Gothic Horror Edition
>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
What do you hope to see in the new Raveloft Adventures? Any races, class features, optional rules, or story arcs?
>Any races, class features, optional rules, or story arcs?
My demands are simple...
1. A dhampyr race
2. A monster hunter tree for the ranger and fiend summoning for the warlock
3. Sanity I guess (but I could take it or leave it)
4. And a sidequest involving a ambitious scientist hiding in fear from a vengeful and cunning awakened flesh golem. No more of this clumsy moaning frankenstien's monster bullshit
I don't have my hopes up though.
*barovian hype train accelerating*
probably won't get fiend summoning unless they release a BoVD
especially if they didn't release it with OotA
I say this every time it comes up, but it looks like they're going in a more 1e direction, at least as far as content and splats go. Basically they give 90% of the tools in the core 3, and leave the rest to you. Something really tells me that in a year or so we'll have another, make a setting competition.
>game about having lots of choices and customizability
>"don't make it TOO customizable!!!"
They add more options dude. I loved my 3.5 kenku sorcerer. I'm happily waiting for the official 5e stats so I can play him again.
I think you need to calm down and remember that this is a game.
Do you think if my rogue (thief) has expertise in athletics, at six its worth picking up acrobatics as well?
I currently have expertise in athletics, as I said, and stealth. My other level 6 expertise if I go with acrobatics will likely be either perception, but possibly slight of hand or thieves tools. Though I haven't actually used slight of hand I like the idea of having the capacity to palm things off of villains.
Knight of the Raven (Pally or Fighter feature). I literally give less than two fucks what it is, even though it's Castle-&-Barovia, those are, to those who remember this shit it's as Ravenloft as Strahd, and the second part.
Second part, the goddamn gypo Vistani (possibly half-birn as well) as a human variant. Because they're as Barovian as Bats, dung, and Strahd's tyranny.
You're being a bit harsh, but I get where you're coming from.
Who the fuck wants to play a halfling, unless they're building some kind of min-max rogue?
Bring a new player to the hobby: you can be a mighty half-orc, a graceful elf, a surly dwarf...
Nobody wants to be a hobbit. It's not even that hobbits aren't in, they're just not an exciting fantasy race to play as any more. Not when they're alongside Devil People, Dragon People, and Drizzt People.
In some sick way I hope the DMG II (if there is one) adds a variant rule for race-as-class. You can either be a (human) fighter, magic-user, or rogue, or a halfling, elf, or dwarf. Each gets a mix of the usual racial traits and class features. Not for everyone, but it would be nice for the odd one-shot or a specifically old-school style of play.
I don't think they could get away with it smoothly anymore. Making a racial character of a nationality as it's own race in a fantasy game (separate from human) wouldn't go over well.
one job to do !
why does 5th edition have the worst OP of any game on this board! ! ! ! ! ! ! ! !
at least this pic isnt total absolute shit (tho I don't like it personally). whatever though.
the point of the Ranger in itself is dumb. He is basically a Fighter with more skill points and some token spellcasting. It is silly. the sheer existence and persistence of the class is really tiresome and dumb.
>Who the fuck wants to play a halfling, unless they're building some kind of min-max rogue?
In the last thread there was an entire party that collectively wanted to play Gnomes, evidently being short appeals to SOME people.
the point of the Paladin in itself is dumb. He is basically a Cleric with less magic and some token combat ability. It is silly. the sheer existence and persistence of the class is really tiresome and dumb.
>And since I have influence in the local tabletop scene I guarantee you I can start rumors that will make you unable to find a game within 35 miles
Jesus fucking christ, WIZARD DETECTED.
How do I stat a "scout" sort of rogue? I want to be the guy that scopes out traps and checks for ambushes. Dex first, the Int for the Inspection check? Or wis for perception? And I know con should be up there too.
Someone asked about a campaign update for my 5e Ravenloft Campaign I started back in October that's still going on, so here we go:
>one half-elf sorcerer with mysterious origins of a golden dragon scale and his father having a chance encounter with a Golden Dragon
>one half-elf rogue who's father (elf) sold himself into slavery in order to feed his wife and child, who is also a pseudo bard, and has since left the party permanently due to personal reasons
>one human Life Domain Cleric who is a devout follower of Chauntea, has a tiefling Druid as a girlfriend, and who is also one of his devout followers after abandoning Sylvanus
These 3 are snatched from Evrad (a homebrew world I made) and transported to Barovia due to the Vistani and the Dark Powers being blocked from seeing what is happening inside of Castle Ravenloft. For a time, the Vistani had the power to divine the futures of anyone, including Strahd and his cohorts, but until recently, they are unable to divine anything happening from the castle or it's inhabitants. Having sent countless adventurer's into the castle in order to find out (and this is exemplified by the numerous corpses that litter the halls and rooms of said castle), they have had no such luck. Now they are turning to these three.
>players themselves are terrified once they learn where they actually are. Their characters however are intrigued, and peruse through the various traps and encounters
>the cleric ends up seeing a portrait of his Tiefling g/f on the wall of one of the living spaces. hm..
>the rogue finds it insanely hard to fight any of these tough beasts without a silver or appropriate weapon. The group decides to melt the tons of gold in a makeshift forge they find in one of the castle's kitchens, make daggers than can penetrate damage resistances (because they found a diary of recently deceased adventurer that detailed that gold and silver hurt them).
But that's exactly what the paladin is. Another shitty addition.
Just like the Sorcerer. The picked up the Wizard and said "damn, too much spells, so little time." And they made the sorcerer. And holy shit. They now created even another abomination based on the sorcerer: the Warlock. It is the spin-off of the spin-off. Holy. Shit.
>but it also a hobby I care about and enjoy, and I will defend it.
This literally MUST be bait.
No one is this much of a fuckpocalyptic oversperg
>I AM THE VALIANT DEFENDER OF DUNGEONS AND DRAGONS!
>I WILL WARD IT FROM THE EVIL INFLUENCE OF ANYONE WHO DARES TO LIKE SOMETHING THAT HAS BEEN IN THE GAME SINCE IT'S FIRST EDITION!
>They were shit, anon
You never played 4e did you?
Throw expertise in Stealth and Perception. That's all it takes, really. Investigation proficiency might help as well.
Stealth + Perception is the best expertise combo for rogues, anyway.
Does IT refer to the proper way to playing D&D as laid out by our lord Anon?
But for reals, you are getting really worked up over make believe.
Kek, almost at Navy Seals pasta levels
Stone gargoylesand all but 1 almost dies
Vampire Zombies that drain health after they grappleand all but 1 almost dies
monsters that are incorporeal and hit for a lotand all but 1 almost dies
7 witcheswho have a 13 year old Barovian human girl locked in a wardrobe who they and a Nighthag known only as "The Ragwitch" intend to eat, whose father is a hunter and forced to enter the castle against his will due to a mob of villagers believing that he is in league with Strahd and the recent deaths in the village. Because of this, his daughter (wardrobe girl) chose to chase after him armed with nothing but a shortsword and a personality like Mattie Ross from the film True Grit, with a devout belief in the Morninglord ("No matter how bleak. No matter how dark the night. Dawn will come.") and essentially played like a Mormon. Her father tho has a strange weapon (Reneissance Pistol) and speaks only Balok. The party rescues her, and happens to immediately run into her father.
>It is a game, but it also a hobby I care about and enjoy, and I will defend it.
There's no need to defend D&D in the first place, because if you look outside your window, you'll notice it's not Reagan's America, and that Jack Chick isn't leading a horde of angry Christians in front of your local FLGS burning Dungeon Masters Guides.
>the GM changed his display name on Skype and has been offline all day
>two hours past game time and no word of what happened
I've had players flake but I've never seen a GM flake, let alone this hard.
It is here where things get interesting during the last session we had, which was yesterday
>Rogue has left the game for good, so I just let the players play his character until I figure out what to do (he called off literally an hour before we started)
>they walk into the
Iron Golem room with the Gems, which has 2 Iron Golemsand the players are level 4
>I repeat, level FOUR.
2 Iron golems
>players start fucking with everything, the sorcerer walks in and takes the
gem in one of the golems handswhile the other goes to open the chest in the middle of the room
gets gassed by sleep cloudand the doors shut out the young girl and her father and the iron golem wakes up in this tiny room, no way out, golems are rolling +13 to hit 3d8+7 damage, almost kills the cleric and the rogue but they manage to throw the gem in the braizier and the golemsimmediately stop and move back into position and the doors open again
>they raid the chest, it's
a fucking deck of many things (the module literally puts it in there, after they figure out the trick to the chest)and a bunch of magic scrolls and potions
>girl and father walk in asking the players what happened
>as the sorcerer is filling them in, the cleric ties to open the southern door
I'd totally play this! Get a few shadow and necromancy perks. Maybe get a boost like the 3.5e shifter race.
I want to play a Halloween warlock!
YOU ALL DISAPPOINT ME 5EG FALLING FOR THIS MANS OBVIOUS BAIT AND TROLLING.
I SHALL RETIRE TONIGHT DEPRESSED FOR MY BROTHERS FELL IN DROVES BEING BAITED LIKE TWELEVE YEAR OLDS.
What is wrong with you people that you, yes you, not the troll, you would shit up this thread so much by responding to him. Trolling is a fact of life on this board, but you don't need to feed him so much that 2/3 of the posts on this are responding to a troll and arguing about 4th edition Rangers.
golems come alive, knock the rogue back down to -14 again, sorcerer casts spiderclimb, runs up the wall, jumps a dex check successfully onto an arm and pulls a different gem out of the golems other hand (inspirational roll), and makes a dash for the brazier
golemnumber two makes a critical on the 13-year-old girls father
>literally smashes him into nothing but a misty stain upon the cratered stone
>Sorcerer feels like fucking shit as she's crying at her fathers remains because he couldn't get to the brazier in time
>they luck out and end up opening the door they wanted
>girl asks for the Sorcer's spellcasting focus (which is a wand) "because she's interested in it," tears on her face, so the sorcerer says okay
>she snaps the wand in half and tells him it's his fault he died, storms off to cry somewhere
>Sorcerer goes ape shit, about to beat the living shit out of her for destroying the one item he needs in order to cast spells and get them out of this god-forsaken-hell-hole
>turns out his anger dissipates when he realizes the wand had a secret rod inside it that gives some clue to his power's origins
and that's where we ended the campaign for now
now I need a player to replace the rogue PC. the character has to stay though because important plot devices require him.
At least they're actually using shit in the book man.
I got a pathfinder campaign where one player, after being told where all the basic races lived and interacted on the continent we were on, went straight to the part of the book that tells you how to build custom races and just shit on everything. The GM was too disheartened to bother stopping him.
The feats are being produced by homebrewers for the DMs Guild site, not Wizards proper
Also Barovia in the upcoming adventure is in a demiplane connected to Shadowfell, this is mentioned in the DMG and was confirmed by Crawford on Twitter. There's been no backpedaling to Greyhawkenloft.
usually the cleric and the rogue, equally...he really puts himself in dangerous positions and is incredibly unlucky. and also the death saves and cleric help a lot so it's kind of hard for them to die
which reminds me, the rogue did die. that's another tale:
> after enterting the
Chapeland encountering Strahdfor the first time, (which was more flash and fireworks of an encounter than an actual fight) and end up with this super powerful holy Artifact that's Legendary class magic item
>"hurr durr DM we want to Long Rest in the spooky fucking castle again now like we did when we first got here"
>like hell you do, roll on the encounter table
>its a fucking
Wraith (CR 5)and they are all level 3
>it sucks the life out of the rogue, he dies
>I immediately stop the game and ask out of character to the player of the rogue and the rest of the party how they feel about character death and this one's death
>players say it's whatever, the rogue saying he's fine with rolling a different character
>say "well let's say the item sacrifices itself for your life. Fair trade? This is an open narrative, so I have something for that if you're cool with running with it?" he says sure
>The artifact (made of silver) literally starts melting in the Cleric's hand, and he drops it from the burning of the metal. It becomes a molten puddle that runs along the floor, burns the flesh of the Rogue and sears into his chest
>meanwhile in the Ethereal plane, the rogues soul is moving away from his body when these plant-like vines shoot from his corpse, wrap around his soul, and pull him back into his body
>rogue wakes up screaming in agony, alive, with the smell of flesh in his nostrils and a newly fashioned tattoo of a rose (nudge nudge, Chauntea) embedded within his chest. Literal silver inlaid body modification.
and this is the guy who ditched my game. I made all that shit up on the spot. fml.
Not even a grognard given the lack of half-orcs, half-elves, gnomes and halflings, and the inclusion of orcs. He ain't protecting shit, and obviously isn't a grog due to putting in a race that's a fucking monster, while booting 4 races that have been a part if the game since 1e, or fuck OD&D with Halflings.
if anyone hasn't figured it out yet, you can play Ravenloft right now in 5e, a guy made 2 pdfs with everything you need
albeit it's not official, but I'm using it now it's working just fine honestly. It's got all the monsters that aren't in the 5e MM, except witches, but I just ran those as commoners who are level 3 spell casters.
So has anyone tried stating the heroes from Darkest Dungeon?
I'm trying to think of what the Highwayman or the Plague Doctor would be, since there isn't much in the way of rules for pistols or poison bombs.
I mean there is, but you couldn't base a class around it.
>And since I have influence in the local tabletop scene I guarantee you I can start rumors that will make you unable to find a game within 35 miles.
This is gold. Solid fucking gold.
My friend and I are thinking of joining our local dnd adventure league. What should we expect? Anybody have any good or bad experiences? What about
This seems needlessly aggressive but ok message received
Thanks. Most Slavic countries based on googling seem to use the word britva for razor. The etymology of razor is rasour or raser so I think Reszur being just a play off of that is likely.
Well, of course there's a six month waiting list to get into your games. All the players within 35 miles have to pass your approval before they can play with anyone else.
You're lucky you unionized when you did and got legislation passed so that it's illegal to game with non-union DMs.
Virt, put your trip back on, you aren't fooling anyone.
>So has anyone tried stating the heroes from Darkest Dungeon?
Well, going by the OP, we've got a Bard, Cleric, Paladin and the non-spellcasting Ranger variant.
Looks like they updated DM's Guild to now show average contribution, rather than "suggested" on PWYW.
Mind you, it's still only counting sales, since I happen to know that roughly seven hundred orders of my title have been for $0.00, but whatever.
My first 5e character was a Halfling Paladin with a level in Monk, for a tiny armorless hairy old man with a righteous stick of god.
I suffer from a strange problem of wanting to build characters that mechanically suck. Is there any good way to be
>a righteous paladin
>that can spam eldritch blasts too
>and is the party face
I'm getting into GMing and going to run Hoard of the Dragon Queen. What are some ways I can make it better/more interesting for my players? ((They're a group of murder hobos who enjoy social intrigue and approach fights like puzzles rather than just "I hit it with my sword until it's dead".))
Palalock actually works pretty well. And it'd be quite easy to be the party face with the high Charisma you'd have from both. Just need to stick proficiency into Deception and Persuasion.
I'd say go two into Warlock to beef up your Eldritch Blast, and then put the rest into Paladin. But there may be a more optimal build out there.
Backstory necessitates REVENGENCE, so I think I'm going Oath of Vengence, would it be the wrong move to pick Tomelock instead of Bladelock?
Also, we're starting at level 3, so I figure I have to pick up the warlock levels moving forward
It's annoying and is the other worst thing to come out of Dragonlance, so of course people are going to hate it. Well that and also adding in that pre-4e they were also the odd man out of not being a Tolkien based core race, and were often the only core with SLAs or spells. And there you have the full reason they're hated.
Garl Glittergold in a fit of jealousy tries to genocide them then goes "I was only kidding", Dragonlance through WoW makes them annoying gremlins, their racial being a why the fuck isn't this a restricted race like their underdark sub-race, and finally the up until 4e, core odd man out status.
He tried to commit genocide and pass it off as a joke.
start as paladin so you get proficiencies, any of the 3 oaths work in this case, but if you're not going up to warlock 12 bladelock isn't going to hit its peak.
Don't underlook chain, it's fun.
my minmaxiholic friend said that bladelock paladins are one of the most minmaxed DPR classes in the game, and I do like to be able to kill shit gud. Though I play to take sword and board rather than two handed fighting.
I forget what Chain even does...?
Also, would it be too cancerous to ask for
>dubs names my character?
I'm really bad at choosing names
>Just a prank.
>Actual divine text message as reported by the Deific Enquirer: hey Io, get off your ass and tell your grandchildren to give me that mine, never mind, killed them all because my own followers are lazy asses.
Ran a game last night. One of the players knows the MM's back to front so I constantly throw little tweaks so he can't "I know that creature" everything.
>Party fighting souped-up Shield Guardian
>Higher AC than normal, but AC lowers as it loses HP.
>It eventually gets to fairly low health
>Armour plate falls away, it's glowing inside
>Party Warlock rolls for arcana and passes, doesn't say anything just runs away screaming from the room
>Party remains battering this construct while it's glowing brighter and the room is starting to swelter
>Construct starts swatting people aside and knocking them down
>Construct goes chernobyl with a delayed blast fireball
I read the Racial Feature Analysis in the homebrew material provided by the OP, and I had a small question.
I have a custom racial trait that looks like this:
> Superior Balance: Gain advantage on Dexterity (Acrobatics) skill checks and saving throws made to avoid or escape grapples, be knocked prone, or maintain balance.
The RFA has an example for the Ratfolk that gives them advantage on Perception checks that rely on smell. This adds a 0.5 to their score, so I was wondering if mine would add a 1.5 since it affects grapples, prone, and balance? Or would it just be 0.5?
Does that sound OP?
>4. And a sidequest involving a ambitious scientist hiding in fear from a vengeful and cunning awakened flesh golem. No more of this clumsy moaning frankenstien's monster bullshit
They already did that, it's called Adam's Wrath.
Because the last time I played a female character with a male antagonist hook, the DM made it really really awkward. Hopefully between making it a family member and having a new DM, I won't have to suffer that again.
I'm new to being a DM and don't know where to look for this, but are there any rules regarding the limitations of a party during combat?
I'm wondering whether or not it would be appropriate for members of a party to strategize while in the middle of combat. Combat starts a turn-based system, so isn't that a bit compromised by speaking with everyone about what you should do?
I would try to squash too much talk mid-combat. Anything that involves such planning should be shortened to characters shouting something like "get behind him!" or "hold him down while I stab him!" or something like that, nothing too long at all.
DMG pg 38.
But ultimately it doesn't matter for balance, only for figuring out how well-known and wealthy higher-level characters should be.
I feel armor deprived just looking at that
On a side note, is there any reason to think a lantern that burns when there are lost souls near would be imbalanced or overpowered or anything? Functionally, it would just be a lantern that doesn't require oil tracking, and from an RP perspective I want to play kind of a Guide for the Dead, one who prays and gives guidance to lost souls searching for the afterlife, when I'm not cleaving monsters and smiting evil.
desu I've always loved FFX's pyreflies and the need to 'send' the dead
Run OotA if it interests you. It is a really fun campaign imo.
Also, an alternative you could do is run ravenloft before starting up OotA because technically there is a break in the campaign around lvl 6 where your expected to lvl up to lvl 8 before reentering the underdark and the ravenloft modules if played in order are suppose to get you to lvl 8.
>tfw someone pays a bit more than what you asked for on your PWYW product
>my minmaxiholic friend said that bladelock paladins are one of the most minmaxed DPR classes in the game
If you bother to stick stick around Warlock until level 12 so that you can pick up lifedrinker, sure.
But you won't, because you're giving up too much Paladin goodness to get that far.
PoB is fun for thematics, and from a roleplaying standpoint carries the fringe benefit of never being able to be fully stripped of your weapons, but if you're looking for ways to boost your Paladin DPR, there's cheaper ways to do it.
The pseudotolkien fetish fags like hiim tend to omit a lot of Tolkien races (like ents, balrogs, maiar, etc), so exclusion of one does not mean he's not just another "if its not in Tolkien its not in my campaign" faggot.
Elk's 3rd level totem is pretty good (by 5th level with it you'll have 55ft speed while raging) but tiger is kind of mediocre unless you're actually jumping all over the place. Extra proficiencies makes tiger the best 6th-level totem as a rule. At 14th, Elk gives you the equivalent of an at-will bonus action attack that can't crit and tiger straight-up gives you a bonus action attack if you move in a straight line.
3rd: Bear > Wolf > Elk = Eagle > Tiger
6th: Tiger > Eagle > Wolf = Elk > Bear
14th: Eagle = Elk > Wolf = Bear > Tiger
Just started playing a Sorcerer in a 5e game. We've got a barbarian, monk, fighter. They all charge in so I cannot use AOE based abilities (like Fireball). I feel useless because combat boils down to Scorching Ray, Scorching Ray, Scorching Ray, Fire Bolt, Fire Bolt, Fire Bolt, Fire Bolt, Fire Bolt.
Any advice? My character feels bored and near useless next to the 1d10+10 barbarian and every one else. I feel I lost all the utility that Sorc/Wiz had in 3.5.
Not really sure if this is the place to ask, but making an entire thread seems like too much.
I'm about to be in my first in-person game of 5e (one other game was online and didn't last long). I was thinking about rolling a Gnome Wizard focusing on illusions, but I'm concerned I might be totally gimping myself or the party if I do so. DM has us starting at 8th level and there doesn't look like there will be any other main casters in the party, closest is a pally.
Any tips for building an illusion focused wizard /tg/?
Going by you having 3rd-level spells:
- If your teammates lock someone down, throw Cloud of Daggers on it and rack up that DOT
- Hold Person combined with strong melee people can end an encounter in a blink
- Phantasmal force can more or less disable any target with shit intelligence
- A well-placed Web can lock down multiple enemies while your teammates wail on them.
- Haste will make your melee friends SUPER deadly.
- Slow lets you choose its targets and severely debuff them.
5eg, my players constantly cast identify on everything they find that's magical, and I feel as though it takes the fun and risk out of the items I reward them with. Is identify suppose to make iding items so easy and passive?
I added the AL narrative things to the Mega because someone asked last thread.
Also I think someone a few threads asked for Primeval Thule for 5e and no one delivered, but I have it sitting around for some reason so here: https://mega.nz/#!9UcU0BzT!6pHs44DOCkpkojnRMY5ny0A9D2PZ3BSRIanvDvaQIPQ
>wait, so is the Scout archetype for fighter just completely useless? all it does it "give" you things you already gain as a part of core fighter.
You get three extra skill proficiencies and a limited selection of superiority dice uses (basically parry, precision attack, and a survival skill bonus). Then you steal from the ranger for your ribbon. Battle Master is mechanically better than it, but Scout is still good enough that a fighter can cover most of the ranger niche outside of magic.
Orcs have been able to be good aligned for an entire edition longer than they've been able to be played, per Word of Gygax, are redeemable per Word of Tolkien. "Always Chaotic Evil" pertaining to orcs is just a meme.
That's beautiful, anon. Making a note of that
Trust me, a well prepared wizard goes a long way towards helping the party out. Be creative with your illusions and you won't have too much trouble with battlefield control. You're the only one who can do a lot of the cool magic shit in the party, so pick spells based on that rather than trying to blow stuff up. Let everyone else do that, you focus on making sure they do it from the most advantageous position.
I'm going to advocate for anything that abuses Rune Scribe's fire rune. I'm the guy from a few recent threads talking about how good it is; Rogue (Arcane Trickster)/Rune Scribe is just great. The Rune Scribe helps make up your spell slot deficiency and assuming you can have your GM allow it, you've got not just high damage potential but highly reliable damage because of the reroll-keep-highest.
My DM awards experience (or levels when we do non-experience games) by what you do. Just because the players avoided an encounter doesn't mean they don't get XP from it.
Rogue persuaded his way into/outof a dangerous location? Give him some XP.
If any of you are interested in the first draft of the longer version.
I still have to haggle with the DM over setting specificity, but I already have most of the other players on my side since the DM was at work all day and unable to talk.
>Precision Attack copypasta
>combo Evasive Footwork/Parry that doesn't last for the whole round and can't reduce damage to 0.
>1/2 a d8 to any ranger-y stuff for a superiority die.
no other options or things to gain while level up.
>3 additional skills from the list you already chose from, or thieves tools, instead of battlemaster's tool proficiency and Know your Enemy
>the useless ranger ribbon.
I'm not impressed.
Seems incredibly frontloaded as well.
>a well prepared wizard goes a long way towards helping the party out.
Any specific tips? I don't normally even roll spellcasters. So playing this well has got me kind of nervous. Especially since we haven't even got a cleric or another spellcaster to fill in if I fall short
When players level up and gain resources such as spell slots or hit points, should they be "empty" or "full"? If the party reaches the next level at a point between combats but where resting is not an option, should they receive their new features and be ready to use them, such as casting a healing spell with the newly available spell slot? Should their current HP and hit dice increase, or just their maximum number?
It doesn't have Mike Mearl's wrinkly ball sac smeared all over the cover so of course none of these faggots are going to use it, despite how much they bitch about the game and its developers.
I'm no expert but it seems to me, any advantage a level up gives should be delayed until the party logically would be able to "discover" their new abilities. Ie, a long rest at minimum, full downtime in a safe place is better.
I really don't like the "ding, you killed X baddies and now you know how to dodge better." I much prefer having a level up be represented as experience from the last trial. You don't even have to roleplay it, just not have them suddenly able to do new things because they killed some baddies.
Correct me if I'm wrong, but if you switched the aspects of UDL Warlock and FS Sorc around (making the former sorc and the latter a lock) their fluff would immediately improve by 100%, IMHO.
I'd be willing to say no full refills, but they do get their new stuff unused.
that way they're still down and out, rode hard and put away wet, but they do have some new tools to use on their home stretch, that could be them learning they have them/can do them, using them in desperation, having already spent everything else.
For an example in fiction, think naruto and the first time he uses the fox chakra. (sorry for using naruto)
He's spent all his previously owned mana already in the fight. no 1/day or 1/rest powers left to unspent. He has no moves left.
BUT he's leveled up recently. He now has power he didn't know he had. He taps into it, proper shounen new power reveal style, and bam, now suddenly he's engulfed by literal inner-demon fire (a new spell) that he cast using his new higher level spell slot. Or spending his newly acquired new 1/day, or whatever.
And presumably, has a little bit more toughness than he previously thought he had as well. 3-6 more HP isn't much, so there's not a lot to worry about there. Easily written off as them just getting a bit more tough as nails, since by that point they should already be holding on to dear life, this is mostly a bit of padding that's keeping them alive til the end of the adventure.
Basically, I'm saying the characters should get their new abilities, and them be ready for use, but the characters should not always themselves be aware they have these new capabilities, only the player. As such, the initial use of any new ability should be treated with either surprise or a "I've been training this in secret for quite some time, I guess I'll finally have to test it in the field" kind of situation.
>No 5eg in the title
NO WONDER I DIDN'T SEE THE NEW THREAD. JESUS FUCK CAN YOU CHUCKLEFUCKS DO ANYTHING RIGHT?
Has anyone ever actually run a horror campaign, particularly one set in Ravenloft, seriously and had it work? It's always too cheesy to me.
So... you want the game to not be a game? Because we have to sacrifice some things for the sake of actually playing the game. Most DM's I've seen that give out XP typically do so at the end of encounters or even save it all for the end of the session.
not the mechanics. just swap the fluff.
Chosen lackey of a Celestial is similar to the chosen lackey of a Great Old One/Fey/Fiend thing that warlock already has going.
Being goodtouched by the positive energy plane seems like more of a sorceror power source than a patron. Just like being badtouched by Shadowfell, or Fate itself, or storms or uncle dragon. Heck, I think it's even mentioned in its player's handbook entry specifically. though I may be thinking of pathfinder...
They just seem swapped.
>imagine it's innistrad instead.
We tried a a campaign set in Innistrad with a homebrew adventure some guy made a while back. It didn't really feel very "Horror"-y, though the underlying story wasn't half bad I suppose.
I'm really just looking to hear about what others have done with the setting ahead of the new adventure, me and my friends will probably end up loading it down with horror movie references no matter what I do because my group just doesn't really have the mindset of being scared at the table.
Ritual caster is quite handy if you have no wizard or if you just want to grab an owl familiar for that sweet advantage spamming.
Spell sniper is sorta meh unless you really wanna stay as far away as possible. Spell sniper is better if you dip into warlock and pick up eldrich blast cantrip, agonizing blast invocation, and repelling blast invocation.
War caster will not be good for you most likely. War caster is more for paladin and eldrich knights. It can be useful in certain situations, but most likely they will not arise. Besides, sorcerers already get great concentration checks due to their constitution proficiency.
Familiars can't attack, but they can use the help action.
Owls have a great fly speed and don't provoke opportunity attacks when they fly by creatures.
So as long as it doesn't get hit at all, free advantage against a creature with on attack once per turn.
I hope this time it's like the 2e stuff and not the lame White Wolf stuff. I mean god bless them for keeping the dream alive but the 3rd edition stuff was not too similar to what made the 2e version great.
Each class had some sort of hang-up, weakness, or terrible risk with some of their core powers.
The 3rd edition tried to do that but the weaknesses were all sort of lame.
Ravenloft is supposed to be a sort of struggle for the party (where if you kill the players, you're kind of missing the point) - you want to corrupt them, scare them and ruin them.
It's about heroes overcoming the darkest of dark and constantly being tested as if it was all worth it.
Plus, dank ass universal studious monster movie guys being cheezy as fuck.
Enjoying it so far
I would like it if there were better gear drops for the party though
We're level 4 and we've got one Item that helps with combat, everything else is weird colorful mushrooms or junk that was interesting at level 1~2.
Well what ya do is grab ritual caster and grab the find familiar ritual. There are a good handful of useful familiars and good utility use for familiars, but the best use is to have them use the help action.
On your turn you can have an owl familiar fly up and use the help action to give you advantage vs an enemy and then have them fly away so they dont get killed instantly.
Specifically you chose owl because of flyby, an ability they have that allows them to avoid opportunity attacks as they fly away after using the help action.
So basically your turn would be "owl flies up to enemy, help action, flies away out of reach, advantage on firebolt or any other attack roll spell or cantrip, repeat until all enemies die." Its very solid if not just plain broken.
Yes, Help gives advantage on any attack from an ally of the helper.
It has the Flyby trait, which specifies they don't provoke opportunity attacks from flying out of a creature's reach.
damn, that's pretty nice, but unsure if my GM will allow it.
I wanna do it anyways, since my party has an edgelord and a powergamer already, might be a good way to keep the former in check
I've been loving it. Its just so strange and interesting. Definitely a fresh breathe of air from the normal flow of most campaigns and modules. It also helps that I'm enjoying the character I made for the adventure
a warlock of Baphomet who may or may not turn on the party at his lords command.
If your DM is allowing a power gamer to do as he wills then you're solid, though desu there is usually little difference between performance of a power gamer and an average player who builds their character appropriately.
>Mist Patron for Warlocks
>1st level feature allows for initiative fuckery
>6th level feature creates a zone in which you can teleport.
>Expanded Spell list isn't absolute shit
Was worth downloading.
So help me out here /tg/
I kind of want to play a BladeSinger Wizard variant
Is this crazy?
I'm thinking a Finesse Spell Blade type would be fine even if the HP is a little low.
I'm level 4 and took the Illusionist path but it really hasn't come to any great benefit, nor do I think it'll come to any benefit until Level 14.
I think I'm gonna build a custom paladin oath and a custom priest domain for two of my players. One -was- a priestess of Sylvanus but Sylvanus (and I, the DM,) was fed up with her inability to play nice. She was visited by an evil god of nature who played on her growing desire to destroy society. The other is a ranger halfling who, on her quest to return the Holy Cookbook of Cyrollalee to the high temple of the halfling pantheon, has received several visions and has done honor to her halfling gods and is to be given their divine favor.
So I want to make a domain of malicious nature and an oath of hospitality.
>if you kill the players, you're kind of missing the point
Or you're playing Adam's Wrath or Grim Harvest, both of which require the players to die and come back in some manner (AW as flesh golems, GH as undead).
Evil Nature paladin could reuse parts of the Ancients oath, but have a debuffing aura and maybe change up the second Channel Divinity.
Hospitality could start with Life domain, but have some gimmick about making a "shelter" and granting bonuses during rests.
>"hurr durr DM we want to Long Rest in the spooky fucking castle again now like we did when we first got here"
>>like hell you do, roll on the encounter table
this is why Leomund's Tiny Hut is one of the first things you should invest in getting as a ritual.
>"I, the Paladin, will spend this downtime at the local temple of my deity to perform deeds of goodwill for the people of this town!"
>The Paladin makes use of his powers of healing, Laying Hands on the sick and injured each day.
>Assisting in more mundane activities, the Paladin gets quite a workout performing manual labor to help rebuild the tavern that was burned down when the Wizard decided to throw Fire Bolts everywhere.
>With two weeks of toil and exertion, the Paladin's XP total has gone above 2700 and he has reached Level 4 just in time for the party to head out on another dungeon dive.
I am sad as well, that there is no equivalent to summon minor monster.
it was a nice little utility spell. sure, none of them could be big beatsticks. but sometimes you just need an electric eel in the water to slow people down, or a raven to spy on the enemy, or a spider the size of a housecat to scare a duchess, or just a celestial puppy to hand to a downtrodden kid.
I'm currently running a bard in the Out of the Abyss adventure- pretty fun stuff, and I usually hate Underdark adventures. Especially if your GM is decent- we had to switch out GMs recently due to work conflicts but the current GM (who was the party's rogue) is very experienced.
My favorite thing that ever happened was when I was running a swashbuckler rogue (lost her sheet for a while which is why I'm running a bard now) slayed a named Wraith boss-monster after pulling a sunsword out of her tomb. Most badass thing I've done in a campaign yet, followed shortly by using my sailing expertise and a grappling hook to save the party from a waterfall immediately beforehand.
XP is gained for overcoming dangerous obstacles.
if its not dangerous, or not an obstacle, you don't get XP for it.
HOW you overcome it, however, is of an entirely different matter.
Fight the orcs? Sneak an entire party of armored gits past them without them noticing? Actually convince them they should let you through, either through supreme negotiation, or some very advanced trickery involving disguises and a lot of buffing? All equally valid techniques, and all worth XP. You faced a dangerous obstacle, and then overcame it, either through cunning, guile, or strength. Or sometimes bribery. sacrifice is an emotional strength of sorts.thpugh figuring out what an orc would want, especially enough to not krump gits, still involves a lot of negotiationg and problemsolving.
it shuld be noted that danger comes in ranges.
which is why the MM has housecats and commoners and things only giving 10xp. Because there's only somuch an unarmed farmer or a severely miniature junglebeast can do, even if it is hellbent on your destruction.
Of note, most things that weak would rather run away than fight, which again, relegates them to not a threat. only if its actively going for your jugular is it dangerous.
>They just seem swapped.
The writers threw out the thematics months ago. The loophole seems to be with the GOOlock's patron not necessarily even knowing that it has a servant.
The Sorcerer fluff in the PHB also gives wiggle room for the user to have been "blessed" with their powers by a Dragon. The thematic split between the two had seemed to be autonomy (Warlock serves a power; Sorcerer doesn't), but then UDLock came around and fucked it up again.
It's like str or dex for your fightersand rogues and ect. You wanna max your casting stat asap. It's possible to live if you decide to not max it immediately but by lvl 12 all casters casting stats should be max. 8 is more ideal but 12 is workable.
So I'm doing a one-shot type session (could be continued but preferably something short) where the players get transported to the other-realm (setting has prime material and one more known plane, where celestials, fiends, aberrations, whatever live). They will meet a warlock again that they thought they killed another session, and his patron (GOO but not too powerful, powers of deception and illusion). I'm planning a blue desert with rocks encasing some relatives of theirs that they are lead to believe are failed warlocks of the patron, I want weird shit to happen and creep them out but not sure exactly where to go with it.
Two by 8, so starting with a base spellcasting score of 16 means you've maxed. Three by 12, meaning you can spare one for a feat if you don't mind delaying, or if you started at 14 due to some poor decision or luck.
With very few exceptions, feats will often not help you as much as your primary statistic will.
>With very few exceptions, feats will often not help you as much as your primary statistic will.
yeah, want them mostly for flavour
and ironically, I'm at 15. is 19 really much worse than 20?
What are your other stats? If you can round of dex or con then that's very nice to do right away. 19 is the same as 18 so if all your other stats are even then just get one of the +1 CHA feats.
Like any primary stat meant for the majority of your class's unique actions, it is encouraged to get to the maximum natural attribute of 20 for that +5 modifier as early as possible.
You could effectively end up with the natural maximum Attribute of 20 at first level assuming you roll for stats, get an 18 and pick a Race with +2 in that stat.
For example a Half Elf Bard gets an 18 for his Charisma and the +2 on his Racial bonus. There's 20, can't raise it any further naturally, and then you can spend those Ability Score Increases on other fun stuff.
Otherwise, you'll probably have to spend your ability increases at Levels 4/8/12/16/19 with most classes. You may possibly not make it to a base 20 in your primary stat until Level 8 or 12.
how does telepathy work?
does the target innately know WHO is speaking, or any features of the speaker? for instance, a wanted criminal (who can into telepathy) wants to avoid a guard, so he "speaks" to the guard, telling it would be a good idea to check out that alley (a man unused to telepathy may think it's his own idea) - would that work?
does target know the location of the speaker? if said criminal admits he's a telepath and says something along the lines of "Come meet me in that alley" - can the guard know the thoughts come from a different direction?
can you send "images" instead of words with telepathy?
can you bluff in telepathy?
and, just to make sure - a telepath can only create a connection and speak. he cannot read thoughts at will, right? only those meant as response, right?
>how does telepathy work?
Normally It's just like speaking and hearing, but in your head instead of with your mouth or your ears.
>does the target innately know WHO is speaking, or any features of the speaker?
> for instance, a wanted criminal (who can into telepathy) wants to avoid a guard, so he "speaks" to the guard, telling it would be a good idea to check out that alley (a man unused to telepathy may think it's his own idea) - would that work?
The guard would know that it wasn't his own thought unless he has really low int or the DM decides telepathy works differently in his game.
>does target know the location of the speaker?
>can you send "images" instead of words with telepathy?
Not normally but there are creatures that do this.
>can you bluff in telepathy?
>and, just to make sure - a telepath can only create a connection and speak. he cannot read thoughts at will, right? only those meant as response, right?