I fucking made dinner and none of you cucks made a new thread in the meanwhile 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
NPC is a caretaker / main boss of an undead sanctuary that my players are about to go through. It fits with the story, and I was looking to do some Hex + Flurry of Blows shenanigans. Was hoping to find some more suggestions / ideas on how to make him more effective at taking down a group of adventurers, including magic items and/or feats.
I want to make a High Elf Fighter. If I choose the Sentinel fighting style, is Booming Blade the best possible choice for my one cantrip? Especially if I go with an archetype other than Eldritch Knight?
If I *don't* go with Sentinel, what would be a good alternative? Archery doesn't effect spell attacks, does it? So I wouldn't be able to use it with Ray of Frost and perpetually dance out of range of counterattacks.
No, you can't. Otherwise, monks would have an extra attack from day 1. Of course, you can act it out and say that you hit whatever you're hitting with two punches when you describe your actions on your turn.
Is it just me, or is half of the "hot sellers" list sub-par shit thrown together and charged a flat rate, while a lot of the good stuff is PWYW and ranked lower because $0.00 contributions don't count as "sales"?
Obviously, some of the hot sellers are legitimately good, but it seems suspiciously skewed.
If I told you that one of the most optimal builds would be to go Monk 8 / Warlock 2 / Assassin Rogue 3 / Ambuscade Ranger 1, with maxed Dex, as much Wis as you can manage and 13 Cha; and fight with extremely annoying guerilla tactics, what would you say?
Divulge, mutiny, approach (if facing a squishy), throw (when they're holding only a weapon, especially one that doesn't lend itself to being thrown), desecrate (if they're a priest or paladin or they're anywhere near anything holy), or treason (which depending on the context might get them to buff you).
And something that's always worth trying is asking your DM if there is a way to say what you want in a single word in a language other than common that the two of you share. It might work in some cases. Maybe elves have a single word way to say "cast a 9th level spell on an ant over there" or something like that. They might arbitrate it based on a dice roll.
So you get two rounds for which your target of choice is surprised, and for which your Assassinate class feature applies.
If you open with move in, Hex, Attack (end turn), Attack, Flurry, move away, you attack 6 times for a potential total of 24d6+30 damage (or more if you're not unarmed).
I'm DMing for my first time tonight. I'm so excited and nervous.
What kind of loot do you think 1st level adventurers would find on a ghost ship? I'm thinking the obvious ship navigators tools and such, but I don't know where to go from there.
Also I want to have a section where the spirit inhabiting the ship they're on leaves, causing the ship to fall apart. But I'm clueless about what to do if one of the party members fails their athletics/acrobatics check to escape. Any ideas?
Are you going to do Eldritch Knight or one of the other archetypes?
Imo EK is the best choice for a FIghter if you're going to try and 'tank'. More cantrips to use (Lightning Lure, Green-Flame Blade especially), more spells to lock things down with. Battle Master maneuvers are deceptive because you don't really want to waste your time using Goading Attack, and the only 'good' one is Menacing Attack which fails on certain enemy types..
But yes, Booming Blade is solid, especially with Sentinel. Grab Polearm Master if you want further lock down. Your AC being lower might seem very un-tank-like, but consider it an incentive for the DM to focus on you instead of say, a Monk or Wizard. If your defenses are TOO high I've found they usually ignore you and go for the easier to hit enemies.
>easier to hit party members*
Plus you can throw out Shield to off-set using a two-hander, or a shield and Shield to no-sell a lot of attacks.
Warcaster might be worth looking into but I'm not 100% sure how it will interact with Booming Blade and Sentinel.
A pirate's hat that doubles their swim speed. Or really, any magic doodad/armor that doubles swim speed.
Also: cursed captain's sabre thirsting for vengeance against a specific foe. Used as quest hook.
Or: mechanical speaking parrot.
Or: an empty chest which creates an illusion of being filled with unimaginable wealth.
Or: a map to treasure.
Or: a ring/cape/cloak which allows a player to polymorph into a hammerhead shark for an hour per day.
Oh, I love the shark ring idea! That would also help solve my problem with the boat collapse sequence, since they could turn into a shark to escape the wreckage.
Perfect! I can cut away from them while everyone else escapes or have one of the party members come back and grab them.
So I was having a ponder about the state of summoning in 5e, and I was wondering about how it could be made less of a problem for the action economy. The first thought that came to mind is to make more summoning spells along the lines of the current ones (maybe adding the Summon Monster I-IX spells back in), and adding the stipulation that summoners can't move while they have active summons. Summon spells would require concentration, as usual.
Is this too limiting? Is this still too powerful? I'd really like to do a Summoner archetype for the wizard without the eidolon fuckery from PF.
Do it skill challenge style, where if you fail you lose in this case a hit die. If you have no hit die, then you take that much damage. If you go unconscious someone else has to pay the price to save you. You could all die here if you suck enough. Call it exhaustion freezing cold and falling debris, as well as some loss of spirit being sucked into the underworld along with the ghost.
Stat him, or suggestions for a good statblock to cop? Any ideas for good Legendary Actions or Lair Actions?
You can if you're a monk.
It's part of the martial arts feature. You get to make an unarmed strike as a bonus action provided you hit with your first attack.
>>44877350 didn't read the book. It's conditional, but it's allowed.
I know there's a fluff-happy asshole who's been hating on the genie sorcerer in the DMsG, but I read the PDF and it has... issues. I think.
one of the features confers resistance to a condition. Unless I've been reading them wrong, the core rules say that resistance applies to damage types only; resistance to a condition is instead worded as advantage on the saving throw to avoid the condition.I know this is a bit pedantic, but I think it's important.
Is there a way to provide this feedback without shitting up the comments? There doesn't seem to be a private messaging option
No, I'm referring to martial arts. Flurry of blows is entirely separate.
One of the effects of Martial Arts is that you can make an unarmed strike as a bonus action on your turn after you've successfully hit with a monk weapon or unarmed strike.
>Is there a way to provide this feedback without shitting up the comments? There doesn't seem to be a private messaging option
No, why would you? The whole point of the comments and review section is to provide that type of feedback.
PHB page 78:
>When you use the Attack action with an unarmed strike or a monk weapon on your turn you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter-staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn,
>why would you?
Largely because the description says it's a work in progress, he's updated the PDF before, and I'd like the comment not to follow the material long after it gets fixed.
You can hold two weapons, you can ask your DM if you can get your table leg enchanted, you can use the appropriate fighting style/feat for a great weapons/ one handed weapons/ dual-wielded weapons,
So, my intention is to play a minotaur paladin with a halberd and polearm mastery, my stat spread at the moment is:
Str:14(+2 from minotaur)
Int:12(could be reduced to 10)
And I have one point left over, which I could use to increase anything but cha or str by one, but this results in an odd number, and if possible I would like to eliminate them. Is it worth to increase con to 13 and take the resilient feat to con at level 8? Any suggestions how I could spread my stats otherwise?
>If improvised weapons were as effective, there wouldn't be actual weapons.
But there's a difference between improvised weapons are just as good as real weapons, and "improvised weapons can be just as good as real weapons with a specifically focused series of character options taken in lieu of possible alternatives".
I want to do this too, but I don't want to be useless in combat, so my iteration of this idea involves starting friendly, overall non-destructive fights in bars with a friendly PC/NPC as an entertainment profession.
Go with Con or Int if you want to pick up the Magic initiate feat later on picking up 3 spells that scale well.
For example Expeditious retreat as lvl 1 , firebolt and shocking grasp or ray of frost.
>Is it worth to increase con to 13 and take the resilient feat to con at level 8?
>mfw I took Resilient on my human Paladin and had 16 in Str, Con and Cha
>mfw assuming I don't take hits above 22 damage, only a botch would break my concentration
>mfw my huge fucking saves
Just read the PHB feat section again and:
>Spears don't benefit from Pole-arm mastery
Who the fuck thought that this was a good idea?
Probably the same guy who changed Water-whip and Eternal mountain defense in the Errata and fucked up Wot4E monks.
A castle is built by a rich human noble on an elven burial ground. Its been six months since anyone has heard from the Lord, or any of his subjects in the castle.
>What happened to everyone?
>How many and what type of undead now lurk the halls?
>WHY is there a pic related somewhere on the grounds?
You can still do Booming Blade on your turn, then use your reaction to smack them if they try to leave plus the Booming Blade damage. Likewise, have an ally use a fear or Command spell and make them move thus triggering both.
>Pool of wild-magic tainted waters in the middle of the.....forest-coast?
>Necromancer-MadScientist having fun
>Conjure Animals / Create Undead spell gone wrong (or oh so right) as cast by random cultists
>Basically, a wizard did it.
our paladin in our party swaps it up depending on if he needs +2 AC or not
If you want some utility cantrips, magic initiate. If you want utility rituals, ritual caster. Ritual caster might be better for you overall, since you can get alarm, ritual, identify, and a bunch of other really useful things.
I'm DMing a pretty promising group and they just hit 3rd level. I want to give each PC their own little scene to explain their new found abilities.
For our Warlock, he's taking pact of the chain. Any ideas for how I could represent him gaining this power in world?
Curse of Strahd
>Default vampire is CR 13
You mean multiclass?
Can be a bit tough for a new player, but it can be done.
I love the Shadow Monk/Rogue Assassin for this sweet ninja feel.
Paladin/Warlock is strong and has a fun theme.
His patron is Abraxas, The Unfathomable
My plan was for him to be transported to a strange dark, endless library where Abraxas would speak to him throught the pages of various books and blind monks copying texts.
Originally he was going to take path of the Tome, so he was going to get a book from this library but that has changed.
Well, for the min-max side, you can use warlock spellslot to smite. Warlock spellslot go back on short rest. So you can smite all day long.
For the theme, I love a good paladin of vengeance taking a pact with a fiend or a paladin of ancients taking a pact with a fey.
You could make a blind monk walk toward him as Abraxas speak with a small cage containing a familiar.
Two monks then take the hand of the warlock and put a chain on it. They take the familiar and put the other end of the chain on him.
The chain then disappear and all that is left is a small tattoo on the wrist of the warlock.
Yeah, vampires aren't absurd if you're using their weaknesses.
It's very situational. But I dunno, I don't feel like Strath's venture should be easy enough that 1st levels can go through it. And too easy for level 11s.
Okay, so give it a physical mark, I like that!
Only for classes that use weapons. Casters will find the level 3 feature useless.
Still a pretty competitive 3rd-level dip, along with Assassin Rogue 3, Devotion or Vengeance Paladin 3, and Satire Bard 3. Casters will prefer Dragon Sorcerer 3, or a dip of fewer levels.
I don't recall exploiting their weaknesses.
Although I was running a Darkness/Devil's Sight game that I'm not entirely sure the DM was prepared for. I'm so happy I got to test out 2 Warlock/8 Shadow Monk
I played a Shadow Monk myself, as a result of a deal, I became a vampire myself.
I didn't even get legendary actions/resistance, it seemed really, really good.
I dunno, I feel like if that vampire was careful, he could just whittle you down with mist form and 20 regen.
Ah, that makes sense. You should consider actually dropping some of your attributes. A 0 isn't much better than a -1. You want to have good str, con, and cha. Dex does nothing for you. Also, is this a homebrew minotaur or Unearthed Arcana? Do you have a racial bonus other than +2 to str?
Seems risky, but I guess if he can't destroy them.
Still, I like Castlevania too much to want this to be easy.
that and to get the objects the heroes have to go inside his castle.
>castle map too big to upload
I'm assuming this going to be pretty much an updated I6.
the important holy items were in random locations determined by tarokka readings
And my point was that in 5e, being undead =/= not breathing. I guess it breathes, but can also breathe air and water.
Best 1 level dip, bar none, is the Ambuscade Ranger. Assuming your DM isn't an idiot and doesn't let that shit fly, there aren't many other great 1 level dips aside from Barbarian for damage resistance during Rage and Fighter for quick and dirty access to a Fighting Style.
That said, if you have at least 13 Cha, you could dip Warlock so you can Hex for massive damage past the surprise round.
I could also see an argument for Tunnel Fighter if you're the only melee in your group, because with Polearm Master, you can hit melee enemies with a Stunning Strike OA as they enter range unlimited times, thus potentially denying all their turns entirely. You'd end up sacrificing damage from Flurries for some next-level melee control.
Otherwise, you may want to simply take another level in Rogue for the ASI or feat, or another level in Monk just for that 1 additional ki point.
Rolling HP can be risky and averages out .5 lower than the listed average (due to how averages on dice work). I've been fucked over too many times anymore so I usually take the average, personally.
Is the heavy armor feat worth it for the -3 damage reduction? or is just splitting the ASI a better idea? Lvl4 EK btw
Stat Spread is
It'd be no problem. Its an unusal combination, but monks can fit into a pirate campaign/character just fine. Just had a session yesterday with one actually and he turned out pretty well.
if theres no risk of you destroying your heavy armor by transforming, i think 3/- dr is pretty great, even into higher levels. although the higher level part is a point of contention for most people.
So I'm running a sort of side quest campaign to go alongside a main story-line. In the simplest explanation: City is experiencing a whole lot of non-ordinary dangers, fears it may be overcome by the simplest of enemies (goblins, kobolds, Kuo-Toa, and possibly a large enemy to finish it) because thief/wizard big bad guy stole a bunch of powerful artifacts and is equipping those enemies with them, in order to make them a big threat to the city. Party has to find out who's doing it and stop him. Level range for this quest is from 3-6 probably. Anyone got cool ideas for magic things that could be given to goblins and shit to make them hard/interesting enemies for 3 level 3 players?
Remember that any magic item they have the players will have a chance to steal, so you should make it either be destroyed or not that useful later.
A good candidate is having low level spellcasters with much stronger scrolls than they should have (nondamaging ones, maybe stuff like walls). You could also have two goblins riding a tonned down apparatus of kwalish, it fits both the intents of them being much harder than normal, coming out of nowhere and the idea of them desperately trying to learn how to operate the thing is amusing. You could probably have some of them riding the thing from outside, with slings and ranged attacks.
Your players will alss not be able to use it, since they'll have to destroy before dealing with the goblins.
I was thinking of a wand that can turn only willing small or tiny creatures into medium sized ones. So possibly there could be a boss goblin using it to make all of the goblins into larger ones that could possibly share the stats of bugbears perhaps... Any way that could backfire if the players get a hold of it?
Unless one of them is a halfling or the like, no. Remember that the advantages of going from small to medium aren't that big as before (Unless you are using a spell for it). They probably won't abuse it much.
The Enlarge/Reduce spell also does that, but its effects are somewhat different:
>Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.
Supposing the players have a Str-based Halfling or Gnome character, grappling would suddenly become hilarious for them. GWF or Elemental Adept also interact strangely with the added 1d4 damage.
But the biggest thing I'd worry about is if you have a Druid or caster with a familiar, supposing, as you proposed, that the spell effect allows Tiny creatures to skip right to Medium.
Tactical espionage action, with an rival Rogue trying to upstage him on his own turf.
At one point, one character or the other must be faced with the decision to either uphold the honor among thieves and help their (possibly) much-hated adversary escape an otherwise inescapable situation, or else leave their captured counterpart to the hands of the law.
Is a solo non-caster BBEG even viable against a party of 4? I want them to have a fight that has finality to it and show how powerful the villain is but also don't want the him to be steamrolled by stuns and shit.
Go with the boss phases design. Double his HP into two separate health pools. While he's using his first health pool he has one turn in the initiative.
Whenever that health pool gets depleted, he moves on to the second one and all status effects on him end. In this phase give him a second turn in the initiative between the other party members.
You can also have his tactics, power, and even appearance change between pools. Or they could stay the same. Sky's the limit.
You could give it resistances or immunities to some status effects. For instance, the Bugbear Chief has the following ability:
>Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Don't forget to give it Legendary Actions to further fuck up your players.
i will say that the main issue is that either
a) the villain hits with the strength of 4 PCs, to balance out the 4v1 aspect of the boss fight, which makes him probably capable of felling PCs in one or two hits, which maybe it would be balanced in that the party could defeat him before he kills all of them, but hes too powerful to be fun
or 2) in order to prevent one he just doesn't hit very hard, making it more a chore to work through his massive HP pool than a real challenge for the players
most video games solve this by giving the boss (if human sized) multiple modes he switches between, some kind of trap or cannon or something which he either activates periodically or he jumps to the edge of the arena to fight pcs with, or they give him lots of minions he spawns to add more hp and damage to the arena, without his damage being so massive that he can just kill a PC a turn.
maybe let the bbeg have a means of splitting up the party, ie have him fight them in a maze in which he can segment off members of the party, or stun them, or something such that hes fighting not 4v1 at all times, but a rotating cast of 2 or 3 v 1, which lets individual characters have to make decisions versus the boss (ie one character cant just be the healer, the paladin might have to pick up the slack, making the ranger the tank, or while the wizard is off stuck in a segment of the maze fighting slimes, the paladin might have to pick up the pace smiting)
to add to that, you can let the bbeg have some means of healing himself, such that in making the party trade roles, they have to come up with ways to deal damage even with their rogue stunned or their wizard fallen through a trap door.
your shifting maze could even just be the bbeg is on a cliff over a pool of water 20 feet below that is deep enough that the pcs dont take falling damage when he shoves them into it, but its tall enough that they cant easily climb it and walking back takes time. or a huge shield
Damage mitigation that isn't just more HP / AC
>Resistance / Immunity
Alter the battlefield
>Hole(s) opening up in the ground
>Stone Wall / Pillar creation or equivalently fluffed battlefield control
Add more creatures
>Abilities that turn players against each other
>Legendary action that switches place with a PC
>Summoning mooks mid-fight
>If (s)he gets low, summons a monster to continue fighting PCs while he gets away.
Roll up a bard, level whatever
Pick appropriate spells
Give him the ability to call up undead at will or something as a legendary action, or cause killed undead to revive in his lair
Yea there's a ratfolk race (1 of 2 on the front page, they love rat people for some reason) that is strictly better than the halfling race (and steals some of its features). It's trash.
I adore sharpshooter combined with the archery fighting style, even from a flavor standpoint. "I'm not that strong or well-known yet, but I am already near the pinnacle of archery ability."
You could also potentially go Martial Adept, since it nets you an extra superiority die in the long-run and lets you do trick shots earlier.
Doesn't the DMG use the example of replacing halflings with anthropomorphic rats as an example of reskinning a race..?
The alternate crafting rules are interesting, and significantly more fun to work with than "you make 5gp progress per day crafting the item you're working on." I'll have to run these by my DM and see what he thinks of using these for economy building
From what I understand your background could be something your character did before he started adventuring.
Maybe your monk was a murdering, thieving pirate that wanted to repent so he joined some monastery to find inner peace or some shit.
All I really wanted pirate for was to commit minor crimes and not get caught. Normal sailor still gives me perception and free boat rides for the party. it fits his strict alignment restrictions too.
How well do absolute hordes of tiny bastards hold up their CR?
On a related note, what are some fun ways an entire full sized golbin/kobold/whatever lair may adapt to or plot around an adventuring party?
-I'm referring to shit like getting 20 of them roasted in a fireball then returning with barrels of blasting powder strapped to the 12 unluckiest/dumbest goblins who then charge the players
The party in question is 8th level so no cloudkill to worry about yet, are there other really brutal mass killing/infinite murder machine spells that I should take into consideration?
I've heard good things about the module in the starter set. But, is the starter set worth getting if you have the actual books (PHB, DMG, MM)?
I like to have hard copy stuff...but I'm wondering if there is any other justification for buying the starter set.
You know sadly I've met plenty of GMs who would allow that
GMs who are new/easy to push around and will allow anything if you guilt them/play the "I'm more 'Experienced'" card
GMs who do that shit themselves
GMs who have real heavy misconceptions of what's powerful, what's not powerful, and what's permissible (For example one such GM hated AC builds of all things because they're hard to hit and has at least once stated that he feels that fighters are broken in 3.x for reasons my mind must have erased out of fear as I honestly can't recall them)
A brief query, /5eg/ - I'm trying to build a sonic mage, and I'm quickly finding a pathetic dearth of actual spells that inflict Thunder damage in 5e. The Paladin has Thundering Smite and Destructive Wave, but those are exclusive to the aforementioned class; for the rest of everyone it looks like you're stuck with Thunderwave, Chromatic Orb, and Shatter in the PH, Thunderclap (a cantrip version of Thunderwave) in the Elemental Companion, and Booming Blade (which requires a melee attack) in the SCAG.
This is making it remarkably hard to make the sonic-magic bard I was hoping to build. Am I legitimately missing some grand list of thunder spells, or are they really that rare? I suppose it makes some sense that Thunder damage is rare, what with how uncommon *resistance* to Thunder damage is in this game, but you'd think it would show up in more than half a dozen spells!
I functionally do not allow multiclassing in the games I run. If you want to multi-class there has to be an in game, at that time, reason for you to add a new class. There has to be an RP reason that relates to what is happening in game at the time.
The campaign is currently set in some elf wood and you have been adventuring there for awhile and are buddies with the elf ranger guys? We can talk about your picking up Ranger.
You got killed and are searching for a way to not be dead...the idea of selling your soul to an outer being and picking up Warlock comes to mind? We can talk.
But just doing it for the theory crafting of it? No.
Ask your DM if you can swap out damage types on some of your spells. Scorching ray can be sonic rays, fireball is a much bigger shatter, cone of cold is a much bigger thunderwave, and so on.
Underdeveloped 5e hooks anyone? Let's get some ideas going and flesh stuff out.
>fighting cultists when one of them hits PC with a slow acting poison. Party goes to local alchemist for help, but he's secretly a high-ranking member of the same cult. His prescribed antidote isn't an antidote at all.
>PC's uncle dies, inherits his small keep. The keep is haunted, animated skeletons everywhere
>Demonic lord cucked by antipaladin, seeks party's help for revenge
A thunder damage cantrip with 120 ft. range should do 1d8 damage, to balance the fact that it's harder to resist. Fire is often the best in raw damage, but only because it's easily resistible. Don't cheat! Play the game the way it was designed!
I like the way you think, anon - though I've been trying to focus on RAW approaches. I'm beginning to think my Bass Bard may have to emphasize the "Glowsticks and lasers" aspects of music too, and thus will also have some radiant and pretty spells like Dancing Lights, Hypnotic Pattern, and the more intense of the Image series.
>>PC's uncle dies, inherits his small keep. The keep is haunted, animated skeletons everywhere
Go full Castlevania. There's a necromancer in the basement, there's a ballroom filled with dancing ghosts, and the top of the main tower has a crazed doctor in it who has brought a flesh golem to life.
>The alternate crafting rules are interesting, and significantly more fun to work with than "you make 5gp progress per day crafting the item you're working on." I'll have to run these by my DM and see what he thinks of using these for economy building
so like i said, 1% is good
No, because unarmed attacks aren't "light" weapon attacks. If you had the two weapon fighter feat, I actually would okay it. That said, it would be totally garbage as an option for fighting. 1+str/1 as normal unless you have the two weapon fighting style.
Nice Dark Souls pic.
Which reminds me, has anyone here either made or wanted to make a Dark souls themed campaign? I think if done right it could be awesome but I'm also a huge souls fan so my opinion is probably very biased.
Well the funny thing about it is most likely the party members have probably only slightly improved their AC since early lvl. (The highest possible ac without magic items is 21 and the average tank starts with 18 or 19 ac.) In theory then any low CR enemy with pack tactics or lots of traps could take out a party with sheer swarm and death by 1000 cuts type of battle tactics. Of course this would basically have to be the party VS an entire kobold civilization with to truly be a challenge for an 8th lvl party. Sounds like it could be fun though.
I visit /V/ on occasion but I generally stick to /tg/ for DnD discussion.
Ok then. I just got on shortly ago and this is the first thread I hopped into. I figured it might be discussed some but I personally don't see it discussed outside of /v/ that often.
sorry i wasn't trying to be snippy about saying it comes up a lot.
you're amongst brothers here, just start a thread about it. the ones i've seen lately haven't been /dark souls d20 general/ or whatever as far as i can remember.
Here's a homebrew doc that
I started ages ago but never finished.Use it as you will.
Hey /5eg/, I'm running a one-on-one game
for my girlfriendand I allowed her to suggest an NPC ally she might want to have me run for her while she grows more accustomed to the game. What we sort of came to hinges on the opening quest hook, where the player character's home town is cursed by a powerful witch to take the shape of beasts of the wood, and she is trying to track down this witch to have her undo the curse (she was uneffected because of the mcguffin powers of her town's weakened patron nature spirit.)
So the working plan thus far is to have her NPC assistant to be a wolf that was once a member of the town's holy guard, with the ultimate goal of having him relearn how to fight with a longsword clenched in his maw (ala DaS Sif) so he can retain some sense of his humanity.
The player's character is starting at level three (ranger) and I wanted to make sure I can have this wolf-guy keep up with her and support her, but I wasn't quite sure about how I wanted to go about it other than just considering a wolf to have weapon proficiency with a longsword and be considered to be "two-handing" it while it holds it in it's jaw. Should I just have this wolf creature progress in HD, or should I actually have it progress in PC levels (paladin, most likely)? Should I do something inbetween and give it a handful of powers off the paladin class list (detect good and evil, fighting style, etc)?
Here you go (not completely greyscale, but it doesn't have the background). It looks like it has more stuff added to it compared to the other one, as well.
Hello, /tg/, first time posting here and a newbie DM that only ran Lost Mines of Phandelver!
One of my players wants to play a blind sorcerer. I dont't want to shut him down as I found the idea interesting, but I'm having trouble balancing it to make the idea possible. I'm thinking about giving him blindsight 15ft because of his "heightened senses", an starting feat as if he chose Variant Human and having him spend X sorcery points to expand his blindsight to 30ft for Xd4 hours.
Do you guys have any ideas on how to make this character viable?
A buddy of mine wants to play a Strength-based monk in my next game and I want to accommodate him. My initial idea is to change most of the monk's Wisdom-based stuff (Unarmored Defense, class feature saves) so it draws from Constitution instead, and while that means higher HP, he'll still have lower AC from his lower Dexterity. Thinking of giving a small AC bonus that increases as he gains levels, like 3.5/PF monks had.
You can't target a foe with a spell if you are blind. It doesn't make a whole lot of sense.
I might suggest giving him clouded, poor vision (so that he can't make spot checks or target things outside a certain range and takes a passive penalty to perception,) but making him blind, and then give him abilities that have to do with perception defeats the whole purpose.
Maybe give him clouded vision (elder scrolls style) then some other kind of fun feat that doesn't have to do with perception.
This doesn't sound so much like a sorcerer thing so much as something I could see happening to a warlock anyways.
If he lets his Dex go to shit because "much str-based fighter," that lower AC is on him. None of the monk's features rely solely on Dex anyway, it's just a class-enabled stat substitution.
If you're trying to say he wants to be a big, dumb facebeater that punches, I'd throw barbarian and monk into a blender and see what comes out.
Can you only move your hex the turn right after you kill something? DM claims this is the intended rule, but that seems very silly to me considering the possible duration of the spell. You'd lose it after the first battle you fought.
I agree with this anon.
Monk is barely dex based. If you really want to let him use con+dex for his AC a la barbarian but otherwise don't just give him constitution based DC for his checks that's going to turn very unbalanced.
Your DM can't read. Concentration can last as long as you want, but in most cases it's assumed that players stop concentrating when, say, a combat is over. The wording of the spell says "any time after a target drops to 0 hit points," meaning that no, ending after one target dies is not the intended use at all.
What kind of character(race, class, background combination) would be good to play with a group of new people?
I was planning to make a generic hero who's a tough guy, but now I realize that I want to play an "ice breaker" character. So, other new players have fun playing with me as their party member.
Devotion Paladin's don't seem to have a real theme. They're not especially tanky, but they have some defensive abilities. They're not especially striker-y, but they have some offensive abilities.
What would you say is the theme or specialty of the devotion paladin?
Then play something that doesn't hog the spotlight but still sounds fun to play. For example, I started with a land druid support caster who used shillelagh for damage and had a solid good guy personality. Some of the other characters liked me, some didn't, but I only ever solidly butted heads with other players when I foresaw their actions leading in a self-destructive direction.
So far, it's been fun, and the group is pretty comfortable with me. As this happens, don't be afraid to make some parts of your character stand out more.
Paladin playing the old cop taking on rookies and teaching them the ropes. Planning on retiring after one last adventure.
Or think something like what Ice Cube was in 21 jump street.
He doesn't think it ends after one target dies, he thinks it ends after you finish the encounter and have no enemies left to hex. I'm pretty sure it ought to be able to be carried between encounters, but he disagrees.
A magical cutlass(the corsair weapon of choice) with a mundane but cool property, some examples ideas:
- If pointed to the north, the blade glows in a red tone (which is visible even in daylight).
-The cutlass and it's scabbard are completely hydrophobic, as in any liquid that touches them slides right of and can never be wet( you could extend this to the user, but I could see smart players abusing it).
- Let's you speak with parrots, seagulls and other sea birds. To the wielder It feels like talking in common, however to everyone else you seem to be making weird bird sounds and screeches.
- It allows the wielder to attack without the underwater fighting penalties(this only works if the wielder is not an aquatic creature)
Personally I will be keeping the bird talk one for my game, I hope you have fun!
If you had enough bags of holdings and portable holes you could rig them all together to make a black hole that would consume the world. Alternatively if a necromancer found the wand of orcus and a tome of creating flesh golems the world would definitely get alot more spooky.
Inform your DM that alignment restrictions no longer exist for classes in 5e. Hell, alignment is hardly a thing even. Nothing interact with it mechanically beyond roleplaying according to it so your DM might grant you inspiration.
I would say you would have a larger jug temporarily which would mean more mayonnaise for the party, but it could also make it to where your alchemist jug makes an enlarge potion once a day if you will it to.
On a side note I just want to say the alchemist jug is my favorite noncombat magic item.
Variant human life cleric would work grand.
put your +1's in wis and str, make your stat array 15 str, 9 dex, 14 con, int and cha get 12 and 9 (dealers choice), and 16 wis. Take a feat that will boost your str like heavy armor master or tavern brawler. You could switch str and wis and take a feat that boosts wis but there are not many feats that boost wisdom that you as a cleric would need (observant is the only feat I can think of that you could use, which would be helpful with your high wis.)
Maybe in his shitty fiction.
Pirates may have been of all sorts of people, but had actual codes that they followed to the letter.
Make a case with your DM, and if he says no fuck him and get better DM.
Depends on what kind of "gish" you're looking for. If you want to use magic to make you hit people better, then Cleric is an amazing class for that, though it doesn't really have the same feel as a gish (which is generally used to refer to arcane warrior-mages).
War cleric is great for meelee combat and alot of their spells work well with them fightin in melee. They make good gish fighters. Their only real weakness is a smaller HP pool but you have heals so in theory you should be good if you prepare your spells appropriately.
War Cleric will be fine.
The perfect balance between Caster and Martial doesn't really exist in 5e. Eldritch Knight gives you limited spell progression, Bladesinger is fragile despite its singy-song sword dancing, Bladelock is... Bladelock. Paladins are close, if you're interested in doing assloads of single-target damage, but they aren't so much casters as they are swordsmen with a few spells that make them better and swording.
For a combat generalist, War Cleric might be one of the better all-rounders: Martial Weapon and Heavy Armor proficiency, bonus action weapon attacks, one of the few ways to get a hefty bonus to attack rolls (and give it to allies, even). Throw in a pseudo-smite and you're doing pretty good.
The capstone is eh, though.
Taking the Str feet is not required, just what I personally would do. magic initiate to grab a druid spell and cantrips will work well too.
Also a dumped cha is fine if you don'y plan to be a party face. Very few spells and monsters use Cha saves and you have proficiency in the save anyways so you are covered.
has anyone used Plot Points in a game?
it's DMG pg 269
My homebrew sandbox campaign currently does, mostly to give the players a more concrete way of controlling the world/plot. I've had no complaints so far and we've been playing for several months.
Is Roll20 a good place to find decent games?
There is absolutely no way I can get a game going where I come from, and thus have never played D&D or anything tabletop for that matter. But for the past few months I've been going through the books and daydreaming about all sorts of great shit I could be doing.
It's basically my last beacon of hope, but I've heard mixed things about online games which left me skeptical on the matter.
Putting the finishing touches on this variant Human race before I upload to the DM store, any suggestions?
The ban will hitting you soon.
though tbph I applaud the creativity of some of the features. The biggest problems it has is the hook nose and sheckle features, which are too racist to overlook.
>The perfect balance between Caster and Martial doesn't really exist in 5e.
you mean doesn't exist right? There are like 20 different gishes you can make in 5e, what more could you possibly want now with the addition of the scag cantrips?
not trying to be persnickety
>I applaud the creativity of some of the features
>it's also fucking lazy
I wonder which of you is correct...
So are wizards still considered vanican casters? Whats the name for prepared spells, but free slots casting?
And whats the name for how clerics cast spells (memorize from the whole list every day, but you can change up spells prepared every day from the whole cleric list)?
That's your takeaway from that post?
Anon asked if War Cleric was a viable base for a Gish. I was telling him not to worry so much about where to split the hair that he doesn't have fun, but also that it would serve him fine.
The reason there are, as you say, 20 different Gishes in 5e is because nobody can agree where the balance point is. Just play your game and have a good time.
I'm just saying if you renamed it and took out the racism it would be an interesting variant.
Like, rename it the "tragic survivor" variant human race. his variant of humans were looked down upon as abominations because of some form of defect they have that makes them look different from normal humans and were persecuted in a similar way tieflings are probably persecuted. The have resistance to fire and poison damage because people would constantly try to kill them covertly by burning their houses or poisoning their food. The deception proficiency would be because their variant got so use to lying their way around humans to survive.
I should of explained this thought process in the first place though instead of just posting my short original comment. I realize it was a bit misleading. My apologies.
>Whats the name for prepared spells, but free slots casting?
>And whats the name for how clerics cast spells (memorize from the whole list every day, but you can change up spells prepared every day from the whole cleric list)?
I don't think we're playing the same game, boss.
no im just curious what in your min would make the perfect gish
all of them would require some give and take between wizard and fighter, or whatever two pure martial versus pure caster classes. i just don't get what isn't covered at this point.
>>Whats the name for prepared spells, but free slots casting?
i meant wizards prepare spells every day, but can cast them from any slot, unlike in past editions where they had to memorize a spell for each slot they could cast specifically
>>And whats the name for how clerics cast spells (memorize from the whole list every day, but you can change up spells prepared every day from the whole cleric list)?
clerics get to prepare spells from the whole cleric spell list every day, and don't have a spell book like wizards, meaning they can prepare any cleric spell any day.
>I don't think we're playing the same game, boss.
we probably are
They're both just Prepared Spellcasting. There's no mechanical difference between the two, save for what they get access to: Clerics get a single list and a shorter list of "always-on" spells, and Wizards get to build their own list by adding 2 spells to their book each level.
They don't have different names. They're both just "Spellcasting" in the PHB.
You mean the intent of the original poster or my intent? I know the original poster is just a /pol/ tier guy but just because something is made with one intent doesn't mean it cant be used for another. A lot of useful things come from re-purposing something to something new and better.
I know. I've noticed a lot of /b/ and /pol/ here in /tg/ recently so I figured instead of just shouting bans and insults I would improve on your idea and make it something that could actually work.
Monk Weapons are described under the Monk's features. Monk Weapons include all simple melee weapons, and also shortswords.
So, in effect, the full list of simple melee weapons and a single martial melee weapon.
Ah, yes. I found it.
Another question though.
What about versatile weapons? Do you still gain the proficiency bonus when wielding a quarterstaff with two hands? And can you still make your unarmed strike as a bonus action afterwards?
right ok... i'm pretty much sure you are trolling me because i find it hard to believe someone could be so thin skinned as this.
i'm only responding to you so the original person who helped an Anon out can know that i really meant him no ill will towards that, as you've already clarified you aren't that guy.
i just meant it literally, as in, what further archetype of a magic swordslinger could be put into the rules at this point? like what would be something that you can't accomplish via the rules now that would make a more perfect gish. with no ill intent.
I've got a question /5eg/.
Me and a few friends are looking to start a tabletop game, but none of us have any experience with tabletop. We're planning to do Pathfinder, but I've heard good things about 5th Edition. Which would you recommend for total novices?
Either/or, if your DM isn't a novice.
If your DM is also new, 5e, full stop. Easier to run, easier to manage, easier to teach. You can still try out PF once you're comfortable with the general concepts of TTRPG, but the ruleset is quite a bit heftier.
honestly 5e is a lot easier to learn and is generally a lot more friendly to new players. Plus the magic item economy is quite optional and simple. Though I would not advise it, you could go an entire campaign without magic items and be generally fine.
Alright thanks anons. It should be pretty easy to convert our character sheets then.
How are fighters in 5e? Apparently they aren't too great in Pathfinder, but how does 5e fix the typical problems that usually come up with them? I mean things like the linear fighter, quadratic wizard.
Wizards aren't the gods they used to be and fighters are better than 3.x. This has to do with a lot of things, but perhaps most importantly the concentration mechanic, which prevents wizards from having many powerful spells active at once.
Concentration rules and limited spell slots but the kabosh on most caster supremacy stuff. Casters still get more utility but fighter is unmatched in terms of consistent single-target damage.
Casters got toned down a bit, martials no longer rely entirely on magic items to keep up at higher levels.
Fighters are some of the best damage dealers in the game, and aren't invalidated by a gorrilion save or dies.
The power difference between martials and casters is less pronounced in 5e than it has been. It's still there, though.
The most frequent complaint I hear about Fighters in 5e is that they are only good at Fighting. I generally have to stare at the wall for a bit after I hear someone say this.
Alright, that sounds pretty fair.
Thanks anons! Gotta go convince the DM. He'll probably appreciate something a bit simpler like this.
>I generally have to stare at the wall for a bit after I hear someone say this
This wouldn't be a problem if Fighters were the only ones good at fighting.
But Paladins and Barbarians and Bards and Clerics and Moon Druids are also good at fighting. And those classes get to be good at other things at the same time.
Fighters are better than all of those and they don't have so much fluff or bullshit. You just fucking go around cracking skulls, action surging, then cracking more skulls. Great class or greatest class?
Guys I'm making some gods for my hombrew setting, and one of those is a non-evil female orc deity, she is goddess of the caves, fertility, survival, wisdom, and well orcs, she grants the domains of Life and Nature. Now the problem is that I don't know what alignment to make her without feeling I'm hamfisting the "special good-orc snowflake" thing. any suggestions?
Need a Dwelf race (Half Elf, half Dwarf) due to reasons for my table so I threw this together. Its too much isnt it?
It is? I thought it was. Damn.
It's a good start but I feel it should be tweaked to be a bit more balanced.
First, remove the stout legs feature and the cantrip feature from the subraces. Then, replace them with keen eyes for the lean and the artisan tool proficiency for the stout. Finally, just go ahead and give them all three languages. Having common, elven, and dwarven as your starting languages is not really game breaking. A half-elf can do it no problem.
no problem. Glad to be of assistance.
Aslo before the thread is archived I'm gonna post some art.
Working out a concept for a Pied Piper style Bard who trains animals in lieu of any other Summoner/pet class in the game..any suggestions? Alternatively I could go druid and play the long game banking on awakening a few animals to become companions later on.
like this but less evil i would imagine.