblins, then 4 drow, then 6 darkmantles plus a gray ooze" and it doesn't matter what the players do or what direction they go in, these encounters will happen, then it's less exciting for you.
Remember that the Dice Gods are deciding these encounters to make the game interesting for everyone.
I used to do that, but rolling it all up at the table can take up time otherwise spent actually playing the game, then again, I could have the random encounter lists on a couple of post its for faster on the fly rolling, witch I will have to do IF the players manage to bulldoze through the all the prerolled traveling encounters with out stopping at a town/set encounter witch may happen if they decide on an absurdly long trek... I guess only time will answer me.
I play in a couple live games a week, one with friends I've played with since highschool, the other with mixed company from work. I don't play online typically but I have played on Roll20.
Thank you for the reply, considering the difficulty of some of the encounters (they are level 2 and there is a lot of terrain+creatures) I'm actually looking forward to a lot of them. for instance a couple of orogs at the top of a high ledge with stairs, other escaped slaves with an incoming rockslide. Gives me time to think of strategies for the smarter enemies and dilemmas for the less fighty ones, I'm confident at least a couple of escapees will end up down/dead. I could also just pretend to roll the random encounter dice to make things feel more... dicey for the players.
Maybe, if I get more preptime I might even draw up little maps for the encounters, increasing their depth.
How did you handle foraging/supplies? I can imagine roleplaying a couple of the escapees arguing over food could be fun the first time around but tedious if overdone.
How does anon handle the food?
It makes me more interested in playing a Ranger instead of "I'd rather just make a Fighter or Druid".
The small boost in health more than makes up for the loss of Medium Armor Proficiency (not really a loss at all; I'll get to 20 Dex soon enough).
I think the natural proficiency in the Herbalism Kit will be very useful and especially be often overlooked because Crafting anything is always so overlooked.
Ambuscade making a Ranger both unable to be surprised and getting a quick shot the instant a fight starts has great potential, especially combined with Skirmisher Stealth, to make him stand out as a more unique hit&run sniper rather than just another archer standing next to a Fighter archer.
Depending on what they do for the higher levels of the Spirit Companions it could lead to great synergy with the Beastmaster Animal Companion or be a substitute for the Animal while going Hunter... assuming it is actually an inherit class feature starting at Level 3 and they just didn't forget to say the world "Archetype" at least once.
Is Warlock Pact of the Chain the best class for familiar/animal companions? Any tips on making the most of that concept?
What do you call someone who recognizes that gods exist and chooses not to worship any of them? I usually don't make religion a big part of my characters, and rather have them aware of many of the gods who share similar beliefs as my character and respect them without all the praying and venerating and all that.
Faction from Planescape
Athar - ("Defiers", "The Lost"), who deny not only the gods' right to pass judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers") are powerful but have limits and do not deserve worship. Instead, Athar priests channel divine power from what they call the "Great Unknown", or what they believe to be the true divine force behind everything. Their headquarters in Sigil is the Shattered Temple, the former temple of the dead god Aoskar. The Athar are broadly derived from real-world atheists, agnostics, and Deists.
Faith-indifferent or nonreligious.
Religion is, after all, the belief system; the belief in the deity itself is not inherent to that. I can believe in "nature" without worshipping it.
>Friend invites me to his DnD group at college
>I didn't even know there were any groups, the 'fantasy club' is a bunch of autists that sit around watching anime all day
>Ask who's running it
>"The Queer Department, wanna play with us?"
Oh god, what am I in for if I go?
Keep your eyes peeled for the next general. I'll post it then.
Buncha guys who spend all day butt fucking with the window/dorm room door open and just rubbing their big cocks in our faces and when we sit down to breakfast in the morning they break in our homes and touch dicks over our cereal, fucking gross
>They are one of the most unpleasant races in the galaxy - not actually evil, but bad tempered, bureaucratic, officious and callous. They wouldn't even lift a finger to save their own grandmothers from the Ravenous Bugblatter Beast of Traal without an order, signed in triplicate, sent in, sent back, queried, lost, found, subjected to public enquiry, lost again, and finally buried in soft peat for three months and recycled as firelighters. If you want to get a lift from a Vogon, forget it. They are vile and ill tempered. If you want to get a drink from a Vogon, stick your finger down his throat. If you want to annoy a Vogon, feed his grandmother to the Ravenous Bugblatter Beast of Traal.
From The Hitchhiker's Guide to the Galaxy. Good books (well, three of them).
This series is stupid, lol guy is prank called to deliver pizza then falls out of a chair into cryostasis, lmao american humor.
Was I? Not to my knowledge. I asked one time in response to who I presumed was the OP mentioning the next general thread. I didn't know asking a simple question once sent you into an autistic fit, sorry.
1. Some left-leaning LGBT groups have been reclaiming "queer" since the 1980s
2. Colleges tend to be have more left-leaning people as a rule
3. Connect the above together
Although I doubt "The Queer Department" is the official name, but probably either what they call themselves in jest or what that anon refers to it to keep with 4chan culture.
>playing a fighter
>get jumped by 3 bugbears
>call out to cleric for heals
>he hands you this
wat do you do, /5eg/?
Usurp the king, kill all of his relatives, cede some minor territory to a neighboring state for allegiance, marry another king's daughter after said cession of territory and then declare yourself king as ordained by [INSERT NAME OF DEITY]
>OGL and SRD released
>then straight-up leaving FR to revisist Ravenloft
This is probably a stupid question, but how does monk movement speed bonus work?
Does it stack? Like my base is 30ft, then I gain a level and it jumps by 10 to 40, then another level by 10 to 50?
Or is it a static bonus until the actual numbers change at 6th level, i.e. I go from 30 at 1st to 40 at 2nd to 45 at 6th?
I have always wondered, but only found vague, non straight answers to this... But when spells say they require V,S,M... Does it mean V (AND) S (AND) M? Or does it just mean one of them? (Obviously leaving out spells that require certain materials that are assigned a value.)
My open hand monk player once did this to force a spell caster past the enemy meat shields and right up to the party. I started being more careful with the caster positioning when they had appropriate intelligence or wisdom for such tactics.
Well comparing 1d6 to 1d12, that's +3 damage per hit, as much as a barbarian gets. A twf ranger like this compared to a twf fighter it's a little stronger before path features and action surge. The twf rogues advantage in damage over the ranger is nearly cut in half, but they get their own bundle of tricks.
I dunno, it's close but considering its targeting limitations and not getting anything else it's probably a wash. Note though that the 5th level spell swift quiver will barely do more damage than your first level spell, but you have it as more of a class feature anyway. Perhaps a different method of damage increase is appropriate.
fucking HILARIOUS since I've been working, running and posting shit about this setting
well regardless it's great news
It was the question in the OP but no one answered it, only bitched about it.
i've just been invited to play 5e and iv'e never played before 3 others are playing and they're a Cleric, Rogue and Druid. I'm thinking I'm thinking Warlock, Ranger or Wizard. Which one would be best to start with( it's a neutral campaign)
lets say im a guy who wants to make a player do something
is it possible to use Thaumaturgy/prestiditation etc. to make it look like I have the power to take someone's heart out of their chest, and put it in a container until they do as I ask (kill a rival for me, get an artifact)? I'm the DM btw
It would probably be an illusion spell. You'd need to make sure nobody's passive investigation is high enough to notice by default, and other associated fair chances to see through the illusion.