>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
>Ravenloft is comin' back, baby!
Official press release is supposed to drop Monday, but the draft posts showing up in their search above and the press release preview pics that have been leaked all but confirm it.
What do you most hope to get out of this sudden shift to Wizards releasing a Ravenloft adventure, of all things? Eberron and Dark Sun when?
Great! The return of gothic to Dungeons and Dragons! I will celebrate this by conducting an all-dwarf adventure scenario based on pic related.
>Players clamoring for non-Realms setting support since launch
>First up is Ravenloft
Don't get me wrong, this shit is rad on so many levels, because seriously, who the fuck would have expected Ravenloft to get support of all things.
But as a fan of both Dark Sun and Eberron, I feel a bit gypped.
Hey man, those both got 4e editions. They could just update FR and Eberron every time they revise the game but I'm glad they're making an effort to show some diverse settings
Birthright revival when?
If wotc releases dark sun I pray to pelor it's better than the homebrew that me and a group of friends played in. It was some homebrew that was posted online a long while ago and basically after playing in it I slightly cringe when I hear dark sun (it was my first time playing dark sun with no real introduction to what dark sun was about or what it's world was like until the game started.)
Don't get me wrong, I love me some Ravenloft, but honestly it feels like one of the settings that fits the best with the way 5e handles itself in the first place and as such doesn't really require much work to have function.
The reason I want an Eberron book is because, until we get one, it will be super fucking hard to actually set 5e games there due to how low magic 5e wants games to be to be balanced, I want some official high magic variant rules.
God it's gonna be another fucking adventure module isn't it?
NEWSFLASH WIZARDS! YOUR GAME DOESN'T NEED MORE FUCKING MODULES! IT NEEDS MORE CONTENT FOR PEOPLE TO MAKE THEIR OWN ADVENTURES!
Where the FUCK is Monsters Manual II? Where the fuck is an actual decent length supplement book that isn't 75% fluff?
>Be a few hours ago
>Session starts as normal
>I'm playing a human wizard, rest of the party is a dwarf barbarian and a half-elf druid
>Recently saved a village from bandits, staying in it for a few days to help out
>Mayor comes to us and says his daughter has been abducted by an unknown group
>I secretly take the Mayor aside and ask for some lute strings for helping out, he agrees
>Party goes off, finds the daughter captured by a spirit the village used to worship
>All religion except for belief in the God-Emperor (basically 40k Emperor) is outlawed
>Spirit is angry so it captured the daughter, it also tells us the Mayor destroyed his shrine with a few townsfolk
>Through a combined effort of the party, we convince him to not take revenge on the daughter, just the mayor
>We also promise to bring the mayor to it
>Myself and the Dwarf return to the village, the Druid stays to talk with the spirit
>We convince the Mayor that we found his daughter, but she's too distraught to return with us
>He grudgingly agrees to come with us and is very worried when we arrive at the shrine
>The Druid sat down and had a cup of tea with the spirit, who is represented by a stag
>Spirit has relented and decided he'll let the Mayor live if he turns back to worshipping him
>We persuade the Mayor to agree, his daughter is returned to him and we all go back to the village
>Also turns out that the Spirit was planning on killing us all but the Druid talked it out of it over tea
>Mayor tells the village people what has happened, the Druid stays for the event while the rest of us leave for the night
>Druid suddenly runs in and says that 5 villagers have left to go tell the next town over that heretics have invaded
>Mayor begs us to help, gives us horses and we ride out to catch them
>Two die on the road during the chase, from a javelin in the back and Inflict Wounds respectively
>2 run off into the woods and are ripped apart by Dire Wolves, I find the last one, knock him unconscious and drag him back to the village while the resident kleptomaniac dwarf loots everything that isn't nailed down
>Village is divided over returning to worshipping the Spirit and not being heretics, also several wives are kind of angry that their husbands are now dead
>Myself and the Druid make a grand speech and unite the village against the Empire, which is kind of bad because we didn't want to start a rebellion this early
>The wives still are unhappy, but the town militia arrive and restore order
>Village has calmed down, we all retire for the night
>We spend the next few days in the village, I spend most of this time carving a shiny new modified lute (acoustic guitar)
>The Dwarf also secretly builds a stage and the Half-Elf helps train the Militia
>I return to a nearby town that currently has a traveling enchanter in it, and ask him to enchant my acoustic guitar so it sounds deeper, louder and more metalic
>Eventually I ride back into the village on horseback, playing a metal version of Scarborough Fair
>The Dwarf then reveals he was building a stage to hold a concert to summon the local legend
>Through various circumstances, our DM has a recurring character, an Owlbear that somehow sings Thunderstruck whenever it appears, and also gave it the ability to fly
>Said Owlbear is the local legend
>That night, the stage is unveiled, the Dwarf leads us onto the stage, playing his lute, I follow with my essentially electric guitar, lastly the Druid comes on with a somehow procured set of ye olde drums
>An epic concert is had, with a touch of firey magic there are pyrotechnics
>Shoot to Thrill and many more titles are played, lastly we come to Thunderstruck itself, the DM didn't question how we knew these songs, putting it down to just hearing them in our youths
>Dwarf gets very excited, smashing his lute on stage as a sacrifice to the Owlbear
>The Owlbear appears with a flash of lightning summoned by the Druid
>I continue playing, the Dwarf (who is extremely similar to Gimli) asks for a feather from its head, which he promptly gets
>The Owlbear also shakes its tail, dropping two feathers that slowly glide over to myself and the Druid
>Then the Owlbear turns, gallops into the crowd, snatching a very frightened villager as he goes and flies off into the night right as the concert finishes.
Also the entire purpose behind the Owlbear (which none of us knew about until after it was summoned) was the Dwarf player wanted a spirit totem for his ability. And that is the story of how my group ended up bringing ACDC and metal into 5e D&D at level 3. Also, my friend who plays the Druid is a drawfag and drew pic related after the session.
It varies but things like ravenloft, sword coast, erreborn, FR, etc are world setting and dark sun is basically future or alternate universe where everything is fucked beyond belief and the world is a dessert because of magic.
They're settings, different worlds with different themes and established characters.
Ravenloft is Gothic horror, Eberron is Magitech High-Adventure, Forgotten Realms is generic fantasy, Greyhawk is also generic fantasy, Planescape is extra-planar universe exploration (where all the other settings are canon and exist alongside each other). Dark Sun is basically Fantasy post-apocalypse.
If you give a shit then go read about them, you're unlikely to get an adequate summary here.
Different campaign settings/worlds with very different themes and tones. Ravenloft is a Gothic Fantasy setting with a definite horror tone to it.Dark Sun is a setting in which the world is a barren desert wasteland, dotted by massive city-states that are ruled over by brutal dictatorial Sorcerer-Kings, and magic drains the lifeforce of things around it.
So, I'm playing in a one-shot gothic themed session today. We start at level six, have standard WBL (500+1d10x25, I was told), and have no other restrictions.
I've built a Spellthief-rogue, and I'd like some advice on the build so far.
>Class: Rogue 5/Rune Scribe 1
>Race: Human (Alt. Racial Bonus)
I've taken the feats Observant for Int and Resilient for Dex. I have not decided on spells yet and am torn between taking the Fire rune and the Wind rune. While the Fire rune is clearly the best for combat (if I'm not mistaken it also lets me reroll/keep highest sneak attack damage), the Wind one is fucking neat with its flight and no fall damage. Even the Ice one is pretty sweet, desu.
Skills after all's said and done are Acrobatics, Athletics, Arcana, Stealth, Perception, History, and Sleight of Hand.
Any advice as to where I should go from here? I'm looking at using a rapier as my weapon, with a shortbow for ranged requirements.
>the world is a dessert because of magic.
Firstly, do as >>44833674 said.
Secondly, are you using point but or did you roll stats? If you used point buy you should use your lvl 4 ASI to improve Dex and have an 18 in it.
Other than that looks pretty solid.
>That's a little bit obtuse in my eyes
I mean, it says "Proficiencies" and then it lists all the things you're proficient in.
Not sure what they coulda done to make it less "obtuse"
Well I can't exactly take Resilient AND do that, unless I missed something about getting feats at various levels. I decided to take a feat instead of a level 4 stat increase; I could stay with just the Observant from my class feature, but then I'd need to redo my pointbuy to get 16 Int/Dex.
First, why did you choose to take a half-feat instead of just using the straight ASI?
Anyway, since you're going melee, you have no real reason not to grab one of the SCAG melee cantrips. If you grab Greenflame Blade, the Fire rune becomes pretty damn powerful. Just be careful about fire resistance.
The Wind rune may be useful out of combat depending on what sort of campaign you're using, but it's far more useful in combat for a ranged character.
I don't particularly like the Ice or Earth runes that much, but I have to admit that Earth is potentially hilarious on a lockdown-focused Tunnel Fighter/Sentinel build that uses a club or quarterstaff.
I went with the feat so that I could have more points to distribute to avoid more than a single negative stat. I could redo some of this, but then I'd end up with a lower Charisma and Con. I guess that six hitpoints aren't a major difference, however.
Easy. Base stat array 15/15/13/10/10/8, (sadly you take a slight hit to wis but it's acceptable) human gives you +1 to dex and con, observant gives you +1 to int, then at lvl 4 take the stat increase in dex.
So what type of damage does Sneak Attack deal? I would say it's the same as the weapon the character attacks with, but one of my player claims it's just extra damage and damage resistance shouldn't work against it. Which one is right?
It's the same type of damage as the weapon used. Note though that if the rogue is using a magic weapon, the bonus sneak attack damage also bypasses nonmagical weapon damage resistance.
Alright, Spellthief/Rune Scribe here.
I've got 700 gold after my roll and no idea what to spend it on. We can buy any standard items and any common magic items, but so far as I can tell, the only fucking common magic items are healing potions and climbing potions. Is that actually it, or am I missing something?
Talk to your DM about magic items. The book lists that if magic items are to be sold to players the uncommon rarity is worth 500 gp, but it's ultimately up to the DM on prices and ect.
If all works out your best pickups would be a +1 rapier, studded leather, thieves tools, basic adventuring gear, some manacles, and a potion of healing.
Common magic items are all consumables. There aren't very many Common magic items in the first place, but I suggest buying a few scrolls of Find Familiar so you can have an annoying owl granting you advantage forever.
I figured out an additional problem with developing ranger archetypes: naming the damn things. There's only so many ways to call something a hunter or wanderer. Guess they're going to have to be more than one word titles.
starting a new campaign and I wanted to know is it feasible to play as a fighter with a long sword/bastard sword without a shield?
I'm trying to role play a pretty poor character so I was thinking he would use it as a one handed sometimes, and a 2 handed most of the time for flexibility and convenience. Is this viable or a bad idea?
You'd be a little more effective sticking to one style, as far as fighting styles is concerned. But no, you can swap between one and two handed and be perfectly viable. It's a bit easier if your fighting style boost AC or something instead of duelist or two handed style.
It's definitely workable, if not fully optimal. You'd probably go Eldritch Knight to have a reason to go one-handed, as without a shield or offhand weapon, you've no mechanical reason to not go two-handed all the time otherwise.
Why does your Fighter have a sword, if he's poor, though? Swords have historically been weapons for commanders and nobility. If he's a farmer or peasant, surely he'd be far more likely to be using a spear or axe for a weapon?
What are the most crit fails you've ever rolled in a single session?
Last night I rolled five crit fails. Four of them were in a row.
I was thinking it would be his fathers who was a explorer/pilgrim(undecided as to which) who left the city semi wealthy with his young son and travelled for years becoming poor then dying.
thanks ill probably go with
Technically yes, but with the kind of modifiers you're dealing with in 5e you're probably also missing on a 5. There's no 'crit fails' in the sense that you drop your weapon or some other such nonsense, nor are there critical failures for skill checks
Did we ever had critical failures and success for skill checks in other editions? I always thought those were only for saves and attacks and the faggots talking about 20 in impossible tasks were retards.
Anon, it's a fucking dragon looking down on a minuscule being. He gets massive size bonus, on top of his abilities and other ones,on top of his roll. He probably wins the opposed roll even with a 3.
Yeah, exporting options are bit weak, but otherwise seems rather good - although the monster sheets sorta break if they are too long.
I suppose there are html->pdf programs somewhere around.
So is Battlemaster still viable? I want to make a Martial-as-Fuck backup character for when my first one dies. Is Polearm Master still tasty?
It's fine. It's all of 1.5 damage less than a greatsword on average (with some variance due to interaction with GWM), but you can whip out a shield if you need to, or even a thrown weapon. If you can't win fights because of 1 or 2 damage per hit, maybe flavor has to suffer for optimization, but most of the time it's fine.
Eldritch Knight 10
4 CHA (because he is one ugly motherfucker)
Fire Bolt Cantrip flavored as being fired from his shoulder plasma caster.
Dancing Lights Cantrip for his three red dots
Minor Illusion Cantrip to emulate the Predator's ability to mimic voices.
Invisibility Spell because duh
Cure Wounds spell for Medicomp
Whatever other spells
Short Sword flavored as Wrist Blade.
Spear for Combi-Stick
Handaxe flavored as Smart-Disc for throwing (Weapon Bond to recall it)
Well, yeah, besides specific rules for the planes,mostly the outer ones, as well as the mandatory couple of races and the like, there's not much. Half of planescape is adventurers adapting to constantly changing environmnents and the other half is how they interact with the fluff.
Er, is there a reason it wouldn't be? Last I checked it was the archetype of choice.
Polearm master's good, yeah. Should probably pick up Great Weapon Master too - if you can use it, it's a better bonus attack (full damage instead of d4), plus the Power Attack feature.
My DM mistakenly allowed rolling, so I've managed an 18 starting Strength and 16 Constitution. Assuming I start with delicious Polearm Master, should I grab GWM or Sentinel at 4, or get 20 Strength?
For how long is 18 "enough" strength? Could I wait until 8?
I was thinking about making a custom duelist who uses a few spells.
The GM allows the SCAG and UA in my game.
So the idea was a Dex based unarmoured longsword wielding Wood-elf Battle-master who uses magic on the side.
Keeping Battle-master as the main class and a one level dip into monk for unarmoured combat.
Sacrificing the lvl 4 fighter ASI for Magic initiate and now just need to decide what cleric or druid spells i should pick.
Would have liked the sword based spells from Scag but those require Int or Cha to cast and i need Wis for unarmoured.
Starting stats with 27 pointbuy:
Now, granted, you can move between attacks at no penalty, but if there's nothing good to hit, throw a javelin.
It can be argued that you could also do that with a greatsword, but using both hands for the sword, then assuming you can free it up to draw and throw something might be pushing it.
Suppose I am wielding a whip in one hand and a quarterstaff in the other (I'm not trying to use two weapon fighting, so neither has to be light). Under which circumstances am I permitted to make an opportunity attack?
>but using both hands for the sword, then assuming you can free it up to draw and throw something might be pushing it
I believe it was explicitly confirmed that you only need to have both hands on the sword when making an attack with it.
I don't believe there's any way you can use Dex to make an attack with a mundane longsword. Would you consider switching to a shortsword?
Skills: survival, perception, stealth, ahtletics.
Deep stalker for those extra spells, mostly greater invisibility.
Favored enemies would be humanoid (humans) and monstrosities. Other enemies up to each individual.
Weapons would be thrown daggers, shortsword, spear and hand crossbow as the plasma cannon. He may freely swap a weapon for another without having to drop it or using up an action as long as the change doesn't include the spear.
Spells would include lightning arrow, cure wounds, locate creature, hunter's mark and so on.
As long as he'd with his armor, he has truesight.
We really don't need another MM though. The main book has more than enough monsters to last you several campaigns if you were to try and use them all plus books like OotA already have more monsters in them.
Then he'd need high Dex, high Con and at least 13 Str, leaving few points left for a spellcasting stat.
Longsword aside, I'd probably suggest a Battle Master Fighter/Bladesinger Wizard multiclass. He'd be running Mage Armor and Bladesong for 13+Dex+Int AC. He can also grab the SCAG spells (which don't actually run off Int or Cha except for Greenflame Blade's secondary damage), though Extra Attack would serve him fine as well.
The other option would be to do as he intended, but he'd be losing 1 level to Monk, and wouldn't really gain much by way of spellcasting with just Magic Initiate.
It was; but that pertained to being able to carry the sword in one hand, which isn't in doubt. Being able to, for example, attack with a greatsword (using both hands), then drawing a javelin and throwing it (using one hand and the other to carry the sword) is currently RAW, but it also basically eliminates the purpose of versatile weapons entirely, other than taking less time to switch weapons if you want to use a shield.
I wouldn't be entirely opposed to a ruling (GM or dev) that said your hands were more or less "committed" to a two-handed weapon if you attacked with one; if you want that kind of versatility to make mid-turn decisions, you need to use a versatile weapon.
Thanks Boys. I don't know. I'm going to throw this guy against my motley band of players after level tweaking.
They've taken a liking towards bounty hunting, so I'll run the whole "Devil in the woods" spiel. And hunt them for a change.
Any suggestions welcome though. Once again, thank you so much for the input.
Halflings with rocks if you want to be mean but hilarious.
If you really want to be mean, Halfling Rogues with slings, that use Cunning Action to Hide after every attack, and also have Mounted Combat.
That's a shame. Give them some way to flee into cover if the encounter proves too hard.
Is the child of a Half-Elf and a High Elf a Half-Elf, a High Elf, or something else?
>Cunning action to hide after every attack
I don't like this meme. You *can* take the hide action with CA but you still have to actually logically have a place to hide. Nobody's going to forget where you are on a friggin' pteranodon.
If the pteranodon went around a corner and the Halfling dismounted? Sure, they can hide. But still mounted on his back?
Just keep it simple and decide which it is in your world and leave it at that. While they probably will mostly look elvish, but with a human flair (moreso than half-elves), just pick which race they manifest as. Statting up halfbreeds is cool but quadroons just get complicated.
And I'd vote for Half-elf. Unless the person is pure blooded of either race, they trend towards a particular appearance. They're like the pariah dog of races - when you mix a bunch of dog breeds, especially feral dogs, they trend towards a generic look, which may just have been the default "dog" before they were bred.
The Lightfoot Halfling's Naturally Stealthy feature states:
>Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
A DM could easily say that a creature riding a mount that's flying above you is obscured by the mount, especially if it took deliberate action to hide itself.
It's mean and rather unreasonable, but not out of the realm of possibility.
Everyone focused on the magical technology part, but the real point of it is that it's basically a fantasy version of Pulp Adventures in the 1920's and 1930's; The Shadow, Doc Savage, all those kinda guys.
The Last War being an obvious stand-in for The Great War (WW1) as an origin point, themes like racism in urban areas as noble heroes try to overcome the stereotypes held about their people (Shifters and Warforged), lost jungle kingdoms, evil psychic orientals, Lovecraft monsters, Sharn is Fantasy NYC, etc.
I think maybe Rich Baker should have picked a different theme; half of the time people don't even get the kind of stories he's referencing and run it as generic fantasy setting with a higher grade of magical technology.
I once made a Changeling Assaasin who was almost literally The Shadow; that was one of the most rewarding campaigns I ever had.
Are you combining Keith Baker with Rich Burlew? Granted, Burlew was one of the runners-up for the contest that resulted in Eberron.
You can run pretty much whatever kind of campaign you want in Eberron, which was kind of the point. Yeah, there's a bit of the magitek going on, but plenty of places don't have that kind of technology, and there's remote corners of the world that are straightforward high fantasy, particularyn on Xen'drik.
I'll rather switch to a rapier and keep up with the monks unarmoured feature since it's passive and doesn't burn through spell slots.
After getting the +5 in both Wis and Dex i'll grab the Tough feat and start boosting Con.
So of the scag spells only GFB needs CHA for the secondary target damage?
I can grab the Sword burst and Blooming blade from for cantrips and lvl 1 Expeditious retreat from the Wizards list.
Although i guess the clerics list would be better for sacred flame, spare the dying and sanctuary.
>A big generic soup for the lower planes to float around in is better than this goodnees.
>Listing things twice
>Literally 2 things to choose from that aren't fiends or undead
Whichever you want. No real rules for it, though ultimately to keep it simple anything that isn't pure human+human or elf+elf will result in a Half-Elf. A Human+Half-Elf or Half-Elf+Elf will just be another Half Elf.
But there's nothing stopping you from mixing it up.
For example, I generate two offspring of a Human&Half-Elf pairing.
Both are technically "half-elves", however one of the kids has the stats and features of a Human, reasoned that he pretty much picked up the vast majority of traits from his human parent.
Gi of the Divine Fist
>+1 ki point
>may spend 1 ki point to add d8 radiant to any unarmed attack
Balanced? Too weak?
The idea is to give the player a bigger source of burst damage at a bigger cost.
>They're like the pariah dog of races - when you mix a bunch of dog breeds, especially feral dogs, they trend towards a generic look, which may just have been the default "dog" before they were bred.
We have a dog like that. She's pretty cute, but also a little crazy.
Just bear in mind that you can't use the Monk's Martial Arts feature with a rapier, as it's not a monk weapon. Though I don't think you intend to.
Regarding Booming Blade and Greenflame Blade, only the latter relies on your spellcasting stat in any way. Lightning Lure and Sword Burst still run off Int or Cha as they don't rely on your weapon.
I'd personally rather have more spell slots and spend one at the start of every day than have one and not have to spend it, but I suppose that's your choice.
>only pit the PCs against one monster at a time, of the appropriate CR
Especially with bounded accuracy, lower CR monsters remain a threat. Player AC doesn't tend to exceed ~20-22 permanently, and only martial types will.
Higher player levels are an excuse to finally throw packs of enemies at them and watch them handle it - can the players fend off the hunting party of Frost Giants, set out to kill the Silver Dragon the players are protecting?
>Boost the ki bonus to be the same as the PC Wis mod
The intent is to give the monk a few other +1 ki magic items along the way.
But is the damage not enough/will its benefit fall off? The idea of it was that even at higher levels, they can get the 2 regular attacks and the 2 flurry of blows attacks, dealing either 8d6+4(mod) or 4d8+4d6+4(mod) at the cost of 5 ki, which is a hell of a lot of damage to do in one turn, at the cost of all or most of their ki.
+1 ki is really piddly when the ability basically makes them spend 4 extra ki a turn. Supposing they FoB and hit 4 different guys with Stunning Fist and use the Gi, that's 9 ki burned in the first round.
You may want to decrease the damage (or perhaps make it run off Dex or Wis so that it scales a little with level) but increase the ki bonus.
Ah so only booming blade is of any use here.
Guess i'll go with the clerics list then for Sacred fire etc. instead since i already have high Wis.
You are right i don't intend to use the martial arts feature with the rapier as i'm intending to use only the unarmoured feature from the monk stuff.
Well the other +1 ki items would probably not ammount to more than 5 ki total.
Allow a bit of cheezing since monks really are the worst martial class and can't be counted as half casters thanks to no cantrips.
So giving them a feat that boosts their Ki for the same amount of their Wis mod is a okay.
You have to realize that you are giving up an ASI in a class that needs every extra stat it can get.
I dunno, that seems more like stuff you'd find in the Dhakaani Empire ruins - it was more recent, and because the end of the Xoriat conflict was less decisive than the Quori (since portals can still access it, for one), you could uncover dangerous artifacts that still pose supernatural threats (like, for example, a box that, when opened, melts the flesh of anyone who doesn't shut their eyes. That's a pretty Xoriat-esque item).
Xen'drik was left pretty vague. I've only read the 3.5 setting book, so maybe they expanded on it later, but it seems kind of Darkest Africa to me. Ancient jungles, mystical ruins of a long-forgotten empire, that sort of thing. Pulpy, to be sure, but it could be pretty high fantasy.
But overall, I think it's a mistake to think that you have to run a game a certain way because of its setting. I am not sure what always drew me to Eberron, but it always felt more vibrant than the FR; the latter always just felt.. I dunno, static. Things change, but not because of anything you do.
Is Eberron going to suck?
I like the 5E system but I'm scared it won't be able to capture the high magic vibe that makes Eberron tick.
So I'm reading Vecna's Luck domain and not sure what they should be like. As a luck cleric should you be granted abilities that depends on good luck, or should you be granted better luck basically, with advantage, rerolling 1s etc.? The latter makes some sense but that means a luck cleric relies less on luck whereas I thought they reveled in gambling and taking chances.
I'm pretty sure it will. It's just...not 5e. It worked for 3.5 because it WAS designed around the 3.5 ideas. It worked for 4e because 4e was designed around 'High adventure, high magic action heros' that tied into it's pulpy nature well.
5e? 5e doesn't feel like it aligns at all.
Had the idea of coppying the eldritch knights spell casting feature and making a version for monks from it.
Basically giving them Wis based casting with spells form the clerics and druids lists instead of ki or making ki the equivalent of sorcery points that sorcs have.
Depends on the kind of luck god they're worshiping.
If it's some generic goddess of fortune then it she should probably grant her clerics better fortune, while a roguish deity of mischief might value the gambling aspect more.
The link didn't work, but I saw original authors in there. Is Tracy Hickman writing for D&D, again?
Because if next-up is Dragonlance then I am gonna take a dump in a box and mail it to WotC, and suggest using that instead.
So Forgotten Realms elves are "usually Chaotic Good" or some shit, right?
How uncommon are Lawful Evil (best alignment) elves? Under what circumstances do they form? Do they control any polities?
Eberron actually invented the type of recharging wands that are the default in 5th edition. Lots of utility magic items should be functional without breaking the expected player power curve like lots of high plus items would. So lightning rails and airships are fine. You could use magic to equip and maintain an army without giving everyone +3 plate armor. It will be hard to top 4e's incarnation still. The most important thing is getting the artificer class right.
I've chosen to forget the UA because hopefully it will be revised a lot before some official publication.
The optional Hero Points rule in the Dungeon Master's Guide obviously fits Eberron, I just hope there's more Eberron-specific rules that make it work.
Hopefully they won't just up the numbers here and there. "Magic items are now more common, therefore monsters have extra hit dice."
A charm of the 3.5 Eberron was how compatible it was designed to be with all the existing monsters. Beholders weren't the same, but you could use the same stat block and everything.
>Most of the concerns I've heard re: Eberron is the low-magic-item vibe of 5e.
That's by far the biggest issue.
If you distribute magic item in a way that would make sense for Eberron into a 5e game then the balance would snap in half.
Other things I'd like to see are things like easier ways to add character levels to monster races, since in Eberron a lot of monsterous races actually run countries and shit.
Look up the Eldreth Veluuthra. They're essentially elf Nazis.
Monster alignment for intelligent monsters gives the alignment of their societies--not the individuals.
Races are not alignment-restricted. Elves being chaotic good means that their society, if summed up as an alignment from the perspective of human beings, is best-described as chaotic good. It does not mean that any particular elf is chaotic good.
Lawful evil is the alignment of bureaucrats. It makes sense that any metropolitan elf could be lawful evil.
Good points all around. Probably just go with Half-Elves, with maybe the occasional MAXIMUM ELF child that gets unlucky and can't partake of Best Race's features (mongrel halfbreed 4 lyfe)
Are all the FR sources consistent with the whole "Elves mature at a fairly normal rate, but chill out for a long ass time before declaring themselves fit-for-adulthood" thing?
That's interesting. Anti-human racism wasn't really what I was looking for, but I might use these in a future 5e game anyway, since Forgotten Realms is "in".
That's a good point. I get caught up in fitting these "racial rules" sometimes, because I guess I'm afraid of making implausible characters.
I just want to tell people about Bane.
>Monster alignment for intelligent monsters gives the alignment of their societies--not the individuals
Not entirely accurate.
In many settings, because of the races being directly created by gods with certain alignments, the races DO experience an inherent pull towards a particular end of the alignment scale, even without societal influence.
You could generally use a longsword if you generally want to grapple an enemy. Then you just have to decide if you want to take duelist style, and find a shield when you fight enemies too big to grapple, or take defense style and just swing with both hands or switch weapons.
>That's interesting. Anti-human racism wasn't really what I was looking for, but I might use these in a future 5e game anyway, since Forgotten Realms is "in".
I like to think of them as a group like The Empire from Star Wars, who are all-human but it's never really said that they're anti-alien (although they'd probably admit that if prompted).
Purging humans is their main point, but they're also a baddie organization. They're not going to kill every human they see one at a time for the hell of it--they're going to recruit elves, gather resources and territory, then try to gain enough power to kill ALL humans.
>Are all the FR sources consistent with the whole "Elves mature at a fairly normal rate, but chill out for a long ass time before declaring themselves fit-for-adulthood" thing?
Elves do physically mature at the same rate, more or less, as humans. The difference is that elves spend about 80 years in the hormonal period young adults are in between 18 and 25, or so. When you wanna get drunk and fight and party, go on adventures and find staying at home with a book to be something boring that lame people do. It's not just a social thing--younger elves act and feel differently. Try to think of human 20 year-olds as elf 20 year-olds, and human 30 year-olds as elf 100 year-olds.
It's not JUST a social construct, but it is partially one. How our current society doesn't think of anyone in their early twenties as being a "real" adult? Same with elves of anyone under 100.
Fuck, it is? We just started playing it. Just got to the giant encounter in Duergartopia. I'm still fucking pissed that my DM didn't say anything about losing equipment right out of the gate. Now I've got to find an excuse to go back and collect my crazy Hermit notes from Blackelfistan at some point, or compromise my roleplaying integrity.
Not really, the whole idea of maturity in and of itself varies on what the fuck it is. The PHB is going off of pre-Enlightenment and Industrial Revolution ideas and going for an average on puberty should be winding down that seems quasi-medieval.
>Ravenloft is comin' back, baby!
already running a 5e version of I6 with some elements from Expedition to Castle Ravenloft already though
How does Purple Dragon Knight measure up? It sounds fun as shit, but if Battlemaster is still just overwhelmingly superior, I don't want to be a fag and pick something for fun.
It just seems so heroic, though...
>Now I've got to find an excuse to go back and collect my crazy Hermit notes from Blackelfistan at some point, or compromise my roleplaying integrity.
I know how you feel.
The moment I read the Hermit background and saw the notes item, I fell in love with it. Fuck magic weapons and gemstones and money, that scroll case stuffed full of notes is the most important piece of equipment my character owns.
Dark powers trap players in small planes ruled by evil forces. Has a big-evil lording over it. Poor suckers trapped in it. Gypsies who roam between them and no one understands. Barriers at the edge of the world that you can't escape. Monsters are Romantic and Victorian horror like Frankenstein's, Dracula, Werewolves, Mummies, and other classic shit. Players can be dropped in haplessly to shake up the world of the few hundred people trapped there and maybe make life a little better.
Not the same guy but I only read the original Ravenloft module, where it was just a castle in one particular area.
Did they expand it to a whole world? Are there other castles, ruled by mummy lords and Frankenstein monsters or something?
My character's a cleric; those notes record the sum of all epiphany and philosophical revelation that led him to what he is today. It's a big deal, and I'm definitely asking the DM at some point about going back for it, because I can't let that "lel lose ur items 4ever" shit slide.
He'll interrogate all the ragged survivors of that ruined city if he has to, but he'll find his damn note case.
Yes. In 2e, it became a full-fledged setting with the Dark Powers dropping big-bads in and out of the domains of dread. Then WotC didn't pick up the license, and Ravenloft stopped being D&D (or that happened while TSR was dying and it got divested--I don't remember. But I think it was under OGL that it came back as a 3rd party). Now I guess they must have re-acquired or licensed it.
That sounds nice. I hope your DM is understanding and this works out for you. God forbid someone else reads your musings and discovers the secrets to the universe (without any of the effort).
>I think White Wolf just licensed Ravenloft from WotC.
You're right--just looked it up. In 2000, after dropping the TSR logo, WotC decided not to publish Ravenloft and so licensed it to WW. The license reverted to WotC in 2005, who has been sitting on it for the last decade.
We were hardly trying to be lolrandumb, our sessions almost never include anything like this, it just sort of fell into place and the DM went with it. I also don't care about impressing anyone, I just figured I'd tell the story as I haven't heard one like it before.
The premise and foundation was invented by the Hickmans. Nesmith and Hayday added some new maps and fluff.
Jeff Grubb isn't the author of Forgotten Realms just 'cuz he wrote Al Qadim.
What is your favorite Ravenloft Domain?
I've always had a soft spot for Har'Akir
My statement was that the setting originally belonged to the Hickmans. Your contention seems to be "just because they invented it doesn't mean that you can claim that they invented it!" I'm not really sure what you're arguing about. That other people wrote more about it? Who was claiming otherwise? Besides no one, I mean.
The E.V. don't just hate humans, they hate half-elves even more (to them they're abominations who need to be purged)
Plus there are even nazier elves! The gold elf supremacists who killed the royal family of Evermeet (moon elves), for instance, see even moon elves as a lower species.
Also, there's no reason to omit individual evil elves with their own networks, like Elaith the Serpent. Can't remember whether he's LE or NE, though.
No reason why you shouldn't go with half-elves. As for sprog purposes, in the Forgotten Realms, a H-E/elf pairing produces elves and and H-E/human pairing humans, with second generation half-elves coming from H-E/H-E couples.
Pictured: a half-elf from the era when D&D art wasn't all belts, pouches, leather and impractical armour, elves looked like Elric the Melnibonean and Sembia was described as "it's up to the DM what Sembia is like".
White Wolf apparently got screwed over by certain policies regarding the OGL and went under in the late 2000's, were bought out by the developers of EVE, and were bought recently by Paradox, who are reviving Classic World of Darkness and rebranding New World as Chronicles of Darkness (dumb as fuck name) under a third party publisher of WW-fanboys and girls called Onyx Press who have the rights to a lot of the old WW properties, including Scarred Lands.
It's a clusterfuck.
I wonder if they'll ever make another Ravenloft vidya?
prolly not. most we could hope for is most likely some DLC for Sword Coast Adventures or that Neverwinter MMO thing
I suppose it's possible someone realizes the importance of the documents and seeks out the rightful owner, for good or for ill. It could be spun into a subplot, certainly.
My DM just assured me that the personal effects are at the very least "findable." Hopefully we'll get to choke some Drow to get them.
Nah, WW had the same problem TSR did: Books are expensive to print. They went PoD after Mirrors.
Onyx Path is almost entirely crowdfunded and composed largely of freelancers, so they don't need that much of an operating budget.
>Also, there's no reason to omit individual evil elves with their own networks
This is probably how I'll spin it. My character's grandfather will have such a network, and everything will have evolved from there (like the bit where his daughter developed humancocklust)
Dude. The picture is labelled "Forgotten Realms Grey Box Half-Elf." Where is it from? I mean...want to take a guess?
I'm in the middle of it and so far it has a few unlikely allies, but pretty much everyone is a scummy dickhole in need of a good smiting. Very little items, but you have just enough to survive and a few great items that are a bitch to get.
>playing Way of the Shadow Monk
>party has to infiltrate a city during a siege
>am level six, there are shadows on rooftops, so GM rules that I am just teleporting across the roofs within the walls effortlessly
>two guards below me
>decide to cause some havoc, as the general leading the siege instructed us to cause general terror in addition to accomplishing objectives
>warp into a square in front of them, attempt to smack a passing peasant with my quarterstaff
>guards shoot at me with crossbows
>catch the bolt, roll to throw it back
>nat 1, take 1d6 damage from throwing it into my foot
>first punch misses, flurry of blows with a ki point for a stunning strike
>miss second punch, nat 1 on third
>party druid is watching all this happen as an eagle flying overhead
Like the two anons said, it's the 1st Edition Forgotten Realms campaign setting, aka the grey box. The art is absolutely fantastic, straight from the off with Parkinson's head-pulling hobgoblins.
The box was great otherwise too. Like I said, the entirety of Sembia was covered in a paragraph about three inches long and amounted to "it's up to you what to do with the country, we won't be developing it". (Which is, of course, absolute bollocks.) Also, there was a transparent hex overlay and four giant maps in two scales for overland shenanigans.
Pictured: the aforementioned Elf-ric the Melnibonean.
I always digged the art in this set, I wish there was more of it.
Something about the 70s hair plus the pre-anime-but-still-crazy-fantasy clothing really appeals to me.
How do you run your dragons, /5eg/? Pile of gold and sit on it, or cunning manipulators seeking something greater?
There was a great review in Dungeon Magazine that praised the original grey box for leaving stuff open to DMs, and not adhering to novels like the Dragonlance setting.
That poor reviewer is probably rolling in his grave now.
Cunning manipulators in charge of the shadow government, but competitive as fuck. So focused on beating each other that they pose very little threat to the rest of the world, actually.
I don't own the 2E set but I have thumbed through it and I didn't like it as much. There was a lot of tapestry-style art that I thought was really cool, but the black-and-white character art wasn't as good.
I think I'm biased towards the original grey box because of that nice parchment paper it was printed on. It's completely unnecessary, but it really makes the art pop a lot more.
There are a few other Forgotten Realms supplements, printed in 2e, that were done the same way. By 2e catalogue, I meant all of 2e--not specifically the 2e Campaign Box. 2e is a great source for art, to me. I love how easy the pdfs make it to steal art from.
>What do you most hope to get out of this sudden shift to Wizards releasing a Ravenloft adventure, of all things?
I'm open to it. Actually better than I expected, since I thought the next adventure book would be just more Forgotten Realms.
>Eberron and Dark Sun when?
To paraphrase JFK, "Before this decade is out, hopefully we will get 5e Eberron and Dark Sun."
Personally, I hope we get Eberron first.
Its not very good. Your basically trading all the advantages of other subclasses(maneuvers, spells, crits) for a persuasion Proficiency( can get from backgrounds), and the ability to use some minorly buffed second wind and action surge. All in all its a cool archtype..... But its not very good, like at all
>Personally, I hope we get Eberron first.
I would prefer that everything originally published under WotC be dropped 100% from D&D, personally. If it came out after 1997, then it does not belong in D&D according to my own ridiculous bias.
They were. I can't remember any other RPG supplement I've had more game time and fun out of than the 2nd Edition Waterdeep box, the one with the gigantic map of the city with every house marked on it.
The other top three entries would be the one with Amn, Tethyr and Calimshan, because I like the area, and the Horde box, which came with a huge amount of loose-leaf feelies including stuff written in the Tuigan alphabet, more of those giant TSR maps plus one of the most beautiful fantasy art women ever. I've loved the Silk Road stuff ever since I saw that TV series with awesome Kitaro soundtrack as an impressionable kid.
Damn, which book is that from? It's so familiar but I can't place it. One of the old FR series books like The North or the Bloodstone Lands, which were also printed on that pseudoparchment background?
I know this has been answered but I would think that as humans are the smarmy mixed race breeding stock of the D&D world that even a child who is 15/16ths elf and 1/16th human wouldn't ever really be totally elf like. You can bump their age max up a bit, describe them as very elf like, but give them some human traits too.
Humans being the genetically robust race I think would always impact the gene expression of whatever race. Plus elves just seem like they would be into genetic purity even though I imagine elf and human dna would need to be almost identical for them to breed. But as traits of half elves are half social constructs anyway, and elves and humans both would no doubt treat even a barely human half elf differently, those racial traits would make more sense.
It's a little like who is the true creator of Mystara. Arneson-Gygax (though they basically abandoned it), Holmes, Moldvay (the best known), or the later folks who compiled the 900 things, including Dragon articles (Princess Ark FTW).
Personally I go for the Arneson-Gygax for Hickman and co.
That as a setting they didn't do much. Basically it'd be like if Dave Arneson only made a Blackmoor module or two, then did nothing for years, before TSR turned it into a setting based on somebody else's work. The reason we think of Weiss with Dragonlance, Gygax with Greyhawk, Arneson with Blackmoor, or Greenwood with FR is because they may have wrote modules, but they also were the ones to expand those out and even with help, continue them. See the problem with Soth as a Darklord.
A little help from my fellow /5eg/ dm's or players if you brows the monster manual.
I'm making dungeon for my party to crawl through that is a giant underground Necropolis.
I want to make the final boss a giant creature made of the bones of workers that built this place.
I was thinking something similar to the Grave Golem in HoTS, and I was pretty sure that where creature like it but can't find it anywhere.
Older additions are okay to if one hasn't been made for 5e yet.
Medium construct, unaligned
Armour Class 20 (natural armour)
Hit Points 105 (14d8 +42)
Speed 30 ft.
Str 20 (+5) Dex 10 (+0) Con 17 (+3) Int 3 (-4) Wis 11 (+0) Cha 1 (-5)
Damage Vulnerabilities thunder
Damage Resistances piercing, slashing
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical
weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 9 (5,000 xp)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two claw attacks.
Claw. Melee weapon attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8+5) slashing damage.
Hideous Laughter (Recharge 5-6). Each creatures within 60-feet of the bone golem who
can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. If
the creature is already frightened when it hears the laughter, they are struck with greater dread.
If the creature fails the saving throw by 5 or more their heart stops in terror, and the creature is
reduced to 0 hit points and is dying. Otherwise, a creature that fails the saving throw is
paralyzed with fear. The paralysed creature can repeat the saving throw at the end of its turn,
ending the paralysis on a success.
ripped from a fanmade Ravenloft MM from FOS
Bone golems appeared in 2E in Ravenloft's Monstrous Compendium Ravenloft Appendix, and in 4E in the MM2.
I don't have either of those handy, but I'm sure obtaining them via torrent would be a breeze.
I don't know about a Grave Golem, but there is a Grave Dirt Golem in 3.5's Libris Mortis.
We're two sessions in to PotA and my party's hermit decided he had to get his notes and holy symbol back, so we rambo'd through something like 7 quagoths, 2 elite drow, a bunch of regular drow, and a giant spider to get the notes along with a bunch of other equipment (and to loot the drow armory). Only two casualties, too, as we apparently got very lucky on the "what is where" dice rolls. Probably helped that I was playing monk, which I decided on before we even were told what the scenario was.
Medium construct, unaligned
Armour Class 15 (natural armour)
Hit Points 135 (18d8 +54)
Speed 20 ft.
Str 20 (+5) Dex 8 (-1) Con 17 (+3) Int 3 (-4) Wis 11 (+0) Cha 1 (-5)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical
weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Challenge 9 (5,000 xp)
Magic Resistance. The golem has advantage on saving throws against spells and other
Magic Weapons. The golem's weapon attacks are magical.
Stench. Creatures that start their turn within 10 feet of the golem must succeed on a DC 15
Constitution saving throw or become poisoned until the end of the creature's next turn.
Multiattack. The golem makes two slam attacks
Slam. Melee weapon attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6+5) bludgeoning
Drawn from the soil of a cemetery, the bodies of grave elementals are filled with bones and
decaying scraps of coffins. Grave elementals use the earth elemental stat block but gain the
following action option:
Drag Down (Recharge 5-6). The grave elemental causes bony arms to erupt from the ground
in a 10-foot-radius centered on a point the elemental chooses within 60 feet of it. The area
becomes difficult terrain and each creature must succeed on a DC 15 Dexterity saving throw or
be restrained (escape DC 14). At the start of the grave elemental's turn all creatures restrained by
the hands must succeed on a Strength contest against the elemental or be pulled 5 feet
underground. While underground, the creatures are blinded and cannot breathe. The grasping
bones last for 1 minute, until the grave elemental uses the power again, or when the elemental
Persuasion EXPERTISE. Very different. If you want to be a fighter-face, it's the way to go. It's also okay level of support that goes up to good with certain party combinations. Below BM for damage and stuff, though, but if you don't want to be dealing all the damage and a bit of a support/face role then it's pretty good to go with.
At least they're not kenku. Kenku are cocks.
>Kenku may appear to be friendly, helpful, and even generous. They freely give treasure to humans and demihumans, but it is rarely genuine and crumbles into dust within a day. They may offer nonverbal advice to humanoids, but this is carefully designed to mislead. It may actually lead the party into dangers and difficulties they might otherwise have avoided. As a rule of thumb, kenku have only a 5% chance of actually helping people.
Looks like this could be another 1-15 campaign (or a more content-filled higher-level one, considering how Ravenloft is).
Surely a Fighter who wanted Expertise could just dip into Rogue or Bard? Is losing out on your level 20 capstone in the long term and stalling your Fighter progression in the short term worth locking yourself into a less powerful archetype?
>Unravel the mysteries of Ravenloft® in this dread adventure for the world’s greatest roleplaying game
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
Back in Demiplaneloft yes, that shit was fucked with by the Dark Powers. Usually it just sent you to another part of the Demiplane if Dread, maybe Gothic Earth if you were lucky. Basically the mists fucked with so much shit. There's a reason Vecna broke it when he attained apotheosis.
Ravenloft, 2E AD&D :
Ravenloft, 3E AD&D:
Domains of Dread from 2e or the Gazetters from White Wolf for 3e
>Your search - Drakkenharrow - did not match any documents.
Might have to make it as a homebrew, all based on a lie. So delicious
just gonna leave this here
Wizards owns all the rights to Dragonlance (as TSR did before them), they only licensed the rights out for the novels and RP stuff.. It doesn't look like WotC ever really supported the setting in-house and doesn't seem to have any plans to in the future.
I'd recommend Harry Potter and the Princes of the Apocalypse. My personal favorite is Harry Potter and the Out of the Abyss.
Ginny is ugly and it's implied she took a lot of dick before settling on Harry to ensure a comfy future.
1) Why did you put this question in this particular thread? Did you even mean to?
2) If you haven't seen any of them, I'd start with the first. Otherwise, the fourth one is personally the one I like best.
3) No, but the epilogue in the final one implies she took it from Harry.
>mfw I'm actually making decent pocket change for cheap Steam games and shit through DMs Guild
Voices seem echo throughout the forest, as the trees around shift restlessly despite the still air.
Shadows seem to dance and sway and reach out, as a mocking litany calls from all around.
Just as it seems the forest would descend into total darkness, they find themselves suddenly in a bright, sunlit clearing - birds singing, flowers blooming.
"Ah," calls the old man at its center as he turns to face them, "I was wondering when you would finally get here."
Just don't let them get within firing range until you're done. No one with a half-decent Wis monologues when he can be shot midway through.