>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!
What are some homebrew options to make one-handed weapons worth using in a world where Great Weapon Master and Sharpshooter exist?
One handed weapons are more or less the domain of Rogues, Sword and Board or Bladesingers.
They (usually) will never out DPT Great Weapons, but they're generally a good option to take because by having a free hand you can sling spells (without spending a feat) or just give yourself a flat +2AC. Why be a damage dealer when you can make yourself a tar pit?
It is a pretty rad image, but I'm sure once the current thread ends the memers will migrate here.
On a side note I'm still relatively new to this board but it seems as if there has been a lot more shit posters recently. Am I only now noticing them or is it a recent problem?
>Why be a damage dealer when you can make yourself a tar pit?
Presumably because you have no way to prevent them just walking around you to attack your allies? At least a 2HW is going to be more intimidating at opportunity attacks.
pretty bad. The fact is it's setup so that lose the lowest roll on one of the 4 dice, so that they have an average of higher stats that you would get compared to 3d6. The chance for multiple 14+ stats is dropped greatly.
roll good stats so you can be a front liner without much fear
go half orc or v human with some feat to give you survivability so you can spend all your slots and actions on blasting
So are there any official, or custom races for Goblins, Minotaur/Ogres, Skeletons/Zombies or human-comparable Angels/Demons?
I'm trying to wrangle D&D 5e into working for a Ravnica game, and I'd like to see if I can use stuff other people have made before I start making my own.
I DMd my first game today with a friend that had never played before. It's very generic but we both had fun.
>PC, Deandre the Archer, sits in a tavern chugging ale
>Two men bust through the door, carrying a third between them, dead a pelted with arrows
>They say they got ambushed by goblins and that their fourth member got dragged away, offer gold to anyone willing to help
>PC accepts and follows the river to the goblin hideout
>Fights some twig blights on the way to introduce him to combat
>Finds a sickly nerfed wolf at the entrance to the cave
>Gets rekt but ends up killing it
>Enters the cave, ambushes some goblins around a fire
>Gets rekt again and goes into death throws, succeeds and I let him revive with half HP
>Kills the goblins and continues through the cave
>Rolls a nat20 and front flips over a decaying bridge to the other side
>Sneaks up on a nerfed bugbear
>Again gets rekt, succeeds on death throws and the two men from earlier at the tavern swoop in and finish off the bugbear
>They turn on Deandre, revealing that there was no fourth party member and that the man they dragged in with them was someone they had killed themselves
>They just wanted some mook to go clear the cave for them so they could loot it
>Fight ensues, one bandit weakened during the bugbear fight goes down pretty easily
>PC tries to intimidate the other but rolls a 3
>Eventually second bandit gets knocked down to low HP and tries begging for his life
>Deandre gives no fucks but misses his next attack
>Manages to land an arrow on the bandit while he attempts to cross the river, body (and some of the loot) floats away
>Deandre returns to the tavern to chug more ale
Originally there was supposed to be 3 players but things came up so I just ran a solo sesh. Friend said he had a lot of fun once he started to understand the rules, and I tried working a decent amount of mechanics in their rather than RP both to get him familiarized and try not to take him out of his comfort zone.
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)
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.
It's just an option for the smite bot types.
Also most PCs are NeutralGood and can't help it so it still has high availability.
Tribulation lightning and Flying swords are however following the xianxia monk theme with flying swords being standard magic weapons and transcending lightning to get stronger being staple in most stories.
I'm also playing a GOO Warlock right now. Lvl 3 only, but still
Depending on how high in level your party is going, I highly recommend pact of the chain over the other two. It doesn't scale great, but having a CR1 quasit (ask your DM if you can use the variant familiar rules from the MM, too) do your bidding can be very convenient in, and out, of combat.
Anyone ever run a Christmas themed adventure? I'm brewing one up, where essentially NotSanta is being held captive by the Demon Krampus in a fortress, and NotSanta's elves are laying siege.
In Narnia fashion, the players begin in a snowy forest where a satyr meets up with them, assuming them to be the secret strikeforce that's infiltrating the Fortress through a secret entrance.
Rate adventure from would play to would trash?
Any other Christmas themed adventures?
You the DM or player? If player what class / level?
Off the top of my head, instead of normal carousing, I've always liked the idea of building a business, or working with a specific artisan / craftsman and building a relationship so that later on, you have multiple people in different industries on retainer.
My players helped not!Elsa find her ice dragon, leading them to the former divine domain of the dead goddess of winter. There they discovered that not!Santa, the former leader of the Wild Hunt, had been betrayed by his right hand, a Satyr of the Night named Krampus, who had allied himself with Koliada (Winter Witch of the fey), backed by Cryonax (Elemental Prince of Cold), Orcus and Tiamat, seeking to release the imprisoned Cryorasque and let is loose upon the mortal world.
The dead goddess of winter, Khala, had previously allied herself with Cryonax in order to create the monster, but failed to set it free, and the alliance of gods that killed her also sent Turëatar, a mighty firbolg, to guard the realm, aided by a large quantity of gnomes supposed to keep the wards stable.
I should add that the party isn't quite done yet, since we had to end the session during the final fight, where the players were facing an unholy hybrid of evil ice elemental and noble winter fey, atop the mind-controlled ice dragon of not!Elsa, that he was aiming to kill in order to fuel the ritual to release the Cryorasque.
Turëatar (not!Santa) also has a company of eight flying wolves, a spelljammer-sled that's bigger on the inside, and the ability to judge the soul of any mortal by looking at them.
4ebut it's also Spelljammer so 2e sounds about right.
Thanks! My players had previously had a winter holiday adventure a couple of years back with not!Elsa - if you've run any previous holiday "episodes", it's kinda neat to tie them together.
Kids these days never knew the joys of rolling 3d6 in order.
The truth is that 5e is still playable with 3d6 stats, but it lends itself to a very different kind of campaign. It's usually assumed that adventurers are above-average people to begin with, even at level 1, but when you roll 3d6 for ability scores, the average roll is the same as the range defined as the actual human average, i.e. 10 or 11. Use 3d6 ability scores if you want your players to start out as more-or-less ordinary people facing extraordinary challenges. It'll be a little more gritty and deadly, and maybe your players are the kind of people who aren't happy unless their character sheets have all the biggest numbers on them, but when done right it can be intense. It's especially intense if you go 3d6 in order and try to make it work anyway.
So I'm running my first 5e game, based on Dwarf Fortress. There's a lot of homebrew fluff and mechanics based mainly around the game, but nothing too crazy.
Anyone got any reading material involving Dwarf Fortress to give me some ideas of what they could encounter?
First thing they've done is go after a small goblin force that has kidnapped some local children, and second encounter is focused around a corrupted druid that is spreading rabies to the local wildlife.
Anything can do. Ideas, Copy-pasts, lore info. I've got what's on the wiki, the lore, and the Legends history of the world they're currently on, but other than that, any info would be greatly appreciated.
If you haven't read the saga of Boatmurdered, you should. A bunch of people played a campaign for an in-game year each and then passed the save file to the next guy. Then they wrote about it, often in-character. Because they couldn't just restart when things started going sour, it felt very real, and the inevitable disaster was that much more satisfying. Elephants were such a problem that individual elephants started earning names and being featured on all the dwarves' art. And you actually got to see in action the process of ancient secrets being lost - people not remembering or just not being told what all the levers do.
I've read boat murdered, and there is going to be a fortress explorable similar to that. Largely abandoned, but the mechanics inside are all hay-wire and navigating will be a deathtrap but with plenty of trade goods and precious trade-goods inside. (House rule is gold/platinum is rare/heavy, and most people can't afford it, but trade goods are a good source of income. The innkeeper can't accept four gold but will gladly accept a few pounds of salt/pepper. As the players receive reknown and attract followers, they'll receive a troupe to protect and manage their findings, ALA 2e DnD.) I've also read Syrupleaf which IS explorable in the glaciers to the south where the Ghoul of Lobsters presides (a 250,000 strong goblin force spread across the continent, with 25,000 at the capital alone, though this large number comes from the multiple goblin clans being aligned under that one major roof and includes slaves, acquisitions, allies, and summoned demons. actual force volume is about 180,000+ over the entire continent, so the biggest major contingent is about 300-400.)
I'm just making sure there isn't anything ELSE like other player stories or lore or idea's in general.
Places to explore doesn't mean they're memorable and NPC's are always a good idea.
I saw a throwing weapons subclass that wasn't so bad. There are some decent monster stat blocks too. Haven't found anything super awesome yet, but I also haven't searched that hard either.
Animals getting rabies would imply that the animals would behave themselves if they did not have rabies. In Dorf Fortress, animals need dorf flesh to get through the working day. It's not unnatural; it's just the way things are. Everything from the elephant to the lowly carp will stop at nothing to destroy you and all you hold dear.
Also, if there's going to be a comically.tragically mismanaged fortress plagued by structurally unsound stonework, malfunctioning doomsday devices, and the whimsically tyrannical demands of the nobility, it should not be an abandoned fortress that the PCs can explore for a day; it should be the one the PCs are currently living in. A campaign based on Dwarf Fortress should be like Paranoia but with more killer carp.
Currently, they're in a sub-standard Human Hamlet with a race superiority issue. The guards would certainly be wary of chasing goblins, but they most certainly won't raise a finger for a dwarven baby/child, which are what have been stolen. (Outcast dwarves from the Circle of Rings nearby.) There will be a hap-hazardly managed fortress.
As for the Rabid animals, you misunderstand. The animals are bad enough as they are, but they're at least PREDICTABLE enough. The rapid nature makes them unpredictable as hell, and almost fearless. They don't even react to being shot by arrows, or even musket fire!
In short, they make the animals nearly unbearable and are will probably wipe the hamlet out in a matter of a few weeks if things keep the way they are. People inside are beginning to run out of supplies but the trade caravan the PC's are currently hitching a ride with are supplementing their reserves.
one guy has so far only played as elemental evil races in my dnd group. but he hasn't played genasi.
i kind of want to roll an earth genasi, but i'm stuck as human forever because no one else plays humans (half humans galore though) and i don't want to be in a humanless party
and my DM banned variant humans which is dumb but thats okay
Nobody rolled a dwarf!
One of the contingencies of this is that without a dwarf, the players start out at the Federation of Treaties responding to a call of aid from the Circle of rings, whose outward fortress (Based on a fortress I lost to Goblins, Were-creatures, ettins, and a necromancer; read:FUN) suddenly went silent. This outward property was the new major source of food/medicine and war supplies vs the Ghouls of lobsters and the Undead of the Crown.
Due a trident style assault of the Goblins, Undead, and a rogue Elf sect that abhors dwards, they're at a standstill and have offered 1000 platinum to anyone who can figure out what has happened and return back to tell the tale.
>Doesn't think builds are still a thing
Literally every /5eg/ contains somebody asking for them to rate their "build."
And no, I'm not going to "meme" you. Fuck off back to leddit.
Lvl 3 adventure of a bunch of undead who have been thralled by a necromancer who dies to a heart attack from the strength of the spell and the loss of life energy. Players are the undead seeking not to be giant rotten maggot vessels.
>a campaign based on a particular theme and aimed at having a particular flavor
>not restricting character creation accordingly, like allowing a non-dwarf party in a campaign about dwarves.
I can think of three things wrong with this campaign.
Also, it's not just a rogue sect of elves who hate dwarves in DF. An elf can't say two sentences to you without throwing shade.
>Looks up GenieSorc
>Fucked up the MM Fluff for Genies
>>It's ok, I'm gonna change it as I receive feedback.
>Still Charges money for an unfinished PDF.
I hate the DM's Guild.
Actually played both EX1&2. And before that, had a game group that had what we called the Book of Snide, basically the crazy shit we did. Also had a Campaign where 2 sessions in half the party failed a save against polymorph. And ended up massively changed around.
Unless you would rather there be no option for starting with a feat, and have them be something you need to get later. I wouldn't ban it, but I understand why someone would. Having variant human available makes literally everyone go "hmm, I'm probably better off as human" and you end up with yet another party of 3 humans and a half-elf, just because humans getting an extra feat carried over from 3.5.
Thinking of DMing 5e, as the first time playing it for real.
I want to run this, but I want to set it inside of Eberron rather than Forgotten Realms, and thinking that the whole thing ought to take place inside the gargantuan city of Sharn, with all the dungeons within old buildings, tucked away in alleys and basements, etc.
Anyone familiar with the setting and this adventure have any suggestions on things to change/include?
Alternatively, are there other published adventures that might work just as well in Eberron?
>Suggested Price: 1.00
The point is, the author still thinks it's worth paying for even though it is, by their own admission, not done.
Yes, I'm moving the goalposts here.
I've played PotA. You've got some heavy lifting to do if you wanna make that an Eberron adventure, Anon.
You can always take pointers from published materials, but you really ought to consider just making your own adventure.
So I get that t was partly because they made them optional, but seriously, why are feats tied to ability increase? Wouldn't there be a better way to balance them around class levels?
Compared to previous editions, the list of Feats in 5e is shorter, but more potent.
You should think of a Feat as an additional Class Feature that you wouldn't otherwise get. Exchanging an Ability Score Increase for the privilege is one of the better ways to balance it.
The thing I'm caught on is how to make Eberron stuff that takes place in a rural area feel like Eberron, with it's emphasis on high-action and dense populations of vastly mixed people.
Maybe Stormreach would be a better city to stick it in, since it's more spread out than your average city and surrounded by total wilderness.
Every race gets something neat as part of existing; half of the races have darkvision, a couple get spells, some get natural weapon or skill proficiencies, some have resistance to certain damage types. Humans get a couple more ability points.
In many situations, I'd rather be any race other than a vanilla human.
>Kids these days never knew the joys of rolling 3d6 in order
I played a one shot where we did this once. After witnessing the characters on display (including a character who had 1 positive mod at 12 and innumerable negatives), I'm convinced that anyone who played this way cheated on their stat rolls with frightening regularity or otherwise rolled several characters before deciding on one. Mulitple of us would not have qualified for any 2e class beyond commoner.
You probably still would have qualified if you were actually playing 2e. All you need is a 9 in one ability to qualify for most of the base classes. Ability scores made less of a difference back then - basically every score between 8 and 15 was almost identical as far as the rules were concerned. So 12 would not have actually been a positive mod back then, but on the other hand all those 8s and 9s would not be negative, either.
That implies that feats are important to every character concept. GWF fighter will want to be a human, but half-elf bard and half-orc sword-and-board would be just fine without the extra feat.
>GWF fighter will want to be a human
Your typical Barbarian will also want to be wielding a Great Weapon fairly early on, making V. Human the class of choice for Barbs, too.
The power curve for feats is all over the fucking place, sure, but GWM is easily equal to a 4th-level class feature. To me, that seems to be a long enough wait.
Suppose that is a good idea. Kaolite swords and Platinuim children toys, here we come~!
>an elf can't say two sentences to you without throwing shade.
>all elves hate dwarves.
That's partially incorrect. Elves can't stand how dwarves treat NATURE. Dwarves who actually try to preserve nature to an extent are fine.
I'll point you to the original post.
>based on Dwarf Fortress.
What is fun in the actual game may not be fun based in tabletop. Examples include virtually invincible Giant Sponges, Omnipotent AI, Dwarven science, etc.
Shit that would be great in the game may be just completely and utterly retarded in this setting.
So this leads to a few minor adjustments, such as elves being barbaric yet not without order, and treating all other races inferiority given legs. Threats are a common part of their speech patterns and if an elf is threatened to murder you and flay you alive if you so much as cross him on a bad day, the conversation is going well as if he really WANTED to kill you, he would have already tried to do so.
Elven trading parties consist of sizings, which is when you are inspected for any misgivings/murders, which obviously correlate to anything made of wood. Seeds are fine, as fruit are gifts of the tree and may be treated as such.
Instead of saying what you dislike about the idea currently running, how about giving ideas that fit towards your vision?
I.E. "I don't like thing, It should be X" should be "Instead of X, how about you X?"
Of every party I've played with, the most people not playing variant humans in the group has been 2 out of 5. Even in cases where it isn't essential for people to have a feat for what they want, a lot of the time they still go, "hey, I can use one."
I am making a character sheet for a human scout. I was probably going to use the soldier background and have him be a former military scout who became an adventurer. Does anyone else have any other creative ideas for his background?
I see him as a neutral good wanderer but I don't know which ideals and bonds and stuff to use. I am not good at this. I had his character trait as: "Talk is cheap. Actions speak louder than words" which is good, but I can't think of anything for the rest and my game is tonight. Can someone please help?
For some reason doing good in this game is really important to me. I guess it's because nothing else is going on in my life right now and I've been looking forward to it...
They should be constantly assaulted by kobolds for being the offspring of the shittest god to ever shit.
I actually kind of like it now that I've tried it. My stat spread is awesome and everything is positive. So I'm kind of the uber mensch right now.
Only thing I really miss is the bonus skill.
I mean a feat would be nice but vanilla human opens up some cool stat distributions.
I've decided to just not dwell on it too much. I get why he banned it. I think if I came to him with a concept that variant human would be the only option he'd work with it he just wants to prevent power creep I think. And we're pretty casual so I'm not worried about it.
Okay, so did you decide it was gnome's only, or did the party just tell you they are all being gnomes? Because if you were planning "everybody is gnomes" with nothing to go in with, that's bad form.
What are their gnomish sensibilities?
Why? Idk favoritism towards my own species. Kind of fun. I'm also magicless (thief) so I'm kind of the super under dog.
I just don't want to be the band of rare race misfits traveling the forgotten realms.
I completely get that.
In a world full of uncommon/rare monsters, why do people choose the rare monsters? It typically doesn't make sense.
That's why I typically limit uncommon races to 3 a group, and the rare to 1 strictly. Typically works out.
>I just don't want to be the band of rare race misfits traveling the forgotten realms.
God, I hate this.
>Check out group at game cafe near home.
>2 Ghostwise Halflings, 1 Tiefling.
They decided to be all gnomes because... I don't know actually. They just told me "hey, we want to be all gnomes."
>what are their gnomish sensibilities?
They are kind of SJW-ey when it comes to being told they can't do something because they are gnomes. Also they get super offended if someone mentions their short stature.
What happens if you cast Awaken on a beast that was a creature polymorphed against their will?
My players have a pet bear, thinking of getting Awaken when the bard is of level, and I dunno if I want to deal with that. Also, curious to see how long it's going to take them to realize it's a polymorphed Halfling (been polymorphed so long, they forgot they were a person and have been living the life of a bear in captivity for years).
I really like my party class wise but it's a half elf Druid (rare), a half Orc paladin (rare), a dwarf raised by humans monk (half rare half not rare?), me, the vanilla human rogue without dark vision (but my DM has been throwing me bones so it's okay and the Druid can cast dark vision so eh), and then the very big human(?) actually a Goliath but maybe not champion fighter. So we're pretty magicless (our Druid just spends his time as a bear or scimitaring people in the face) which I really like. I just wanted something to balance things out a bit since all four of those are rare except me. Otherwise my original plan was to roll a high elf but eh fate intervened.
The bear initially released a slew of disorganized grumbles, snorts, and snarls.
After a while, it stops, and adopts a strangely puzzled look.
From that point on, it attempts to use pantomime and strangely coordinated actions to let the party know it's smart. The DC for this should be extraordinarily high and read mind/control animal shouldn't work on him. An anti magic field reverses the effect mentally, but not physically. Remove curse could do it, but they'd have to get an inking first that he's more than the average bear.
As a bonus, he now keeps on getting into their food reserves.
Half elves are uncommon, not rare. They're heard of, just not typical. Half orcs even more so, but still not rare. The major rarity here is the Goliath, and it seems like he's been fluffed to be not the race but as an Andre, so I'd sell all of those.
Especially love the no-magic part. Those tend to be some of the best campaigns. You actually have to try to solve problems rather than magic your way out of it.
>dwarf raised by humans monk (half rare half not rare?)
Dwarfs are common, but eh.
Honestly, be what you want. There's a lot to be said for party composition, but if you aren't having fun, the game's not worth playing.
I left a game a month ago where I got pigeonholed into a role because the party needed a Rogue, and then they got mad when I tried to play the character as anything other than a dick-ass thief that they could use as a scapegoat.
You know, he may be, I mean, the only ones not at fault here were other gods, they don't really need to care about such things, and Io is the only one doing something right, but if Garl hadn't been a faggot for no reason, kobolds wouldn't be assholes going around and fucking low level adventurers.
Kurtulmak did what was reasonable, because everyone knows that if he had picked the other, it'd be only a matter of time before Garl went "lol, rocks fall, everyone dies" again, and Io would only save his ass until a certain point.
My guess would be that the Gods generally avoid fighting each other since that kind of warfare could easily turn into a mess and it's not like the Kobolds were Io's direct creations so he couldn't exactly accuse Garl of attacking him or his.
I was. It ended up being a gnome with a luck blade that absorbed Critical for use at a later date at the expense of an action critically fumbling 1d4+1 rounds of using the Luck blades effect. This was in a one off game, Character ended up dying on a fort save.
Yeah but raised by human sounds rare.
Sorry you got pigeonholed like that. I love rogues idk what I'll do when this character dies (never). Probably roll something else not magical. There's so many bad perceptions of rogues (perhaps deservingly) but they're so fun when you aren't a dick. Everyone else is a bit random or passive but me and the paladin try to keep everyone together. which isn't that hard but still.
Yeah it's not so bad. Our previous party was me the vanilla human paladin/cleric, arakorca bard, gnome warlock, dragonborn fighter, Goliath barbarian. Again not too rare but I still like I said don't want to be the band of misfit rare races. not that I'm all for racial purity or anything just idk maybe too many fantasy pulp novels with human protagonists.
Either way my group is really good and we all met very randomly mostly on the Internet but we play in person. So I'm just glad it worked out.
>My players have a pet bear, thinking of getting Awaken when the bard is of level, and I dunno if I want to deal with that.
Either rewrite it as a normal bear or just don't let them. Maybe the spell will never allow him to regain any of his humanity.
Or whatever it's called for halflings.
>been polymorphed so long, they forgot they were a person and have been living the life of a bear in captivity for years
>curious to see how long it's going to take them to realize it's a polymorphed Halfling
Um? They probably won't? If he acts, thinks, and looks like a bear, and he has been a bear for years then there is really nothing to go on.
No. I've had halflings, bolds, hell even fucking kender, but goddamn if gnomes haven't been the worst.
It's mostly because gnomes and their fuckstain of a deity are never used anyways, partly due to my unsubtle bias, and partly due to the cause if the bias. Nobody plays David, everyone plays their WoW character from 8 years ago.
>Nobody plays David, everyone plays their WoW character from 8 years ago.
Holy shit. I've heard this rant before.
>or just don't let them
That's kinda against my creed as a good DM.
>Um? They probably won't? If he acts, thinks, and looks like a bear, and he has been a bear for years then there is really nothing to go on.
If the spell fizzles, I'm hoping they'll investigate it further and not just think I'm shafting the bard.
I would note that the spell Polymorph can't be maintained for more than an hour, but True Polymorph becomes permanent after being maintained for duration. The meaning of 'permanent' is up to DM interpretation, though I would argue, as Wall of Stone specifically states that it becomes permanent AND cannot be dispelled after the duration, that (by exclusion) True Polymorphed creatures would revert to their natural forms if subject to effects like Dispel Magic and Antimagic Field.
Barring such effects, the polymorphed Halfing is, for all intents and purposes, a bear, and is affected by Awaken as usual. If the polymorph effect is indeed dispelled, the Halfling regains its previous statistics - Awaken is an Instantaneous duration spell, and its effects only occur at the instant of casting. If the unpolymorphed Halfling is then polymorphed again, it is no longer subject to the effects of the prior Awaken.
Guys need help on trickery domain cleric
>>I use channel divinity to invoke my duplicate
>>that requires concentration
>>I use it to cast a spell on an ally that requires conc.
>>the duplicate should disappear
>>but does my ally gets the buff i cast using the duplicate?
Is that some homebrew or UA? I don't see that rule anywhere. How does that even work?
Regardless, my Elf Druid isn't going to give a damn. He'll do his four hour meditation and carry on.
It's in PHB. Long rests take a week but recover full HP. Taking any strenuous action during this time disrupts the full rest and offers no bonus.
AKA, You take it easy and dick in a town for a week.
It's in the DMG as a variant to resting rules.
And your elf will care, because elves don't have 4-hour long rests. A long rest is, by default, 8 hours for everyone. It would also be a week for your elf under the variant rule.
>The following factors can break concentration:
>• Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
I would personally say that you can't cast with the duplicate in this instance - before you finish casting the concentration spell, your duplicate disappears. Your DM may rule differently, though.
They get enough Animal Companion-y stuff by means of their several many animal summoning and charm spells. You effectively get an animal companion for 30 days with Awaken. If you've been a bro to it, maybe the DM will let it stick around after those 30 days are up.
You're still the one casting; you can just cast from the space the duplicate occupies. The duplicate isn't a separate character.
Concentration doesn't seem to have a requirement that the target remain in range, so the duplicate vanishing wouldn't mean that you can no longer concentrate on it. What it would do is determine whether or not the target of a spell is a valid target any longer.
For example, Bless has a 30-foot range. Your target is 50 feet from you, and your duplicate is immediately between you both (so, 25 feet from you and from the target). If you cast Bless through your Duplicate, your target is in range; if not, it isn't.
So if you're the DM, what you really need to decide is when Concentration takes affect: when you begin to cast the spell, or after the spell is cast.
I would personally rule that the moment you begin to cast Bless, your concentration on maintaining your Duplicate ends. This seems to match up with the intent of http://www.sageadvice.eu/2015/04/10/invoke-duplicity/.
You make a very good case for not trying to adapt something out of a different medium and just doing a normal vanilla D&D campaign. Which sounds like what you're doing, though you don't seem to know it yet. If you had just summarized your campaign as it is without mentioning what it was allegedly based on, nobody would have gotten the reference at all. So by all means, run your campaign about humans fighting evil druids and rescuing kidnapped children. Just change the elevator pitch.
How do you figure? They're the only class that gets nothing but ribbons at level 1, and while the hunter's abilities provide a small spike in damage at level 3, you don't get those if you're getting an animal companion. Their only valuable core feature is their half-rate spell casting, which paladins get in addition to a ton of other actually useful abilities.
By all means, you're essentially correct. I guess you could say the party derails the initial idea by refusing to play dwarfs.
Basically, I had a Dwarf fortress that crashed and burned on a relatively strange world in which one continent was mostly undead/goblin and the other was normal with an unusual amount of necromancer towers. I'm certain this was a glitch, as any attempt to play the map after year 258 crashes the game.
In this case, everyone chose what they wanted with races assigned to varying parts of the world, with the flavor of dwarf fortress with a intermingling of over fictions the group likes.
The map is the actual map the world uses, All major/minor civs are already created, major characters are listed with history involving each other, along with lore, major monsters, battles, evil forces, and the like.
I did this because the only other DM's in the group are a guy who likes Bleach and only DM's it, A girl that only does modules and only BY THE MODULE, NO EXCEPTION, and the third being a Grognard who only DM's 3.5.
Frankly, I don't like any of that so I went full on lazy and used a dwarf fortress world for the back story.
Plot is Armok hasn't reset the world yet, even though it's WAAAAY past time.
Technology is catching up exceptionally fast to about the point of 18th century, certain races have chilled out relatively, and as a whole, everyone lives in paranoia that this is just a whim of armok to see everyone relax before cleansing the world in a torrent of blood and gore and recreating it in his image.
There are three major pulls here, See what's happened to armok and restore the manner of things to keep the blood flowing (Which actually powers the planes of existence, ala water wheel style. I guess that makes Armok the Elder god from LoK.) Second is to take stesp to PREVENT a reform and to keep the world as is (Which it has a horrific undead problem as it stands), or to escape to another existence, (GOOD LUCK!).
>today is supposed to be session #3 of an Eberron campaign I joined on Roll20
>campaign page disappeared in maybe the last 24 hours
>GM's account shows up as [deleted]
>only reason I know this is because another player messaged the group Hangouts about it and I got a notification on my phone from it
I like the idea of a slower paced (in the game setting) kinda campaign where months and years go by between adveplayers and actually going out into dark, dirty old tombs in the middle of nowhere without planning and preparation is fucking crazy thing to do but I'm not sure how well it goes over with players
Trying to create a custom race for 5e. I've written out some of their traits, but I still haven't come up with a name for the race.
They're basically catgirls, but I don't want to use something overdone like "Catfolk". It's gotta sound fancy. Any help/suggestions?
Moderate plot is the Circle of rings, the southernmost dwarven capitol of the continent of the branch's war effort is going south due to a major outpost suddenly going dark. A sect of elves that view ALL Civilization as responsible for the destruction of nature (ala if even ONE human hurts ONE tree, ALL humans are responsible), Goblins from the exceptionally large banner, Ghoul of lobsters, and a sudden surge of undead from a major necromancer tower, are sieging the kingdoms outer defenses. Although they are holding ground, it's a stale mate. Since coins are valued everywhere except the dwarves (they mine a fuck ton, so they're virtually overflowing with mineral), a 1000 P Bounty has been placed to find out what has happened to this providence. You must go there, find adequate evidence proving what happened, and come back to claim your reward. Other reward involve marrying a princess of the family to inherit a small dowry and title within the family (Which probably doesn't matter now) and a royal favor.
Minor is child abduction, the rabid animals, and a small cult dedicated towards an old forgotten one in the town as an attempt to bring forth a surge of blood large enough to potentially reawaken or interest armok.
This is why I asked for reading in this genre, as all I seem to find are badly written fan-fics or dry explanations about the game, or at the very least related material/inspiration.
What Forgotten Realms god would have a tiefling cleric pretending to be a human paladin cursed by some evil god or wizard, to trick adventurers into helping him recover some treasure from a forgtten tomb?
Improvements on the concept are welcome.
So I want to run a game kind of like Spelljammer, but it takes place in somethng like the default cosmology turned into a galaxy and I want to run it in 5e.
Questions I have include how I should work the mechancis of the Helms. Should they cost spell levels to power?
Well, 'DF' Dm here. That's exactly as I play my games. Last game that lasted a while was a cooking campaign in which the world revolved around food and everything about it. Gods loved food as it was the only thing that had true randomness to it. War gets boring, Science goes the same way, and religious zealots are too messy. Truely, food is the most glorious feat humanity has come up with.
A divine cookatholon is held at the other end of the continent the PC's lived on. First quest was getting there. They got to the city within 1 year , 3 months time, and it took them 5 levels to do so.
Then one of our party members made a racist joke and got us kicked out of our host area. That killed that game.
(Pizza hut. I was a part time member. Cooking Campaign was all about food, so I gave you food. Unlimited bread sticks, salad, and soda. Pizza is half off for me and I got buffet pizzas for free, Surcharge per game was 5$ a person.)
How does the Shield spell work, RAW/RAI?
>DM: He hits you.
>PC: I cast Shield as a reaction.
>DM: Sorry, that +5 still wasn't enough. He strikes for 5 damage.
>DM: He gets a 15 on his attack roll.
>PC: I cast Shield as a reaction.
>DM: Okay, his attack is deflected by your magical shield.
There are a bunch of spells and class features that do the whole "before the damage/effects are applied" thing, so I'm wondering if there's any official guidance beyond "it's up to your DM".
You don't necessarily get to know the results of the attack roll. It depends on how lenient and open with rolls your DM is. Either way, the AC bonus lasts until your next turn, so it can often be a worthwhile spell either way.
I should have made it clear the "15 on his attack roll" example is a hit, my bad.
My question is really whether the DM gives the number or not.
Especially since 90% of the time it's going to be, "He hits you for 7 damage," rather than, "He hits you. Do you do anything? No? 7 damage."
I don't believe there is a RAW or RAI with respect to resolving attacks. It's something that varies from group to group and DM to DM.
That said, I believe your first example is generally accepted as a dick move on the DM's part, whereas your second example directly violates the wording of the spell.
>[...]you have a +5 bonus to AC, including against the triggering attack
So it does affect the attack that let you react, however, it's always up to the GM to decide whether the rolls should be seen by everyone or not. I'd at least let the character know beforehand if it'd work in the first case.
"Normally" your DM wouldn't be announcing all of his rolls to you, so if he's doing that then that's at his discretion. "He hits you" is all he has to say for you to trigger a Shield reaction.
It says "when you are hit by an attack." I don't think you get to know the exact number of the attack roll.
Hell, as a GM I often don't even bother to finish the mental addition. PC has AC 16, monster rolls a 15 and has +several to hit, I say out loud "He hits you!" and gather up the damage dice. That's when the PC has a chance to shout "oh, fuck, Shield!"
A +5 will save your ass fairly often, but not always. It's worth casting.
But, as D&D is in fact a roleplaying game, would it not be reasonable for a player to ask for a description of how narrow or wide a margin the hit was by, and so get at least an in-character idea of whether casting Shield would be effective?
This rustles my jimmies a bit.
The DM, the main narrator of the game, is saying something has happened.
Then a player is saying, "No, that has not happened, because I use this spell as a reaction."
It's like Magic: The Gathering or something. It's a retcon. A stupid feature of the combat mini-game rather than something that fits the core principles of a role-playing game.
>1. The DM describes the environment.
>2. The players describe what they want to do.
>3. The DM describes the results of the adventurers' actions.
I guess they forgot
>4. The players declare any reactions that might undo the consequences of #3.
Guys I have have a black dragon wyrmling that is bossing around another(but weaker) wyrmling that just really doesn't care that much and they are supposed to be a "boss" encounter for my party.
Now the problem is that I don't know which type/color should be the other wyrlmling be, any ideas or suggestions? Doesn't matter if it's from older editions I guess I can just convert it, but I'm having some trouble as, I think that any of the metallics would have already revealed against the bossy black wyrmling instead of just going with the flow.
Make it shadow. It's not the fact that it doesn't care in the ego sense, just that no matter how much the black dragon bosses him, he can always go Incorporeal and then wreck his shit.
More as 'you think you're hot shit, but I know I am, so keep talking shit, and you'll eventually get learned.'
If you wanna go that route, it makes just as much sense to be fuzzy in the opposite direction. "The Ice Giant's axe is coming down, it looks like it might hit you! Gonna be pretty close!" And then you sometimes waste a Shield spell on what would be a near miss.
You're making a split-second decision, you don't get to calculate the precise severity of the hit and whether the protection of the spell will be sufficient. You barely have time to cast, you really don't have time to evaluate like that.
And you have to remember to say that every time to the wizard/sorcerer/whatever who has the Shield spell prepared.
Meanwhile, for the fighter: "The frost giant's greataxe lands a heavy blow! 28 damage."
At least stuff like the Protection fighting style occurs BEFORE the attack roll.
A wyrmling is a dragon of 5 years or younger. Mechanically, it's CR 2. It's pretty unlikely that it's managed to get out much at all, let alone find and subjugate another wyrmling of a different color to boss around.
But if that wyrmling did have someone to boss around, it'd probably be another, younger, black wyrmling.
I love the shield spell. Having the occasional thing they can do when it's not their turn keeps the players paying attention throughout the round, and the image of a panicked, unarmored mage throwing up a defense at the last second and screaming for help is great.
I really think this is a silly thing to be upset about. The core principle of a role-playing game is that everyone is telling a story together. The GM has the final authority (and can, in fact, say the monster hits anyway,) but the PCs also get to influence the story.
I think it's great too, gameplay-wise, but I think it goes against the core idea of the game.
And I get that it's exception-based, but this is some time-travel/retcon nonsense that breaks the flow of the game.
"He swings his mighty hammer at you, and hits for 10 damage!"
"Wait no, now that doesn't happen. What you said hasn't happened because I do a thing after the fact."
Usually in my groups if there's some mistake (an attack deals damage that it shouldn't have, someone moves too far, etc.) we roll with it and make a mental note to not do it again. You can't call backsies on something if it's happened, you simply pay more attention next time.
Shield doesn't even make sense RAI. The attack hits, which with an attack roll I've always taken to mean you strike the opponent, accurately and hard enough to overcome their defences (dodging, shield, armor, magic). Yet now, it hits, then it doesn't hit. They bring up their shield just in time is the idea, but then how has it "hit" in the first place?
>DMs Guild no longer lists suggested price for PWYW items but instead lists the average amount people have paid for it
I guess that's one way to make the PWYW portions of DMG completely controlled by the consumer.
It hits their shield.
There's no retconning the way I do it. I roll to hit, then roll damage, then describe what happened based on the severity of the rolls. The cry of "Oh, shit, Shield!" comes after the hit roll and before damage or description.
Our general ethos is that something "has happened" once the GM describes it. You can say you try to pick the lock, but the door isn't open until the GM says that it happens. So Shield works the same way bardic inspiration, Inspiration advantage, and a bunch of other mechanics do: they're player decisions that happen during the dice-rolling phase. Since the DM's Word (which is Law) comes AFTER the dice-rolling phase, there's never any retcon.
Rangers using camouflage also inflict a disadvantage against detecting them.
Primeval Awareness now no longer takes up a spell slot to use.
Hide in plain sight no longer needs reapplying if you choose to limit your move speed by half.
Favored enemy now allows a ranger to add Proficiency bonus to hit and damage against their chosen enemy.
Foe slayer has been changed :At lvl 20, rangers receive their wisdom bonus as extra d10's to their favored enemy or to receive advantage against all actions their favored enemy does, and to act against them.
Beastmaster: Your creatures now gets as many actions in it's turn as you do. It's initiative operates separately from yours if you so will it. You may verbally command or use body language to command it outside your turn since those are free actions and thus therefore unregulated by rules. Rangers without Beastmaster still gain pets but they work by traditional rule.
Your creature you are bonded to levels as you do without the option of perks, feats, or archtypes.
Your creature gains your extra attacks and may use your feats within reason.
Exceptional training is lvl 3 instead of lvl 7.
Share spells is now a level 7 trait rather than 15.
LvL 15: Bestial Casting. You may now cast spells through your bestial companion. All standard rules for casting through it apply.
Trying to make rangers not shit, but I might have done it in the opposite direction TOO much.
>5e continues to sap away from 3.PF's Roll20 community
I like rangers, but try to fix them right.
Give primeval awareness some sort of limitation then, like using WIS mod times per long rest, otherwise, rangers could use it endlessly.
Word favored enemy like expertise: you already add proficiency on attacks to hit, say the bonus is doubled and that the base proficiency is added to damage.
Foe slayer is worded pretty badly, you don't limit it in any way, you're pretty much saying a ranger might add 15d10's if he's TWF. Second part should read advantage against all saving throws or ability checks.
>reading through the Dungeon Master's guide for the first time
>mfw reading the cost + stats table for the various mounts available
If I'm reading it right, why would anyone ever buy a pony? The donkey/mule has the exact same stats but is nearly four times cheaper; what gives?
I see. Also, are they a race that covers the felidae family in general or are they more specific?
...Is the race actually beastlike in appearance, or are your "catgirls" just humans with cat ears and a tail?
Going off on my own with this - You could specify the Pantherinae sub-family as a source, and then break down your cat into subraces of Lions, Tigers and Jaguars. They'd have visible differences and would work as subraces.
And then based on the Pantherinae classification, the legendary "Panther" creature being a favored mount of the god Dionysus... The old Gothic language takes a lot from Greek, so Latin scientific classification...
The "Cervere" Race, divided between the Tigri, Leo and Onca.
I'd like them to resemble something like the Mithra/Miqo'te race from the FF universe.
Something more human-like, but not straight up "humans with cat ears". And I don't want to go as far as the Khajit are in Elder Scrolls either.
They'll probably end up being a more specific looking race than something that covers an entire family.
Two weapon fighting. I dunno what you meant by foe slayer, but that means a level 20 ranger has +12 + DEX Mod + other modifear to hit, which means a huge chance to hit any favoured enemy, 3 times a turn with an attack, an extra hit and the bonus action for the other weapon. This means he has a vary high chance of doing 3 times WIS mod of d10's every turn unless you specify something else.
>"What we’ve done in Curse of Strahd is given you a bigger sandbox. The land of Barovia is more detailed than it has been previously, and there are more cool places to go and more cool people to meet, and a mechanism to guide you." - Chris Perkins.
>"This new version of the story will be more than 250 pages long, and include everything Dungeon Masters will need to get their players situated in the kingdom of Barovia. The centerpiece will be Strahd's castle, Ravenloft, but Perkins says the entire play area is roughly the size of half of Rhode Island and contains many new locations and characters."
>Pre-order Tarokka card deck (54 cards) from Gale Force 9 soon.
>Here's what Curse of Strahd means for s4 of the D&D Adventurer's League. "As befits a gothic storyline, for season 4 we are releasing fourteen adventures (in addition to new DDAO and DDEP adventures and some other surprises), but unlike previous D&D Adventurers League seasons, where adventures were somewhat more episodic while adding to an overall meta-plot, this season is a tight, continuous story. For maximum enjoyment of this season the intent is that you start 4-1 Suits of the Mist with a 1st-level character, then play 4-2, the 4-3, and so on following in order until your character is 8th-level at the end of the fourteen part series."
Oh shit. I should probably state that bonus is FLAT and acts at a weapon bonus outside of normal damage dealt. (AKA TWF 1d8 x 3 per arm) + 3d10 with +3 wis mod.
The idea was either to make them ultra effective or deal damage along the same curve as other classes deal at that time.
Completely new to ttrpg and me and some friends are going to play 5e and aside from wanting a tiefling bard i dont really know how to make my character or where to start or even how to play a bard, where do i start?
See, in that sense, you'd better just give an example or word it throughly. Gotta make it so that if it's Raw people still get what you mean.
Biggest problem with favored enemy is striking a nice balance, you have to make rangers feel strong against them, but not too strong that they wreck those too easily, while still keeping them useful against other enemies.
Read Chapter 1.
Then, read chapter 2, specifically the Tiefling section.
Then, read chapter 3, the part about bards.
Then, chapter 4, and decide on your background benefits.
AND SO ON.
That's because it's also fixing lot of the mistakes that 3E and 3.5 made.
From all accounts, it's the 3E that 2E players wanted and the 4E that 3E players wanted. Which is a pretty good spot to be in.
If the DM described action a little slower and methodically maybe the characters could interrupt with their reactions at the appropriate times to create a better narrative flow but that has never been D&D's thing. In fact I can't think of any game that is designed to play like that. I would probably be very difficult and despite what I can already see are huge hurtles I'm going to start brainstorming for this. I'll probably come up with a rudimentary system before Saturday's game.
>At least the content there is solid unlike 3.5's multiple splat books.
A ton of the 3.5 splat content is really solid, especially the later stuff.
Book of Vile Darkness was 3.0 book.
>DM tells us we can use "greatshields"
>basically a big ass shield that is two-handed, counts as a heavy weapon, deals 1d4 bludgeoning damage, and has an AC bonus of +4
How do I abuse this to the maximum?
This is how I feel about D&D actions in general. Conversation order trumps initiative order where that order doesn't matter.
>"We walk into the room."
>"Okay, you walk into the next room--"
>"I PROD THE GROUND WITH MY 10-FOOT POLE."
Don't be a dick with the interruptions, but anything you don't declare in time is going to lead to assumptions. So you step on that pressure plate unless you say something, in real time, that would prevent it.
Hoard of the Dragon Queen has a cool encounter where cultists are trying to batter a door down, and the book encourages DMs to remind the players of each thud every X seconds in real time. I thought that was neat. Fuck initiative, fuck slow thinkers (although you can adjust the timing), your players and their characters have to think FAST. The pressure is real, it's not something that can last minutes while the players argue.
I've been using an owl familiar on my arcane trickster to great effect for scouting, trap finding, and using the help action in combat, but it has become increasingly obvious that this owl is squishy. What can I do to improve my owls defenses or bulk? Is there bird armor or anything like that?
One word: Cover.
Tower shields aren't op due to Ac:4.
From what my old DM did, Cover means that cover gave a percentage that the attack either missed or hits the cover you are behind.
Tower gave 75% cover.
Deploy cover, 75% chance all attacks don't effect you.
They might shatter the shield if bad enough, but that's rare.
>DM Princes of the Apocalypse on Roll20 with friends
>Group is about to hit Feathergale Spire
>Looking for images I could use for Thurl and Savra
>Can find anything
>Google shows pic related
>Decide to use it for her
>Group spends about an hour trying to woo her, all of them rolling low and spilling spaghetti left and right
Awkward, but fucking hilarious.