>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
So, continuing on the announcement of Ravenloft coming back, with a more specific question: what stuff outside of the adventure do you most hope comes along with Curse of Strahd, such as character options, variant rules, stat blocks, and so on?
So Ravenloft having one book means it is just a DMG adventure book? No player supplement with extra cool stuff?Hopefully there is another book that's not yet on amazon, otherwise sad panda.
There's a non-zero chance that it has a free PDF like the EEPC released alongside it or that it has some player stuff in an appendix like PotA had, but I wouldn't get your hopes up.
Is there any class or build that embraces two-weapon fighting? I'm contemplating writing up a two weapon backup character because I've never actually played one outside of vidya.
Knowing that Yamcha can beat absolutely any 20th level character from 5e ever, what do you think? probably a 100 billion level char or something like that, with dex over 100 and 6 digits speed.
Fighter does it pretty well. Go human pick up the Dual Wielder feat. Get the Dueling fighting style. Build high Dex, and High Constitution. If you want magic better hope you rolled high in a 3rd stat. Grab two rapiers.
Fighter and ranger both get the two-weapon fighting fighting style, but it doesn't scale very well for them to be honest.
Rogues are pretty good with it since it gives them a chance to get sneak attack off if their main attack whiffs.
Hmm, it'll interfere with Second Wind, but otherwise it sounds good. I need to see which maneuvers would be closed out on account of bonus action conflict.
Any personal experience with one?
Duly noted. I'll check out that UA.
Beyond unlocking things and stabbing people, what else does a Rogue NEED to be good at? What else does one need in order to appear useful? I usually end up as Captain Cleric, and never really play rogue stuff.
Oh, that's just an elf picture. I hate posting too many posts without images, because it looks so boring. Though it would make a good character image, I suppose.
What's the consensus on the Battlerager barbarian? It seems like it's safer than the Berserker, which I like.
You can almost already do that by RAW by combining the grapple and shove special attacks in the PHB (which you can do in one turn if you have Extra Attack).
>its speed is 0
>attacks against it have advantage
>its attacks have disadvantage
>it has disadvantage on Dex saves
Grappled and prone:
>its speed is 0
>its attacks have disadvantage
>creatures within 5 feet of it have advantage on attacks against it
If by "restrained condition," you mean rape, then yes.
>If your character looks good, you need to owe up to it with your face
Yeah, ok. Let's line up everyone playing a handsome and grizzled warrior type and see how many of them could actually lift for shit.
I'm not sure what to homebrew, Anon. Like, I can never decide what's both missing and deserves inclusion, you get me?
Rogues do not specifically NEED to be good at anything other than hitting targets who are unaware or otherwise distracted.
They do get to be better at skills than most classes, and the different archetypes offer different specializations - there's one for being a cat burglar, one for being an assassin and one for having a minor in magical larceny, in addition to the newer ones from the SCAG.
You are generally expected by most people who hear 'Rogue' to be good at sneaking and lying through your teeth, but even Cha skills won't be your strong suit if you play an Arcane Trickster.
That's far too fiddly. I rather have an escalating condition. Grapple and opponent, if opponent is grappled and doesn't escape, escalate to restrained with another grapple check. An opponent can drop from restrained to grapple with grapple check in their favour.
I mean, in fairness, Yamcha's from a high power story. It's not that weird.
The least skilled, weakest heavyweight champion boxer of all time can still slaughter kindergarteners in the ring.
Think of a fantasy archetype. Now, think very hard as to how you would be best represent it with the current rules set.
Now, research that fantasy archetype and its roots, and see if you're happy with how you would represent it in the current rules set.
Starting first 5e game as DM soon. One of my players (other player's wife) wants to be a moon druid that only turns into dinosaurs, and will likely never cast spells. I've gone through and reskinned druid forms to dinosaurs and added a few extras for variety. Feel bad for the rest of the party if she isn't going to cast any spells.
>Homebrew is the lifeblood of the hobby.
If you play Pathfinder solely for the character building aspects, then. Otherwise, yes, and with due haste. Keep in mind that the OGL isn't all of the PHB rules, as it only gives on subclass per class in there, but you can always just
piratethe PHB if you want.
There's no information about that either way, outside of mentions of the original Ravenloft adventure. It could very well start in FR and have characters wander into the Demiplane of Dread (that's what my bet is on it being, anyway).
Given that the last time WotC did an adventure based on Ravenloft back in 3e, and their seeming 1e mindset when it comes to campaign worlds, we're getting Greyhawk Ravenloft.
Hopefully we get some extra shit that at least allows us to stitch together a new DoD.
Since elves have no option for being a str-based fighter, I was thinking of brewing up a wild elf. What do you think?
You need to mention a casting stat for the spells, and also reword it to fit with the short rest/long rest nomenclature for players.
Also Unhindered Steps overlaps with a land druid ability completely, so I'm not sure it's the best idea for a racial feature.
It's still probably fine though.
how would a 1st level wild magic sorcerer do true striking with a sling and the sharpshooter feat? Every other turn shots with advantage ignoring cover.
Then witch bolt, shield and shocking grasp for combat; message and prestidigitation for fluff.
>You need to mention a casting stat for the spells
I was thinking about that, but none of the spells require the use of a casting stat. Also I think I might have to work on the Unhindered Step thing...
I mean, I guess if it fits your character concept it would be fine, but honestly you'd get more mileage out of firebolt or ray of frost than a sling. True strike isn't a guaranteed hit in 5e.
Also note that witch bolt is a pretty medicore spell all around, since you have to use your action to maintain it and the ongoing damage doesn't scale at all.
How long do you plan on making the campaign?
Later on, sorcerer gets so many cantrips that not picking a damaging one, far superior than sharpshooter, would be a waste. You could be using true strike with acid splashes for instance, outclassing the sling. You're better off picking a feat that will remain useful all around. If in doubt, just pick lucky and roll with it.
Race and Background are done, moving onto an archetype before I post it here for feedback.
What do you guys think would be a better choice?
My ideas thusfar are;
-fighter archetype based around using cannons/siege weapons and powder charges, with ribbons for destroying structures or clearing away other environmental issues
-druid archetype based around the sea/water, with healing rains etc. Able to conjure really heavy rain that lets them treat areas as being underwater for the purposes of spells and such
-a monk archetype revolving around pure athleticism and strength - inner strength kinda deal, not put as much thought into this one
all 3 can easily relate to the rest of the content so fluff isn't a problem
maybe bonuses to frost/thunder spells and such
or if there's spells that require a body of water it could count for that? Elemental Evil probably has a few, otherwise I'll just add a few
I'm sure I could think of some neat stuff to do with it
This reminds me. I should write up a superfluous elf stat block. These are the elves who know when they are not needed and get the f*** out. That should serve to cover all the elves past the classics.
So it's finally happened, so much time has passed that even the people fucking WRITING the game have forgotten what the fuck Alignment was supposed to represent in the first place.
>It still exists because people get mad if you take it out.
Fact. I mean I'm okay with alignment existing for outsiders or as a role playing guide. I just hate alignment requirements on PCs doing shit or things "requiring" a certain alignment.
Too many dumb fucking arguments over the years.
How would you go about making a saboteur type character? The only real given is stealth, maybe try to work in glyph of warding.
Seems reasonable to me. I mean yeah animals could be considered true neutral but they technically lack the intelligence to act upon more than just instinct so calling them unaligned seems more appropriate.
Also I personally use alignment as a guideline for character behavior more than anything else. I remember how back in 3.5 alignment was important for certain spells but i don't remember any grander purpose for alignment outside of that.
You can use dexterity to disbale traps, you could argue with a GM that you could also use the same for other similar things, or maybe tie it with wisdom assuming they'd know how to hide the mess they made.
Be an arcane trickester, use stuff like invisibility, glyphys, illusions and the like and learn something to run if you get caught. I assume proficiency into acrobatics, stealth, investigation and perception would be best. High dex and int, with moderate into and con and lower cha and str, since someone resorting to such tactics isn't the friendliest or strongest person around.
I have a new player to D&D in general in my game. He rolled up a Rogue and went Thief. How can I make him feel like his path isn't total crap at lower levels? The rest of the table picked good paths and are getting all this cool stuff and he can climb good and jump a little further.
Point out that he can caltrop and ball bearing the fuck out of a significant area in the middle of battle with the "Use an Object" cunning action, and there's nothing stopping him from taking a minute to pick them up after battle so he doesn't really have to spend money restoring his reserves.
put them in situations where his situational benefits apply
maybe they need to get in somewhere and nobody else is capable of doing it well? maybe they're being chased by something they can't fight for x reason and need to get around an obstacle it looks like only the rogue can manage?
>grr what does alignment mean
Dunno what it was supposed to represent previously, but right now it's a sacred cow that makes people very angry with each other when it's mentioned.
I still think the game would be better off if they axed it entirely. They're already rendering it essentially vestigial, so maybe they'll finish the job in 6e or 7e.
Give him a stealth mission that would allow him to have a moment to shine. Something short and simple but something his character would do best. Small things like that can really boosts a players mood towards their character.
Also this >>44846736
how does this sound /tg/? In reference to option 2 of >>44845560
>RAINS OF REGROWTH
>Starting at 2nd level, you can conjure forth magical rain laden with healing energy to support your allies. This rain covers a 10ft area emanating from a chosen point within 100ft of the caster. The covered area expands by 10ft at 3rd, 5th, 7th and 9th level, to a maximum of 50ft. This rain persists for 1d4 turns, and heals anyone affected by it for 1+ your Wisdom modifier. Once you have used this feature, you cannot use it again until you finish a long rest.
A later feature would let you move the rain around + give up spell slots to maintain it for more turns.
In 2e True Neutral meant two COMPLETELY different things when applied to an intelligent NPC vs. an animal or sub-sapient monster.
5e Unaligned is just the Animal definition of True Neutral given distinction from the other.
The problems I see with that is
1. Druids already have goodberry for out-of-combat healing (which this is, because no one in their right mind would risk healing enemies).
2. Archetype feature improvement should follow archetype progression, not base class progression.
You're a dumbo
The operative word here is "Anyone"
Literally every other spell where the word "anyone" is used affects all creatures within the area of effect.
The "Support your allies" bit is clearly fluff.
Why even write "to support your allies" if it worked on everybody? Why not just end it after "healing energy"? No other heal spell specifically says allies.
This is also a homebrew and assuming they use terms exactly the same way that WOTC does makes you the dumbo.
>go to DMsguild
>download a PYWY thing that was just posted because it has some interesting flavor
>open the PDF
>it's shit in every way possible
>it has one 5-star review that its author blatantly made because you can do that for some reason
>give it a 1-star rating and break down why it's so fucking awful
Sleep snug, smug.
I actually gave my own thing a five-star rating at first, since I noticed that everything else was somehow miraculously starting with five stars and I didn't want to be left in the dust because I wasn't exploiting the system like everyone else...
...but I then removed my rating as soon as I had actual customer ratings.
So I just got back from session one of a two or three session thang.
We played a Ravenloft module that was adopted from AD&D2e, and the DM hadn't even heard about the Ravenloft stuff coming back yet. He's had this planned for a month or so.
I played a Rogue 5 (Arcane Trickster)/Rune Scribe 1, and lemme tell ya, it's complete bullshit. My attacks at +7 to hit with easily gained advantage (True Strike, Familiar scrolls) and always being next to an ally were hitting for 2d8+3d6+4 with rerolling and keeping the highest damage result when I used Green-Flame Blade, which is a cantrip. I also got to hit a second target with 1d8+3, rerolling and keeping high.
I was out-DPRing the optimized Champion Fighter and only died because of a Banshee getting the drop on me and wailing me to 0, leading me to rolling 4, 18, 7, and then 4 on death saving throws as the rest of the party alternatively got cockblocked and screamed down.
Advice to GMs: Think long and hard about letting any character who can build into that get it. I got one crit off and did 37 damage before rerolling and taking the high roll (4d8+6d6+4), and that's below the average. Keep in mind, this is at level six, and my HP was 36. I did more damage than I had health in one crit.
Needless to say, I love it and I am planning on playing this character in the next 5e game I play long term.
Next session I need to bring a new character as after dying there's no explanation to bring the same exact character/build. I'm torn between trying out the Psionics from the UA and building a Monk or a Fighter (Weaponmaster). Anyone have any experience with the former?
Question, one of the racials of air genasi grants the ability to cast levitate once per day, and says constitution is your casting stat. I understand that, but kinda confused about setting the save DC.
SInce I'm an air genasi sorcerer
would it be 8+CON mod (3)+proeficiency bonus.
Where do i find the proeficiency bonus for spellcasting?
Proficiency bonus is the same for everyone, as it's based on character level. You should really know what it is because it applies to your save DCs, spell attack rolls, and weapon attack rolls, and all the skills you're proficient in, and saving throws you're proficient in, and maybe other stuff as well.
The psionics in the UA play a bit weird. I played a new years' eve one-off with a variant human Immortal Mystic 4. The Psionic Weapon discipline lets you dump psi points into dealing extra d10s of damage, which is a lot like a paladin's smite but you tend to have way, way more uses of it. While it probably evens out once paladins get an extra attack, at lower levels you'll tend to outclass them wholeheartedly, though it probably starts hurting if you blow your load of psi points too quickly.
So in March when the new Strahd adventure module releases my current group wants me to become the DM. Now I've had very limited experience dming for 3.5 before but was mostly looking for tips as well as anything to look out for balancewise in this edition. there's a few things I know of already (like sharpshooter fighters)but was looking for more input. Any would be appreciated.
The only thing you need to watch out for is Four Elements monks (which you should convince people to not play at all) and Beast Master rangers (which you should throw a bone to like some extra HP for their companion or what have you). Outside of that, even the strongest fighter builds don't outshine other classes all that much, or at least don't to the point where anyone feels useless.
As long as they don't purposely fuck it up, building viable in 5e is a low bar to meet.
Return to Ravenloft storyline is being announced tomorrow, the main adventure is called Curse of Strahd and comes out in March. Outside of that, Wizards doesn't officially announce shit anything more than four months out.
If you want to continue to destroy your enemies like your rogue my suggestion would be a GWM vengeance Paladian. You could easily nova one or two enemies of immense power a day and also hit all other enemies pretty roughly. Plus the bonus you get to all your saves and your healing power will help with survivability.
Also glad to hear the rogue scribe went well.
>Play Devotion Paladin
>Read about Undying Light patron
>Decide to have a big story scene for my multiclass into Warlock
>Princes of the Apocalypse, using Drown
>Figured it'd be cool if I break free from the curse and attempt to destroy the weapon, only to be blown back by energy yadda yadda
>Ask another player who is a friend of mine to call my character out on his villainy
>Other player doesn't really hit any emotional strings due to him joining late and missing my character introduction and basically me not giving him any ammo to use against me
>Whole thing ends up being forced and lame
>Still multiclassed and shot Eldritch Blasts
All together I'm fairly disappointed in myself.
There's only one proficiency bonus, it's on all class tables, and is the same if you multi-class cause it's really based on level, they just restate it there so you can find it. At level one it's +2.
Is it just me, or is the "Hottest Titles" bar on DMs Guild determined by how much money they make, rather than how many orders include them? Kind of fucks over people doing PWYW rather than forcing payment.
I was thinking about Paladining but I'm not sure, I've played so many of them. I love them, but they're my most commonly played class.
I'm really glad the Rogue Scribe worked well too, but it would definitely need GM approval for a larger game (finding the Rune to begin with). I definitely surprised the only player there who had looked much into actual optimization of characters; he hadn't looked at RS before.
>Publishing stuff on DM'sG
>List things as PWYW to help circulate and get more ratings
>Some random Joe slaps a 5 star review on both of your new things and comments before anyone else
Still not worried because acquired more than $5 in less than 2 days
>mfw I've been averaging roughly $2 to $3 a day off of one title
I've got a few titles on DMs Guild as PWYW and have made around $26 now, meaning people have paid over $50 altogether for stuff I make for fun that they could easily download for free. That's like, buy-a-few-games-during-Steam-sale money. I'm pretty satisfied with it.
Also my stuff has nothing but good to great reviews so my dick is huge.
Yeah, but how many reviews per product? I'm sitting here at only three reviews, but over six hundred orders, stewing in my desire for more feedback. Hell, even negative feedback would be wonderful, since it would tell me what to fix.
The only thing scouts have over them is access to utility and healing magic, and I guess Hunter's Mark and some of the Hunter class features can put them ahead in damage until the fighter gets a third attack. But, the Scout is still more versatile in skills and can take Sharpshooter with no worries thanks to being able to spend a a superiority die to add to damage.
A good place to start is the old 3.5 adventure Expedition to Castle Ravenloft. Beyond that there's the old 2nd edition books that introduced the setting, which talk about the use of horror in games and specifically the type of Gothic horror that Ravenloft emulates.
The key decision I think you have to make is how do you want to play it? Because you can either try and enforce a horror atmosphere and convince the table to go along with it, have sinister vampires and werewolf clans roaming the landscape, distrustful inhabitants paranoid about witches and monsters, old curses that stain bloodlines for generations etc.
Or you can treat it as a Hammer Horror style romp, cheesy vampires with black capes and big castles who do not drink... vine, shaggy wolfmen with bad table manners, mad scientists, lurching zombies etc.
Most I have is 4 reviews, and they're all 4- and 5-star. It helps that two of the things I've posted I've gotten feedback on way before DMs Guild went up.
And man, that site needs better analytics. The only way to see how many times your thing has been downloaded is to go to update the files for that title, and the only way to see what reviews it has is to go to the product page--which there isn't any way to get to from your account dashboard, because the stuff you've uploaded isn't listed anywhere.
First time playing sorcerer/caster, I choose storm origin.
For my cantrips I choose frost ray, frostbite, lightning lure and prestidigitación, but no idea what to pick for spells, any recommendations?
One of my party members made a mistake that costed our party's barbarian his tongue. The ensuing slaughter was fucking metal. This gigantic half-elf barbarian just starts throwing this dragonborn around like a toy before forcing his head beneath the water of a fountain and ripped the draconic tongue from his mouth with his free hand.
Another party member managed to roll a 32 somehow in an attempt to magically or surgically attach the dragon tongue in the barbarian's mouth.
So naturally as a dragonborn paladin of Tiamat, my character believes he just witnessed a sign. This should be fun to work with.
I'm glad that the players were mature enough to not take it personally (the dead dragonborn's PC was actually laughing).
Oh, and on a related note, does anyone have suggestions on how to start a cult following in a socially and economically stable city? There doesn't seem to be any overarching social issues that I could capitalize on to build a following, so I need a different approach to the whole thing.
Thinking of playing a regular old human wizard with the personality of matt berrys characters like toast, beef, the one with the american etc
Says whats on his mind, generally ignorant of general knowledge, and all sex is replaced with magic
Oh, yeah, I went through over 64 drafts and revisions before DM's Guild, but still. Every time someone tells me that something's wrong is another time that something can be made better.
The site seriously needs better analytics, yeah. I'm fairly certain their "hottest titles" list goes off of sales and not orders--and an order only counts as a sale when they actually spend money. That means that "hottest titles" only shows what products are making money, not necessarily the ones that are actually popular.
Shit's fucked. There are even bugs surrounding the Upload/Update Files page, to the extent that I actually couldn't update the files attached to prior orders. New orders would have the updated files just fine, but orders from before the update wouldn't. I ended up having to contact the support team, and they still haven't found the bug--though they did brute force update the data tables so that older orders had the correct files.
I don't actually care about making money, I just want to shove my version of the shaman out there in case it's able to influence any official version of the class that they end up releasing.
The hammer horror part of this is the best advice, the big names have always been Barovia and its master Strahd. The other part that helps is to just make it cut off and technically hell for the rulers.
Say anon should I just help some horror niggas out and explain the Darklords?
Cubes in 5e originate on one of the faces.
Pic related: you are blue, allies are green, enemies are red. Yellow is the thunderwave.
First time DMing ever, got a group of newbies. How can I make this the funnest experience for them? Tips/tricks?
...I was about to say "That's incredibly unlikely"
And then I remembered exactly how lazy
by which I mean understaffed and overworkedthe current D&D team is.
I actually have a decent shot, don't I? At 4/5 stars after 8 ratings and 3 reviews, and currently number 15 in the hottest titles list for the Sourcebooks:Characters:Class/Clan/Faction category...
This is a weird feeling that I was not expecting to have tonight.
Honestly, even though I was there and witnessed it, I wouldn't doubt it. I admit I wasn't paying enough attention when it happened. GM might have lied, player might have lied, etc. Either way it went through.
Tbh I was quite surprised when I learned this. It sorta makes sense but at the same time is just seems odd. Though truth be told this makes the spell a bit better. It's more controllable that way.
It's not too far fetched. Expertise would double a +4 proficiency bonus to an 8 and an intelligence of 18 would give a +4 to make a total of +12 which makes 32 possible. Honestly you can go even higher with some skills even easier.
skimming over the shaman pdf, and it is pretty solid. Love the gift of sight, senpai. One quick note is the wording on pic related, seems unclear if it is intended to still cost spirit points. I would assume not since it is 20th level ability, but the wording is unclear.
If you have a ranger who has 14 str and 16 dex, and you are going to be heading into melee, would you be better off grabbing a greatsword with the decreased hit chance, or just stick with two shortswords (i chose archery style so no offhand bonuses there)
Honestly, I've been wondering if a GWF focused Ranger would be viable.
You'd probably want your first level in Fighter, or 2 in Paladin, to get the fighting style and heavy armor. Paladin's a bigger sink, and though it does get you Smite, it makes you quite MAD. Then you can grab Defense style from Ranger, and do things like Whirlwind Attack like pic related..
I've been working on a few character concepts for my first 5e session later this month, and I'm having trouble deciding which one to use. I know I want to play a caster, but I can't decide which one will be the best for my first run. (I've got plenty of experience in PF, but that's about it.)
Current character concepts are:
Illusionist Wizard, Forest Gnome. Travelling the world in search of illusion magic so powerful, it can't be separated from reality. (High level shadow magic, essentially).
Fiend Pact Warlock (Tome or Chain), Tiefling. Stuck in a contract with a Devil made by his grandfather decades ago. Still debating whether I want it to be an antagonistic relationship or more businesslike.
Storm Sorcerer, Human. Free spirit. Wants to be an adventurer for the sole reason that he gets paid to travel and use his magic, the two things that are most important to him.
Are any of these classes particularly better than the others? Also, do any of the character concepts stand out as boring or uninteresting? I want my first character to be a good one.
Would it be worth it as a human scout to take magic initiate for a few cantrips and an owl familiar? Seems like it would really help in scouting, and you could take over its sight and see in the dark. Even if I did that, I could still have 20 dex and sharpshooter by level 8...
Most people will tell you that wizard is the most potentially powerful of those. Sorcerer is somewhat weak, even if quite flavorful, and is better as an introductory caster class. Warlock isn't exactly a full caster, since they can become a cantrip autoattack turret in combat, but have a number of interesting applications if you get in the right mindset. Tome or Chain are the better boons for it, though.
Wizard isn't infallible, especially illusionist, but you'll have a hell of a lot of spells and a hell of a lot of options. Just pick smart and play smart.
You know, I had never thought of the spells you cast off of it NOT casting spirit points, and you seriously made me consider changing it to that, but, on reflection, I'm going to keep it as is, with the spells costing points normally.
Thing is, the shaman vs. warlock dialogue is consistently one of versatility versus power. Warlocks get four slots, full stop, while shamans get a more granular spellcasting mechanic. Warlocks get to pick ALL of their spells known, but shamans get to swap out roughly a third of their spells every time they take a long rest. Eldritch blast does more damage than shaman cantrips, but shamans can squeeze out a little bit more damage by consuming some of their spellcasting resource. Gift of Savagery shamans can actually be a melee presence, while Pact of the Blade warlocks lack several of their toys, but doing so, again, costs casting resource. In order to further compensate for the versatility bump, shamans are also one invocation behind the warlock progression.
The warlock capstone lets you regain up to four spell slots by spending one minute entreating your patron. Letting Spiritual Master give you free spells would let you cast up to TEN 5th-level or lower spells, from any of the spells on the spell list. That's more powerful--two and a half times the number of "spell slots"--and incredibly versatile. Given the shaman spell list, it wouldn't necessarily be game-breaking, but it would definitely be far more powerful than the analogous feature from the sister class.
A lot of the base class capstones are things that provide bonuses to play, not huge changes to that degree. I'm perfectly happy with it being more of a versatility tool than a power one.
I'll keep toying with possible changes to it over the next few days, though.
Anything you want me to take a gander at?
Personally I would vote sorcerer, but I'm biased. All three sound grand, but each has strengths and weaknesses. If you want to mainly poke and have a large variety of flavor and utility options, go warlock. If you want to eventually gain at will flying and burst spell more, go sorcerer. Wizards are basically the ultimate balance of utility and burst but if you lose your book somehow your out a lot of money.
Alright I'll keep that in mind. I was the party's primary caster (Wizard/Summoner/Druid) whenever we ran Pathfinder, so I think I've got the spell selection mindset down. I'm just not sure how they all stack up to each other now that metamagic is Sorc only and I have no experience with something along the lines of Warlock.
Is burst spell actually viable in this edition or should I look more for utility options? I've seen a lot of conversations in these generals about blasting being better but I'd rather not get to the end of the line and find out I could have done something more useful.
No, Second Wind will interfere with your dual-wielding. Second Wind is a once-per-short-rest ability, it's something you use in an emergency, not something you count on as a staple of your build.
Blasting is ultimately better, but you should always keep a few utility spells in your back pocket to be safe. If you go wizard this will be no problem but with sorcerer it becomes a bit more tricky. However, sorcerer is the only class that can cast haste on more than one person, and honestly that will become the main non burst spell you cast once e you hit lvl 6.
Hiya /5eg/, just started my first campaign as a 5e PC (DM'd the last one, which was our entire group's first).
I've rolled up a level 1 forest gnome bard, which I know isn't really ideal min-maxing, but I like the flavour nonetheless.
My stat line is 12/14/13/16/13/16.
I know that pumping INT as a bard isn't a great idea, but I got a +2 from being a gnome, and the rest of the party are dumb as bricks - a barb, a fighter and a monk, all with INT as their dump stat.
My question is, how good of an idea would it be to multiclass into Warlock?
I was thinking of grabbing Bard 1 / Warlock 2 / Lore Bard X - that way I can pick up my Bardic Inspiration and Song of Rest, along with Vicious Mockery and Dissonant Whispers for the debuff and damage.
Then as quickly as possible, I dip 2 levels of Great Old One Warlock so that I can grab Awakened Mind (particularly handy when your other language is fucking Gnomish), and Eldritch Blast with Agonizing Blast/Repelling Blast for some cantrip-based ranged damage.
Then I'd be flipping back to Bard levels to take advantage of the better scaling that Bards have in later levels.
I personally like the idea of a mushroom-quaffing Gnome who's made a pact with some unspeakable eldritch horror and runs around the battle field playing his pan flute and singing ancient magical songs that no man was ever meant to hear, and I feel like the Bard/Warlock mix has good synergy from a crunch perspective.
Any thoughts? Should I stick with Warlock till level 3 for the Pact Boon? Or maybe Level 4 for the Ability Score increase (which would otherwise be quite severely delayed and possibly much-needed given my strange stat line)?
Sharpshooter from being hidden the first round, then use precision attack with your superiority dice to make sure the sharpshooter attack hits when you really need it. I once blew away a giant crab with this technique, and the DM said "this kills the crab" and we all lmao'd irl
Idk if I would say that. Personally I use to ban homebrews as a dm and avoid them like the plague as a player. Even with all of this new open license stuff floating around I've been iffy on it all.
With that said however I've decided to give homebrew a chance. I'm going to try to make a sorcerer archetype that focuses on Necromancy and creating powerful undead. I'll share here after making it, getting local feedback, and improving it.
Scrub GM here.
What's the general consensus on having a 'Deadly' encounter for a party as the final fight of a one-shot/campaign?
I want to create the heroic final stand kind of vibe whilst avoiding the dickbag 'Rocks fall' feel. But, that said, I'm something of a sub-par GM when it comes to actual narration and such.
Give them a couple of light encounters first to get them fired up and spend a spell slot/hit dice or two. Then hit 'em with the big one. Make sure to build up to it in the smaller encounters with shit like "As the last goblin dies he squeaks that Big Boss Skullgnasher is gonna fix you good!" etc.
Yeah, that had been the plan.
Party called in to hunt monsters that have been raiding the town at night or whatever.
Progressively stronger fights.
Big bad monster comes out on the final night to smashfuck the party.
The idea was a pyrrhic victory kind of thing.
a rogue with expertise in medicine? if true thats awesome and sounds like it fit well into the game the original poster i responded to is playing
BUT STILL 32? guidance i guess could easily make the aforementioned expertise 18 int medicine healer rogue need to roll ONLY a 16 to get a 32. plus what if there was bardic inspiration in the mix?
alright i concede its all possible. i've rolled some ridiculous untrue story sounding things.
whirlwind attack sucks and you're pretty much gimping yourself to go ranger past say level 8, but ranger does get some cool tricks up its sleeve, all of which are applicable (and perhaps moreso) to great weapon fighters. such as a free extra attack.
especially if you go the variant non magic ranger.
If your players are smart they'll try to take measures to skew the odds in their favor. Let them. Encouraging creativity in players may make your deadly encounters significantly less deadly, but in the end your challenge made them use their brains to get through it.
At the end of the day, it's less about your players surviving the challenges you throw at them and more about them overcoming your challenges.
You would be surprised what crazy scrap can happen if you get lucky enough rolls. I got a wild magic surge once that landed on the one minute of wild surging, and I got nothing but good effects off of it all and even one shot an enemy cultist cleric.
Also use object doesnt always mean ball bearings and shit.. depending on characters str and whatnot you can use the use object skill feat whatever to throw tables, stools... etc.
What are peoples thoughts on knowledge skills? Have you used them? Were they cool? Anyone expertise history? Nature? Medicine?
My players got quite lucky last session and found a magic lamp. They got even luckier and got 3 wishes from the Djinni inside.
As I explained this to them the first guy just shouted "Battledonkey" without the others having any chance to intervene.
He shall get his battledonkey. So far I was thinking of giving him the stats of a unicorn (no heal spells) or a hellhound. Need some help and ideas. Setting is low magic fantasy early middle ages.
How bad of an idea would it be to pump out a bunch of adventures to make some beer money? If I can get $3/day per adventure, I could easily write a dozen and get $36/day, more or less. Lord knows I have the time and old campaign notes right now.
Monks get magic initiate for free at lvl 2.
Yay or nay?
Or, all monks get to choose one of 3 new spell attacks at lvl3 they can use as bonus actions for 2 ki.
All of them use the Wis mod for bonus damage.
Flying swords - Magic swords or daggers are formed and plunged into any opponents within a 10ft range dealing 1d6+Wis mod force damage to all opponents within range. The die is increased by an additional 1d6 at lvl 6, lvl 9, lvl 12, lvl 15 and lvl 18.
Tribulation lightning - the user draws at the power of tribulation lightning to hit all targets within a 30 ft range as well as him self for a 1d8+Wis mod lightning damage. If the user has at least 1 Hp remaining he will regain 5 Ki and for the next Wis mod+1d4 turns his attacks will deal additional 1d4 lightning damage. The damage die of the spell attack is upgraded by 1d8 at lvl 7, at lvl 11, at lvl 15 and lvl 19.
Karmic wave - All opponent within a 30 ft range that are of the opposite alignment of the monk PC (Evil or Good) are hit by a visible wave of prismatic light that deals 1d6+Wis mod force damage, the damage die is upgraded by 1d6 at lvl 6, lvl 9, lvl 12, lvl 15 and lvl 18. (now you can smite with monks)
Just food for thought. I'm currently talking with my GM about my character. The setting is Forgotten Realms and I've essentially built a demonologist. Rather than delve into evil for evil's sake, I've been aiming to use what I summon for uses other that "Fuck that guy up." so far Dretch as construction workers, helping haul around goods. The big debate though is alignment. Some say that any interaction with fiends, no matter how little or it's use is evil, while others are more judge the craftsman not the tools. I personally see the character as reimagining of King Solomon, who built a kingdom using demons, which wasn't exactly Christian, yet in the bible, God praised him for his wisdom.
What do you think?
My general rule is that alignment is based on intent, not consequence. Because you intend to use them for good, I'd allow it. But don't expect people in the campaign world to see it that way. Also, if I were your DM, I'd be sure to give the demons a chance of breaking free, or maybe recognizing you when summoned by someone else.
Steel hooves, teeth, and a hide that can turn swords. It's smart as a really smart dog, and perfectly willing to trample things.
Also, give it a sonic attack that deafens/damages things around it.
Ravenloft is confirmed?
Is the warlock class doomed to only be a two level dip?
Well unless they include new higher level features for the class i doub't it's ever going to be more than a lvl 2 dip.
Especially since you can go Fighter(Battlemaster) 18/Warlock 2 and get the best of both worlds.
Cleric with soldier background, essentially field medic, my DM tends to let me play around with medicine quite a bit. Finding out how people died, severity of injuries on allies/enemies, the ability to discern a medical from magical malady.
Oh, and surgery to remove a Slaad tadpole.
I downloaded the stuff and mostly understand the rules. Let me rephrase.
What should my expectations be like for the system in actual use and how should characters be played to avoid being 3.5 monk variants?
It's the same but different. There is a heavier focus on balance. Casters still get silly at high levels. Multiclassing doesn't hurt you much, so there wont be a lot of new classes in the future, cause you can just multiclass to get what you want. Overall, numbers don't get as high.
Well depends on if you want full optimization or just a solid character. Warlocks will never be fully optimal, the base class is just not good enough, but it is still a solid playable class that can hold it's own. It's just sad that some of the most powerful features can be grabbed at lvl 2.
I don't really understand the last part, but scaling is different. It's generally less complicated. Feats are more powerful, and you don't get them very often. And they don't chain.
Classes and archetypes are largely viable.
4elements and beastmaster are the exceptions, both need a bit of love to work
Game is really simplified, especially in terms of character creation.
The background feature having mechanical impact is really nice for building non-stereotypical characters without just being EVIL or whatever.
Numbers in general stay relatively similar. Damage and health go up, but it avoids the DC/AC/+Hit bloat making numbers of lower level enemies a threat.
You don't need the Grappler feat to be good at grappling. Tavern Brawler is all you need really.
Ran a Conan clone once that was Barb/Rogue with tavern brawler and shield master. The character could lock down single targets very effectively with expertise Athletics and Advantage from Reckless Attack.
Bonus was that when I did attack every hit was like a Mack truck, since you can activate your own Sneak Attack every round via reckless attack or knocking something prone with Shield Master.
Culminating moment for the build was around level 9 when I grapple/dropped three ogres off the
flying castlein a single round in Hoard of the Dragon Queen.
Are you worried about the difficulty rating specifically? I personally wouldn't. This CR system is hilariously off, every session in one of my tables (5 players, leveling up each of 4 sessions, starting at one) we have at least 1 deadly and 1 hard encounter, usually without a rest, and usually with only 2 of us even taking damage. I keep wanting to show off Fiendish Vigor but I haven't gotten a chance yet.
>have build character that moves at like mach 5
>no bonuses to attack or damage, no bonuses to AC (in fact penalties because I didn't have run feat)
>same in 4e though I couldn't move that fast
>same in 5e though I can't move that fast
If a Barbarian is polymorphed while raging will he still be raging in his new form?
Sage Advice states that you can still concentrate on spells while polymorphed but I don't know if an effect like Rage would interact differently.
What about his Unarmored defense ability?
Would you say it applies in all cases or only if the beast he's transformed into doesn't have the "(Natural Armor)" tag or would it not apply at all?
>Polymorph doesn't affect you mentally
Well, it kinda does, for the level 4 Polymorph spell you gain the mental attributes of whatever you're transformed into while still generally retaining your personality.
If it COULD transform you into a creature without an Int score then you wouldn't have an int score either.
So, whats a fun class to play level 10 and onwards?
My Cleric just ditched his party because of disagreements, and I need a new character to play.
I definitely wanted a spellcaster. I just can't decide between Sorcerer, Wizard, or Druid.
I would personally say dragon sorcerer but abjuration wizard deep gnome with the racial feat is quite impressive too.
though desu I would make a necromancer wizard if I were you because ive been itchin to play one for some time now.
Okay. So Darklords, the rulers of the various domains of the Demiplane of Dread. The average one is evil, like have my own grandfather "accidentally" fall on my knife 39 times in a paranoid bid for power and fit if jealousy and still think I did the right thing evil. Basically the Dark Powers give these souls power, but with a caveat, they're always for lack of a better term punished. They get redemption and escape dangled on a string inches away, but by their unrepentant nature refuse to actually take it. Note this only applies to non-deities.
So far there have only been two escapees, Lord Soth and Vecna. Lord Soth bored the DPs because he wasn't playing their, look at the carrot game (and some shit back here in the real world). Vecna on the other hand went with becoming a deity, in essence cheating to leave.
So in short, they're evil, unrepentant playthings of shadowy, dark versions of the Lady of Pain who happen to make life in the Demiplane hell for normal people.
Running a maritime campaign, WotC had no rules for armor and swimming, wanted to come up with my own. Rough draft, help me tweak it familia.
Light Armor: Swim speed is decreased by 5. Any Armor that causes disadvantage to stealth also causes disadvantage to checks related to swimming.
Medium Armor: Swim speed is decreased by 10. Any Armor that causes disadvantage to stealth also causes disadvantage to checks related to swimming.
Heavy Armor: Swim speed is decreased by 15. A DC 11 check must be made every movement to stay above water or sink 5 feet. Any Armor that causes disadvantage to stealth also causes disadvantage to checks related to swimming.
Every round spent underwater wearing medium or heavy armor requires a DC 5 check to maintain your equipment. If the throw is failed the adventurer will lose one item at random.
Bow Ranges Underwater:
Short Bow: 10ft/30ft
Long Bow: 20ft/50ft
Hand Crossbow: 50ft/80ft
Heavy Crossbow: 80ft/120ft
Spear: 5ft + 5ftxSTR Modifier
Dart: 5ft + 5ftxDEX Modifier
When shooting INTO the water, all normal ranges are halved.
I thought I made it clear that there's only two real escapes for them. Cheat because gods don't have to be repentant, or go, "okay, yeah that was fucked up" and bore the Dark Powers... Cancel that, just bore those faggots, they'll let you die, and give your curse to your killer.
>Given that the last time WotC did an adventure based on Ravenloft back in 3e, and their seeming 1e mindset when it comes to campaign worlds, we're getting Greyhawk Ravenloft.
I'd doubt it. If they don't have the players start in FR initially, how're they gonna tie it in to the Neverwinter MMO, or the Adventurer's League?
Face it, 5e's gonna die out before we get anything that's not Forgotten Realms.
Oh they can place it in Aber-Toril, I just use Greyhawk in this case to mean shit like every other iteration (I6, Castle Ravenloft for 3.5) basically, you're getting a plug and play adventure, not the Demiplane.
>Wanting setting bloat
>wanting untested splats
>wanting the worst if 2&3e
When you get your hands on the module, read the shit out of it and plan every adventure, daily encounter and other shit before playing.
Make reference tables for yourself.
Dont be lazy and be organized.
Meh, we keep making it to lvl 3 and starting over, I haven't lost a dude yet, patience, planning, and starting at long bow range no matter what my optimal slogging weapon is. That said, other than sharpshooter I don't know what to do with this opportunity
>less supplements for a full fledged setting than any other
>Have to convert BECMI to 1e, then 2e to actually utilize anything on the actual world.
Like I said they're taking a 1e approach to this.
CW Samurai, True Namer and half of Complete Psionic would like to discuss, "play tested" thoroughly with you, well, if they could do shit.
Spelljammer: 19 products in total
Mystara: 16 2e products, and at least 50 Basic products (I can't remember exactly which Basic products are Mystara, and which ones are generic, but I know that at least 50 of them are.)
What's a good race for a moon druid? And why is there no race that gives +2 WIS when there's a race that gives +2 for every other ability? I've only played a human wizard so far, so I'm still pretty new.
>CW Samurai, True Namer and half of Complete Psionic would like to discuss, "play tested" thoroughly with you, well, if they could do shit.
Point is that the actual ratio of shitty broken content to decent usable content is much further into the "Decent and usable" camp in the splats, where as all but a few of the character classes in the core book are either utter shit or way too strong.
So my group suffered a TPK, need to bring a new level 5 character to the table next week. What are some interesting builds to consider?
My last character was a rogue, and I'm trying to talk myself out of playing another one.
You'd permanently be a spell level behind everyone else for the sake of having pew pew lasers, which get old kind of quickly, but hey, if you want to.
And don't worry about languages/telepathy. You're a bard. If it ever actually comes up, which it very well might not, you can cast Comprehend Languages.
>post about my Ravenloft campaign on 5e generals all the time
>no one gives a fuck or replies
>now wizards is releasing Curse of Strahd, everyone talking about it
The salt is real. Fuck you guys.
I think you got the ranged weapons reduction of distance just about right.
Also I'm assuming you mean Light Crossbow where it reads "Hand Crossbow".
The armor speed reductions sound alright, too.
Guessing that Heavy armor DC11 is a Strength or Athletics or Acrobatics check.
Need more detail regarding losing one item at random. Is it absolutely ANYTHING on your person that can be lost? Or is it limited to "You're flailing about, trying to stay afloat. Your moment of scrambling causes you to drop the weapon in your hand."
I think it's a little excessive as it is. Anything secured to your person like a weapon in the sheath or stuff in a tied up pack should be safe from this condition. And the 25% chance (assuming that DC5 is generic and not based on a stat) of dropping your weapon/shield/whatever every six seconds is pretty severe, many martial classes will be getting disarmed quite a bit.
Suggesting this could be nixed or altered to being more conditional rather than happening every round.
Will there be any equipment that could improve swimming and mitigate those difficulty checks?
A knight in flippers and arm floaties.
Are the new Player's Handbooks more durable than the last batch? The binding on mine finally gave up its ghost, and I know there was a later version because my brother's has the errata printed in it. So anyone hear anything about the binding on later printings?