>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's the most heroic shit you've seen pulled off in 5e so far?
heres whats on the cleric list thats necromancy that doesn't seem evil:
>inflict wounds (is this evil?)
>feign death (this sucks tho)
>speak with dead
thats it for level 5 and under, so you'll probably have to grab some other class spells
>What's the most heroic shit you've seen pulled off in 5e so far?
Peaceful cleric let a big bad thing get in his face ready to murder the party. Inflict Wounds. Drops it no problem. Saved the day because everyone else would have been easily crushed with how hurt we all were.
Variant Human Fighter, take Crossbow Expert max your Dex, take a crossbow and shield, go Battle Master at 3rd level. At fourth level grab Sharpshooter.
There, your build is complete and now you will viciously rape anything from range while still having good AC and HP. Later invest in feats that give Advantage to Wisdom and MAYBE Dexterity saves.
Two weapon fighting into Dual wield is fun for sick nasty damage (read: cool fight descriptions). Though dual wield is only really useful if you want +1 AC and your DM is serious about the drawing/stowing weapons rules. Else that level is better spent improving your scores or taking a different feat.
The specific build involving a shield and hand crossbow has been shot down, because you still need a free hand to use weapons with the Ammunition quality.
Still works sans shield, though.
Battle Master or Champion X+\Swashbuckler 3 would be decent, maybe even pick up Warlock Blade Pact with the Light patron so you can Green-Flame Blade your rapier for even more damage.
Meh, so you get a flying shield or bother a Cleric for the buff. You shouldn't need to get close anyway unless its tight quarters in a dungeon.. and even then, a Druid, Paladin, etc probably wants to go in front of you anyway.
Forgot that Dual wield also allows you to use weapons without the light tag for two weapon fighting. That would be way better if there were more finesse weapons but there you go. Really only affects the rapier and whip.
Yes yes, please continue to be butthurt that the only good thing about Warlocks is dipping. Please continue to be mad about decent damage modifiers when the Paladin and etc. are doing insane burst.
Please continue to think damage is the best way to solve your problems when the Wizard and Druid are still lumbering around strong and proud.
If it only specifies an attack and not "on your turn" and so on, it works. So for instance, sneak attack works, but cleric Divine Strikes pretty much don't across the board. Colossus Slayer works, but Horder Breaker cannot.
Fighter/Rogue is solid if you only go 3 levels into Fighter, yeah, but no more.
Also consider Warlock if you want to add some boost to your damage. Otherwise, enjoy shaking people mundanely.
All right, I wasn't paying attention and posted this in the last thread right before it fell off.
I have a pile of DMsG cash from sales, but am too lazy to transfer it to my Paypal. Suggest things for me to buy, read, and review.
fighter 1: archery fighting style, martial weapons, maybe medium armor
fighter 2: action surge
fighter 3: battlemaster maneuvers, or if you like throwing dice go champion
fighter 4: ASI is great
fighter 5: extra attack
fighter 6: ASI is awesome
fighter 7: if you went battlemaster, this ability is cool. if you went champion, meh
fighter 8: you know you want an ASI
its so hard to pick where to cut off multiclassing
Pierced through a dragon with my Spear wielding monk leaving a gaping hole in its stomach ala Piccolo.
Said monk did that after having only 1 Hp left (this is wy i love le standupman death monks) and having Bears Strenght cast on him.
(we rolled stats and i got 4 15s, one 14 and one 11)
>I have a pile of DMsG cash from sales, but am too lazy to transfer it to my Paypal. Suggest things for me to buy, read, and review.
>Fighter/Rogue is solid if you only go 3 levels into Fighter, yeah, but no more.
I wanted to go more fighter than rogue. Think criminal bruiser. Bad idea to only take one or two levels in rogue? Currently sitting at 4 levels in Fighter and really looking forward to the later stuff but I wouldn't mind delaying the 6th fighter level to get Expertise, Thieves' Cant, and Sneak Attack.
A guy in my group wants to play a Warlock in the Out of the Abyss adventure and he wants to make it into a follower of Lovecraft horror Azathoth thats all about destruction. I've made it clear that i banned evil alignment as they are still beginners to D&D and i want to talk him out of it because he thinks its a complex characters and i think it could be hard for him to cooperate with other characters. Any idea how to do so? One idea i had was to warn ahead that the followers of his deity usually meet with grisly deaths early
That's a worthwhile investment, if you go full archetype I'd .. honestly consider Arcane Trickster. Assassin seems like an obvious choice, especially for a Battle Master or Champion build (half-orc rules for this), but personally I don't like trying to factor in Assassinate.
definitely hit fighter 5
after that it wouldn't be horrible to take two levels in rogue. cunning action is awesome, sneak attack never hurt anybody, and expertise is great.
if you go fighter 5 rogue 2, by 8 you can go back to fighter 6 and be back on curve for ASIs.
Are you ranged or melee-focused, and what is your stat distribution?
If you're melee and have good Cha, you will likely find Swashbuckler hilarious. Go ahead and put off that ASI if you don't have any pressing need for ability score bumps or feats.
If you're ranged, I can't, in clear conscience, not recommend Battle Master Fighter 11 / Assassin Rogue 3 / Ambuscade Ranger 2 / Whatever the Fuck X with Sharpshooter, Crossbow Expert and both ranged Fighting Styles, despite the fact that your DM will look for any excuse not to give you that surprise round.
Fighter 5/Rogue 1 lets you take BM and Extra Attack so you can Trip to set up advantage for a Sneak Attack. You've even got an action surge if you somehow miss. And one more opportunity if you want to take the Two Weapon Fighting route.
Explain to him straight up that madness is a thing and is in no way advantageous AND that his character would be more suceptible. And that there are some very strict societies that will easily murder the shit out of him in the setting.
I don't think Azathoth is all about destruction is he?
I'm pretty sure he just sits around outside of the universe half-awake listening to his personal band of drum and pipe players.
And unless your player is Nyarlathotep, Azathoth wouldn't even know he existed.
Understand that Lovecraftian eldritch horrors don't really fall onto the traditional alignment axis as we understand it, just like we'd be fucking incomprehensible to bacteria. They wreck shit simply because their existence is incompatible with our own, not because of some evil desire to cause destruction.
Also, make sure your player understands this as well, and plays appropriately.
Until high tier your AC won't be anything special unless you're starting at level 20 somehow, and by 20 I'd expect you to have magic armor that would negate the difference. Take mobile if you really need movement speed, one ASI is less of an opportunity cost than a 3 level dip. You won't have teleport as that's a level 6 ability.
Ah, i had almost forgotten madness was a big part of OoTA, that sounds like a great idea and it fits with Lovecraft themes as well. I think i'll hint to him about it as well as the NPCs the players escape with will probably be spooked by his stuff as well, reducing loyalty
Im pretty bad on lovecraft stuff myself, but he made it up that it was alot about destruction and to me, that didn't sound like a good team member in a party that needs to survive Underdark
Half-orc is also great if you go Assassin and Champion as your archetype. Not as fun as Battle Master, but now you have a decent crit-chance and a boost to it, layered on top of Assassinate's auto-crit.
DM lets us start of with a 16/16/10/10/10/10 as "standard array" which is a straight 16 AC at lvl1 and this is a lvl 10 Adventure so even with 6lvls in Shadow monk I still manage to get an ASI.
Monk just seems really weak for an archer to dip into. Shadow Step only gives advantage on the next melee attack, doesn't work for ranged attacks. Any decent magical armor will give you near equal AC to unarmored defense. Your uses of Ki will be really limited to the point where you'd be better served multiclassing into rogue for cunning action and sneak attack for higher DPR. In fact, I'd suggest just multiclassing rogue if you need to multiclass at all.
That sounds like alot of fun. My players have been having it abit easy with the Phandalin adventure now that they have learnt more about the game and such. They could use some dangerous situations like that
Not seeing a specific Rogue archetype that's necessarily a must-pick for you here. Perhaps Assassin if you can reliably get surprise rounds, or else Swashbuckler (though you'd lose out somewhat from only having a +1 to Cha). Certainly, you'd definitely want to go no further than 7-8 levels in, perhaps as few as 2 or 3 if you aren't keen on Evasion and Uncanny Dodge.
Rolling up a Bard for a game on Sunday. Starting level 5, going to be Lore. What are some good spells to grab with Magical Secrets next level? Most likely grabbing Aura of Vitality, because dem heals.
Well, my Swashbuckler ended up going full Jackie Chan, having a running sword battle with about a horde of mooks and their leader, all of whom were after a baby he was carrying. Fight went through four levels of a castle, with me alternating between stabbing people, swinging off chandeliers, and parkouring over everything, all while trying not to drop the baby (who the DM claimed was having a grand old time).
I love 5e Rogues.
Uncanny Dodge is half-assed by having Parry anyway, though if I'd planned it out I would have taken something else and worked toward that. As it stands, two levels in rogue would let me cruise around the battlefield which is really useful.
What are some cool adventures for level 1 PCs? l'm planning to create my own but for now l need a kickstart.
So this is more of a general problem, but I have a group of six players and I'm struggling to keep things moving.
We're all friends so I don't mind a bit of chit-chat, but a lot of sessions have people playing on their phones, talking about computer games, or otherwise just not paying attention.
Then at the end, even though I planned quite a few combat encounters, there's usually some comment or complaint about a lack of fights and experience points.
Any idea how to keep players engaged and moving forward? They're not That Guys or bad players, and I don't want to seem stuck-up by banning friendly chatter, but it does seem detrimental to the fun and makes the game move at a sluggish, less enjoyable pace.
This is in someone's home, with friends, so it's not an LGS where I can kick people out or find a new group.
How do you guys deal with clerics who want to meet their patron deity? We have a Dwarf in our party who is trying to summon Moradin because he wants an autograph.
I can't help you if you're in a setting that is literally a chessboard for the gods.
Otherwise, give him an angel to talk to instead.
My cleric is getting mad at me about this too, since I'm approaching gods a little differently and he wants a more classic cleric.
If you can, try and give about an hour before, after, or midway through the session where people can discuss out of character stuff and then crackdown on it during play by telling them either "You had/will have time for that later.".
I want to make a character who's all about knowing basically everything. As many languages or possible (or can cast comprehend languages). Very high insight, perception, investigation checks. Basically if the DM allows you to roll to know it, I want to probably know it.
I was thinking of
>highest stat in Int followed by Wis
>Sage background plus class give me proficiency in Arcana, History, Insight, and Investigation
>Feat: Skilled (Perception, Religion, Survival)
Thoughts? For spells, I'd take any divination-related ones that don't outright suck, and fill in the rest of the spaces with the occasional blast spell but mostly utility spells (stuff like grease looks fun).
Then my character would be the type to have a 10-foot pole, caltrops, ball bearings, string with bells on it, bag of ground up glass and chili peppers to have a mage hand toss in someone's eyes while you're safe behind a crate before starting combat, and so on.
Is this remotely viable? If not, is there any way to do this concept that would be?
Well people naturally have a chat before the session, grab some food, etc. But then it seeps into the actual game: "Oh, speaking of [game], have you played [another game]?"
These are actual people and not robots so I sometimes try joining in a little, but at any given time two or more people will be having an off-topic conversation then say, "What? What did he say about the temple? I wasn't listening."
Some of them use their phones for apps that do seem to speed up the game. I don't know how they work, but I'll give the programmers (and users) the benefit of the doubt.
In my games, and the game my friend is now running that I'm in, doing things that are outright distracting to you like playing on your phones is discouraged unless it's an emergency, occasional brief chit-chat or jokes (as long as they aren't really annoying or ruining the mood of the scene) are fine, and genuine off-topic direction happens for about 20 minutes before the game, after the game until everyone has decided to leave, and occasionally during the game but not often and seldom for more than four or five minutes at a time.
This way there's the social experience of hanging out with your friends, the game doesn't feel like you're suddenly no longer just hanging out with your buddies, but also is the core activity, etc.
But yeah, the main thing would be discourage them from playing on their phones and try to keep off-topic convos during the game to a minimum.
I'm pretty sure gods can't be summoned onto the material plane but even if they could they wouldn't drop what they're doing for anything that wasn't earth shatteringly important. Even angels wouldn't be summoned without good reason.
The only way to meet him would be to go to Dwarfhome in Mount Celestia, and even then it would be extremely difficult to have an audience with him.
I mentioned it earlier to a bard player that familiars can assist, but it's worth another mention. They can also deliver touch spells and let you see and hear through them from 100 ft away. I think they're great for utility.
It occurs to me now, how horribly unviable would a low-level build (probably for a one-shot) that revolved around Mage Armoring up your familiar before sending it out into battle to poke enemies with touch spells, like Shocking Grasp, be?
One of the Chainlock familiars with invisibility, so you can reliably remain in contact past 100 feet.
You'd be better off with an owl for delivering touch attacks as long as someone keeps the ranged enemies under control. They can move in, deliver the spell, and move out with Flyby which prevents an AoO. Don't really have a lot of slots to use early so some built in functionality is probably the best route.
In the starter adventure me and my group rolled characters because fuck pregens. I rolled a High Elf Fighter and was the only one to survive the whole module.
we lured the green dragon back to town to try and ambush it with help from the locals. It catches wind, starts killing people left and right. Warlock is dropped in one breath, the paladin is unconcious and the cleric is near death. My Elf Fighter though is barely standing toe to toe with said dragon, nicking it her and there. After a while, dragon stops to try and sell me on the idea that my character should join it in slowly taking over the region. My character "NOPES" and swing his maul one last time, smashing in it's skull. Quickly stabilize the cleric and paladin, but the towns main healer died so warlock is permadead. After pulling a tooth free, I give the body to the locals to do with as they see fit.
All that and we still needed to explore the caves!
Then go nuts. You can change the form of your familiar by casting the spell again while it's around, so you could use the owl at first and then switch to a rat later once you have more spell slots. If you're worried about it, of course.
Yes, but only on weekends when i'm working and bored.
I've had better groups desu though. Way too bloated cast (ha) and I'm not sure I like Mercer's DMing style. Plus for the most part its still just the usual 'nerds at the table making nerd jokes for 4 hours' only with better voice range.
We needed to help the town first. We did sorta lure a dragon into it and got a fair number of people killed. Then we had to try and find some fucking orcs, deal with the cultists, and explore Wave Echo Cave, which took us a couple says to handle due to being swarmed by ghouls, a recurring flame skull, and other shit. Yeah, that cave was a meat grinder on all but my character thankfully.
I put my life on the line once as a sorcerer to ensure a green Dragon would not eat our party fighter. Shit ended fine but he one shot me with his breathe attack. Fun experience but would probably never do that again if I can avoid it
No because I'm happily stuck as a ForeverDM.
The party did run off during an undead attack on a city straight to the source in an attempt to kill some of the higher level enemies and stop the undead thing from happening. They died valiantly for their efforts.
I'm actually here because I'm watching them and it's made me remember that I've had an interest in DnD but never knew anyone who did. Any tips on how to find a group that won't crucify me for being new?
Also tfw at my orientation to my new job a gril mentioned to someone else she plays DnD on fridays, and I spaggheti'd too hard to say something
tfw we work opposite shifts so there's no way to talk to her about it now unless I run into her outside of work and then it'd be weird to bring up now since we haven't talked since our orientation
Find a local game store. They probably have a D&D night or three. They often run official adventures and modules. They generally love new people.
And you're bound to see that girl again. You can mention you remember her talking about D&D, wait for her response (she'll probably ask if you play), then you mention that you don't and ask if she has advice on a group or know of any with an opening.
>You're bound to see that girl again
I have a few times, and each time I've become super nervous for some reason. Probably because I want I really want to bring up DnD but I know it's weird since we haven't talked in like 4 months and the DnD comment was a conversation she had with someone else
Also forgot to add onto my last post, how bad of an idea is it for me to play a Wizard for my first character. I know some of the mechanics that I've picked up from watching the stream, and I know the DM on that stream said that you should avoid magic if you're new
Literally just say, "hey, did you say one time you played D&D? Might have been someone else." That way she can't feel too weird about it because you're not 100% sure if it was her or not, but if she thinks it's cool, hey, you're the guy who cared about her interests.
Alright that's a little awkward but saying you overheard she played isn't terribly strange. Just don't say you were eavesdropping or anything like that. Alternatively, talk to a coworker who would know she plays about how you want to get into it. If they mention her name that gives you another reason for knowing she plays. It is also underhanded and morally grey.
>Any tips on how to find a group that won't crucify me for being new?
First off, it's unlikely that you'll have this problem. In my experience, actually, the opposite is usually: if you express the desire to play TRPGs to somebody who plays them, they might even go out of their way to help you get into the hobby. It's how I got started, how everybody I introduced to the game got started, and I'm sure if you asked on here a lot of people would have similar origin stories.
I don't think it'd be a bad idea to ask that girl about her game. Everybody and their mom has heard of D&D, but it's only a tiny subset of those people who actually know how it's played or have actually played it themselves, so (understandably) a lot of people are curious about it. She'll probably understand.
I would go with a fighter for a first character, personally, but I wouldn't worry too much about it. However, if you're going to be joining a pre-existing group, it would probably be a good idea to ask the group about what roles they need filled if any.
Anyone play the playtest module versions of Isle of Dread? If so, how was it?
It's better to play what you want. Magic is complicated, but you can offset that by reading the PHB and getting some help from your DM and the rest of your group. Contrary to popular belief, thinking isn't all that hard.
Any problem with running suboptimal builds? Or some personality/class contrast? Our group is mostly new so I thought it'd be fun if my warlock's pact weapon was a gauntlet. I have some utility but my character's more about direct confrontation so my spells are more armor and direct damage related.
Is Warlock Pact of the Chain the best class for familiar/animal companions? Any tips on making the most of that concept?
They give you the best familiars for sure. Imps can do the help action shenanigans like an owl and invisible his way out, plus warlock of the chain get that nifty hold monster at will invocation. It may be slightly limited but it's still really good. Plus an imp makes a great spy since it can go in is and turn into a number of tiny creatures to slip into enemy territory.
What exactly makes it more difficult? Like from my understanding you get a certain amount of spells that you can learn (not 100% sure what determines that yet) and then you can prep a different amount to use for the day (which is based off of wizard level) and then you have a set amount of uses of spell levels which can be used to cast any spell that's that level or lower which reset per day. It seems pretty simple, is there something I'm missing?
It can get pretty cumbersome, especially if you're a slow writer or have bad handwriting. The good groups I've been in did it out in the open anyway, and trusted everyone to not metagame and have their character act on knowledge they don't have.
>Last session Damli Winterbark (an avid chef and halfling rogue) half dead from being flattened by a Stone Giant's club and exhausted from a three day ride through the desert, managed to sneak up on the self same Giant mid combat, crawl under it's body, prop himself up on a pile of debris and release a fury wreathed arrow taintward.
>Motherfucker only critted the roll too.
My party's faces when the DM described in excruciating detail the quite exuisite agony of having a steel tipped Q tip crammed into your nether-regions.
Mostly keeping track of your spell effects and the DC checks for them. Some spells do nothing on a passed check, some do half damage, some have repeatable saves, some have no saves. There are concentration checks, areas spells cover, adjusting spells to user level, adjusting spells to spell slot level. Fighters play a much simpler game for the most part.
It's really fun when you can peek in on other people's telepathic communications with your flumph companion.
But yeah generally speaking good players can easily separate in game and out of game knowledge.
Don't lie, OpenOffice is unusable trash that changes your document to new and wacky formatting every time you look at it. And it seems Google Docs agrees with Word on what a document of most types (including odt) should look like, so OpenOffice gets exposed as the faker every time.
less shit-posting here...
What I pulled off in 5e: I was playing a Paladin of Man (Humanity Fuck Yeah). Half a dozen Half-Orcs were raping human women during a new-years festival, so I have the Paladin use Thaumaturgy to amplify his voice, attracting the half-orc's attention, before drawing his Greatsword out, use Thaumaturgy again to create glowing eyes and make the Ground Shake beneath the horde....
With the Booming Voice of a Paragon of Humanity, he lets out an holy hymn of War, before decapitating an half-orc Rapist, and routing the rest.
It's flakeware not software. It can't be relied on even to be bad in the same way every time and the people who use it to work are similarly the most unreliable people you'll ever meet.
Orcs are a cross between muslims and Mongols.
The Half-Orcs claim to be fleeing their fully-orc superiors... But they too hate weakness, and believe the civilized races as 'weak'.
Hey all I need a dungeon for 5th level players. Something not too large that they can finish in two-three sessions. There's 4 players currently, currently a Warlock, a Paladin, a Fighter/Rogue, and a Wizard. Can anyone help me out? Otherwise I'll resort to Donjon... (But their shit will totally wipe my party!)
One idea for a low / mid lvl party I had awhile ago was a necromancers trap dungeon.
Basically the party is hired by a town figurehead to check out an old abandoned mansion after a number of disappearances. The party gets to the mansion and the main room is barren and decrepit with only a few large rooms on the first floor and a large staircase.
However the staircase is an illusion and once someone tries to walk up the stairs they trigger a massive trap door to open in the room that drops the whole party down into a corpse pit And the trap door closes after they fall In.
The corpse pit connects to a large maze of secret passages under the mansion where a fair number of zombies and skeletons lie in wait (a mixture of both the higher and lower CR zombies and skeletons) along with the necromancer (mage) and beholder zombie.
The party can use the secret passages and rooms to their advantage and rest up when needed but it should be a challenging but simple dungeon crawl all and all.
My game is finishing its Lost Mines of Phandelver campaign. They're about to go to the room with the undead wizard (Wraith I think) and find their next adventure hook to go after "Easy money" I'm thinking a vault, but that idea sounds pretty interesting. However we just had a bunch of undead creatures we've dealt with in the last couple of months
Is Rogue 3 (swashbuckler)/Bladelock 17 a completely shit idea? Not looking to minmax, just want to play a mystical spellblade
That's fair. I enjoyed LMoP very much and I agree that would be a lot of undead to deal with. Maybe change it to demon / devil cultists then with low CR demons or devils thrown in with the bunch as allies and CR 4 or 5 demon /devil and a cultist leader (I think they are called cultist fanatics in the MM) as the bosses. Similar structure with the same general vibe.
The 2d6 sneak attack will be outpaced by your eldritch blast, and your eldritch blast and casting will be hindered by your rogue levels. Unfortunately, until an official dusckblade comes out, EK is the better option for spell blades.
Druid's wildshape feature says you can turn into a creature CR 1/4 or lower when you get it. You can also continue concentrating and working with a spell that you cast before shapeshifting. Does that mean I could cast Call Lightning and turn into a hummingbird to become nigh impossible to catch while I smite shit?
>think, alright man just focus on the PC's, F.O.C.U.S. on what the PC's do, and want...
>all I can think about is my npc's
>my players are the DM, I'm the player now
>trying to give them a good challenge
>crazy stupid combats
>oh yeah I'm roleplaying here we go
fuck's sake I hate myself so fucking much
I just wanna be a cool scout bro who wanders around in the woods and someone is like "A baby got lost in the woods" and I kinda throw up my hands and go track it down because I care about others for some reason, and I eventually wander south and join an adventuring party as a guide and get involved in all this cult of the dragon madness but I cant play that character because I don't have the patience to sit down and write a god damned background and wander about which skills and stats he would have and what his flaws and ideals are in his heart and where he was born, I just want to appear out of the woods and be a scout, but 5e just won't let me. I just want to be named Thomas Longfellow or something but everyone in Forgotten Realms/Tolkien has really longwinded names and I hate my party and myself and the hobby and the thread, why can't I just be left alone to wander in a forest, maybe it's called Eld Forest because it's so old and full of mystery, and the gods smile on me and when I am killed saving a woman from orc rape I go to the Happy Hunting Grounds and see my dad again. But no instead I am sitting here wondering about how much charisma I would have. Probably 8 since I like to be left alone.
Yes, although unless by "impossible to hit" you merely mean "flying" you are probably better off choosing a high HP animal instead of something like a hummingbird (closest thing I could think of is a hawk, which has 12 ac and 1 hp).
I was thinking "impossible to hit" as in I would be a 2 inch tall bird sitting in a tree fully obscured by leaves and branches (save for brief moments where I dart out and lightning some fools). You'd have to be goddamn Cross Hair to land a shot like that, or have an AoE to cover the whole tree.
I know what you mean....................
No. I was just venting a bit. It's not copypasta.
The only reason that mercers version of the gunslinger exists is because mercers version of guns exist.
You have to make up your own guns or use one from the DMG. Honestly a battlemaster fighter using a rifle with stolen longbow stats would have more "gun" tricks than a gunslinger, and would deal more damage too.
In this edition size doesn't contribute to AC, so really small things like bats, toads, even a normal spider don't have an AC higher than 13. You will still be easy to hit. Although you can try hiding in dense foliage or something if its around and your DM is likely to give you advantage on the stealth roll.
can you like unpackage that whole thing for me then?
you can appear out of the woods and be a scout. they even just made a scout archetype for fighters in the latest UA, not to mention the ranger is serviceable up to around level 8.
you can name yourself thomas longfellow. and plenty of campaigns involve wandering the wilderness for days on end.
No, I like to roleplay, it's the best part. I dunno, it's just that there are so many rules and stats and backgrounds and features and ideals and stuff that gets in the way of good roleplay, for me anyway. I am like "I am Thomas Longfellow a scout from the wilds north of the Delimbyr River" and they are like "I am Valsynius the Sorcerer who become a warlock of an ancient Vampire who grants him power over life and death and I have 8 str 8 int 8 wis and 27 charisma, I shoot a goblin with a death ray" and the math and damage per round ends up being all that matters.
Joining a game tomorrow, im joining late so ill start at 6.
The character idea I have is a hedge knight, turned demon hunter. Most likely fighting with just a longsword and possibly shield as well.
Any ideas about how to best become a demon hunter?
Just say Background: Woodsman and put all of this below it. No features, no ideals, nothing, it will be funny and it will also explain exactly who you are as a character. Tommy Longfellow
I thought you couldn't be targeted by ranged attacks when in full cover. I'm assuming this is outside (for call lightning) and there is some amount of tree/brush that would be able to hide 2 inches worth of bird.
Depends on what your wanting to do exactly. Tbh the best demon Hunter I can think of is a Paladian, because you can detect fiends and your smites hit fiends harder than normal.
Also a Paladian can be a knight so it works for that too.
This is the most rules light system in the last 4 generations of D&D. The flaws, ideals and bonds sections of background are all stated to be examples, you can still create your own (or not have them at all). It was supposed to be a way for people that like pregens or randomly rolling to have a good way to get inspiration.
Finally, background FEATURES only serve to aid roleplaying. Someone like your scout might have the wanderer background feature, so you would be able to supply food for yourself in the wilderness without needing to roll (which only makes sense, really).
I could understand your concern if they were real, but it sound like you have a bad case of RTFM. Its alright though, most people here have it.
If that were the case you couldn't be using call lightning to hit people, since its a point you can see within range. Most enemies don't have anything to lose to ready an action for when you pop out of hiding.
this is solid advice for a woodsman
I want to also say that the new fighter scout archetype seems super woodsman-y to me, much more pared down than the ranger if thats what you want.
Ah, forgot about readied actions. The general plan was to use minuscule size to let me treat normal terrain as full cover, and then fly out, lightning, fly back to safety. I guess it still works if they didn't see me set up the storm in the first place..who's going to notice a hummingbird 100 feet away, and suspect it's making lightning strikes on top of that.
my players are resting all the time and getting their health back what do I do just ineterrupt them randomly with encounters?
how do I randomly decide when shit happens anyway, like which monster attacks who? flip a coin? think like a monster and just attack whoever attacked it?
1) think like a monster
2) they don't have to be random encounters, make them on topic and just think about things that could happen
3) you make sure that the time they take to rest costs them somehow. the world continues to move, the villain furthers his goals. the troops in the rest of the dungeon start to organize themselves. whatever it is, make sure its give and take
Make an encounter chart for any possible situation and roll it. Make encounters a moderately low possibility, like 35% or less. This way your not swarming them but you are making short rests not as free.
With that said they are technically using the short rest mechanic appropriately so don't be too harsh on them for it. They only get a few HD a day to heal anyways, unless they have a bard.
So I made the mistake of letting some of my players try deathwatch and now they are upset that their characters aren't all super competent at everything.
How do you tell someone that having the ability to fail makes things interesting and adds tension when all they care about is being ever increasingly powerful in combat?
I want to make a charming rascal Bard who half-swording and grapples people when not casting spells. Help me not die.
I was thinking about stats for Roland from the Dark Tower. Something like Str 14, Dex 20, Cha 14, Int 10, Wis 12, Cha 08
Sound reasonable? He's a good shot, and he's pretty strong and hearty, but he's not very smart or likeable.
clearly I meant Con 14, Cha 08, should be obvious.............................................................................................................................................................................................
I mean, you can't cast spells in wildshape, so it will be pretty obvious when you cast the spell as a man, then turn into a bird and fly into the air in front of all your enemies.
Also I would be way too scared to fly that high as a druid. Someone hits you and you turn back in the air... you are hitting the ground hard. 100ft up is 10d6 damage IIRC.
Nice, in the same situation, I threw an undead attack at the city they were in and they just ran, I made it abundantly clear that if they killed the leader it would all stop, then made the leader come out of the group and march towards them, they ran. Stole a couple of horses and abandoned the city.
In a few campaigns fime I'm probably going to make "The Lost City of the Dead" or something the centreline story line to the quest or something, so I guess it set me up for a nice throwback, long term.
I understand this, but who just casts call lightning because they are just walking around? it only has a duration of 10 minutes and you can only wildshape twice a day. You get to do this for 20 whole minutes while walking around and if the DM doesn't have any encounters happen during this 20 minutes you burned a large amount of resources on nothing.
Unless of course you didn't even finish reading my first sentence, and misunderstood because of that.
You can come on over to my place, I got all the books, and some Mogen David. We'll roll up some example characters, run a few solo encounters, then see where the night takes you. I am a gay man irl. Let's get together sometime.
There is something similar to pathfinder society, called the adventures league. AL also have log sheets and player ID numbers but is generally much simpler to join and is more open to new players from my experience. The Wotc website for 5e has a search bar to find registered AL groups in your area.
So the players saved the life of the son of the King, when they were in the adventure they found some magic items, but they want to ask for the King for more magic items, the King will not give it to them, but I'm thinking in grant to them some land and a knighthood title, how this would work?
King grants them an estate, they turn up and install themselves in a manor, collect the rents from the peasantry, get to hunt in the woods on the land and they have to be called "my lord" by people beneath them, and referred to as "baron/earl/count/duke of (estate)" formally. If they're knights they get to call themselves Sir (first name). In exchange they owe the king military service and/or money.
There's a whole host of other rights that go with being nobility if you care about them too, but that's the long and short of it.
This right here. This Anon is smart.
The primary problem I've had with all Gunslinger brews (not just Mercer's) is that they make Firearms proficiency a class- or archetype-exclusive feature. Thematic concerns there aside, this is enormously conducive to "Hurr, lookit my special gunman" characters.
Apparently Lore bards ironically make better grapplers because they can use Cutting Words to make people fail their Athletics checks.
I rolled for stats and did really well, so I got that going for me, at least. Two 16s, 3 14s and an 11.
Trying to decide between Lore Bard 5/Fighter 1 or straight Valour Bard 6.
Absolutely agree with you. It's not even that I hate Mercer's Gunslinger more than anything else, the guy seems to actually have at least some eye for balance and trying to make it play interestingly, but pigeonholing a class to a single method of attack is something that restricts characters and the ability for players to think outside the box. Pathfinder's big on encouraging this.
Sometimes potions of healing are scarce. I also rule that nonmagical plate armor has to be custom-made to fit the wearer, making it something you have to buy rather than scavenge. And, of course, land and buildings, vehicles to load treasure onto, and hirelings to carry said treasure for you.
Nnnnnice. Sometimes you just gotta know when to fuck right off.
My campaign is focused on Vecna bleeding the Shadowfell over into the prime material hence why there's so many undead. Previously they were able to halt it by killing the leaders, but it's become a sort of plague that feeds off of the desperation and death of mortals. Coupled with Vecna's old friend Kas recruiting an Orc warlord in the north to wage battle for him.
I'll probably keep the capital city as a festering hold of undead, some kind of Dark Souls-esque thing.
Hunter 3 or 4, paladin everything else. With smite and the colossus ability from hunter, you'll be premo demon hunter/tracker. Carry around items that will help your hunt, IE. holy water, purifying salt, holy symbols etc.
It's not even just the pigeonholing; in some cases it's the opposite.
5e broadly classifies weapons as martial, melee, simple, and ranged. Typically, weapons proficiencies are given out as some abstraction of these to reflect the expertise needed to effectively wield them.
The thematic concern I mentioned earlier is that, in a setting where firearms are available (even if they're rare or expertly-crafted), they'd still fall into these categories. A Ranger could be expected to use a hunting rifle instead of a bow, and a Rogue might use a brace of pistols rather than hand crossbows.
So, in short, I'm less concerned about a Gunslinger class painting itself into a corner and more concerned about having an archetype that says "these toys aren't for you." No PHB archetype does this to anywhere near the same extent.
Where do you draw the line on character backstory?
I've got two new players, and here are their respective backstories:
>She was born and raised as a noble, but is bored with that life
>Runs away and takes up a second identity
>Four page document detailing his life up to this point, including no less than three cities, two Kingdoms, and about a dozen or so NPC's
>Elf Cleric, Death domain
Neither of these players have played before....which one is going to be a problem?
What bugs me about it is how it's a splat for the players that significantly changes the game world and makes a ton of extra work for the DM. If you've got a PC with revolvers or a nice rifle, something on the level of 19th century tech, and the rest of the world doesn't even have 16th century petards or artillery, that requires some smoothing out.
I've always been more confused as to why the Paladin spellcasting ability is Charisma instead of Wisdom.
I always thought the relationship made sense if it was closer to:
Fighter > Paladin > Cleric
Fighter > Ranger > Druid
Fighter > ???? > Wizard / Warlock / Sorcerer
I'll be honest, I'm a little shocked, too, especially since I listed it as pay-what-you-want. Apparently, people WANTED to pay forty bucks for my shitty homebrew.
Mind you, it has over eight hundred orders, so that averages to less than $0.05 per person, but still.
I said I'm lazy, not stupid. A single class for $5.00 is hideously overpriced.
It used to be Wisdom in 3e, but then 4e fucked with it, and they left it fucked-with in 5e because it did reduce MAD and paladins have always been required to be dashing and have high Charisma.
The whole paladin class doesn't make sense either.
It turned out to be the ''party-faec'' class with the ''charismatic leader'' trait instead of being spell-knights channeling their magic from a divine source.
Because paladins are about force of personality and zeal, not evangelism and understanding.
Besides, I've always viewed it more as
>Paladin - Warlock - Cleric
Deal with a divine source for power.
>Barbarian - Ranger - Druid
Draw power from connection to primal forces.
>Fighter - Monk - Wizard
Gain power from study and training.
>Rogue - Bard - Sorcerer
Those other motherfuckers.
To be fair, the original Paladins were nobles and leaders. The magic came much later, in the retellings.
>tfw paladin doesn't have a class feature that lets him blow a horn so hard his temples explode
I'd be much happier about it if each of the three major magical sources was explicitly and always the same ability score. If arcane was always intelligence, divine always charisma, and primal always wisdom, there'd at least be consistency. Instead, arcane is intelligence and charisma, divine is wisdom and charisma, and primal is always wisdom. Hell, just give primal an intelligence-based caster, and you'd have a fairly decent spread, with a nice cyclical structure.
Paladin or PALATIN were Palace Knights, or so to say the Knights raised by the King to serve as administrators, judges and so on and had to keep a pristine reputation.
Thus the image of Chivalrous knights.
Actually i have to agree on the division being
Wis - primal power from the world or from inside the body (changing sorcs to Wis casters)
Cha - channeled power from a contracted outside source (divine servants, paladins and warlocks)
Int - power gained through training and understanding how shit actually works - wizards
That's what I'm saying. There are so many red flags in his story too.
>carries around two dead bodies of little girls whose souls have been trapped inside him for 75 years so far
That's my main concern.
I'm sure this has been asked before but
If I choose to burn two sorcery points to extend a spell multiple times does the duration perform linearly or exponentially?
ex; duration 10m spell with 3 sorcery points burnt.
Final Duration = Base Duration + (Base Duration * (SP))
FD = 10 + (10 * 3)
10 20 30 40
Final Duration of 40 minutes
Final Duration = Base Duration * (2^SP))
FD = 10*(2^3)
10 20 40 80
Final Duration of 80 minutes
You cannot apply the same metamagic more than once to a spell. In fact, the only time you can apply two metamagic features to the same spell is when one of them is Empower Spell and the other one is anything else.
There goes my dream of my favoured soul battle sorcerer having a 24hr persisted freedom of movement for 5 SPs.
Guess I'll just take Twin Spell and something else. Silent spell may be helpful to counter any Silences that get dropped on him.
Damn. Thanks, bad news guy.
Monk needs to get a proper spell list/spell level table and use ki like sorcery points for sorcerer work.
Limit the spells to touch and self range.
Ranger needs to become a proper half caster.
Something like being able to enchant their arrows when shooting them.
Warlocks could gain new traits depending on their patron as they level up.
Swiftblade was a Gish prestige class that was all about extra effects when casting Haste on yourself. Given sorcerer is all about modifying spells, maybe that would work as a chassis. That said, Speed Bloodline seems a bit too The Flash to me.
The other problem is building an archetype around a spell you don't get until well after you've chosen an archetype.
>I said I'm lazy, not stupid. A single class for $5.00 is hideously overpriced.
Also, congrats to you, and congrats to Wizards for finding a moneymaking scheme that actually seems to... work out quite well, really.
I like to think the book has more than that, but probably not.
>planning a raid on a dwarven fortress
>we don't know shit about it other than communist dwarves guard it
>Barbarian summons a pack of rats
>"I can control the rats and I can also see through their eyes with Beast sense, yes?"
>DM says yes
>Later realizes that cannot be since both abilities require concentration
>"well, I already gave you the approval so let's move on"
>Player takes like 1 hour and half of gameplay scouting the cave like fortress
>meanwhile everyone is fucking bored since nobody can participate on that shit
>and we still haven't planned how to enter the damn place without alerting the entire dwarven USSR
>finished the session, without any fight since the Barbarian boring scouting took 80% off our available roleplay time
I know it's important to scout ahead and all but this took so fucking long. I don't know what the eff was the DM thinking.
I have a problem involving my players. I have 3 munchkins in my group and they kill everything around their level almost instantly. They seriously 1-rounded a beholder at level 9, but the useless sorcerer with only fire spells died. I've actually had to resort to using CR 15 monsters while they just hit level 10. How the fuck do I fix this? Otherwise they just kill everything in one turn or less, and I have a Paladin dealing obscene amounts of damage because he is a soul-bonded paladin with an elephant for a mount from it.
INT and WIS used to refer primarily to book learning and intuition, then sometime about mid-2e CHA came to mean force of will. Basically, you could have an idiot (Low WIS, and INT) who could orate and get everybody to say commit genocide (High CHA), while the genius wizard could be a weak willed geek.
Succeeding a little more often at 1 grapple attempt is not as good as being able to make multiple grapple attempts. Valor Bard is probably the best grappler. After that it's a toss up between the fighter with extra attacks and heavy armor and barbarian with advantage and damage resistance.
I'm not going to even try to tag all of the anons arguing about spellcasting abilities, because there are just too many of you. But Christ are you an unimaginative bunch.
Each ability score is not discretely the same thing to all classes. How they're used and what they're used for are different things.
> Wis casters
Druids and Rangers' spellcasting ability is indicative of natural awareness: instinctive/primeval in the former case and the result of extensive woodcraft experience in the latter. Clerics gain their power from prayer and meditation and reflection, whether inward or to a divine presence.
> Cha casters
Charisma isn't just persuasiveness or performance, but bards and warlocks speak for themselves: bards draw power by performing, while warlocks who are better with words get better toys from their masters. Paladins' spellcasting ability is reflective of their extreme presence: the shinier the armor, the greater the knight.
Sorcerers are similar to paladins in this sense, their Charisma ability being an abstraction of their ability to project their internal power.
You're all dicks. Stop assuming that nuance isn't a thing.
>Want to play whater class hopefully gets Knight of the Raven.
>Tempt DM with confronting Strahd by saying, "die monster, you don't belong in this world".
>Character uses whip and throws daggers.
>The Charisma (Cha) score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with nonplayer characters (NPCs), mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.
I think what has changed is how soon ability scores have an impact.
Charisma used to not give you a penalty unless you were at 7 or below, which was understandable, that meant you were a couple standard deviations away from the normal human.
Likewise having a high charisma just made it so you had a better first impression on people, until you got to 14 or higher, in which case you could enlist more followers than a standard hero.
The way 3e altered ability scores so that every score was related to a modifier, both made the individual scores far less important, and made the difference from 10 far more important.
Suddenly as soon as you hit 12, you were strong willed compared to everyone else!
While as soon as you hit 8 you were a weak willed dullard compared to everyone else.
Design better encounters. Learn their characters; what spells / abilities they have and don't have, fears, tendencies.
Don't get into an arms race against your players, get creative.
So I haven't played DnD since 3.5, but I've been invited to a group. We already have four players (A Ranger with a wolf and two weapons, a quiet barbarian, a selfish rogue, and a draconic sorcerer), so I was thinking a support caster. I don't really do deities, so I was wondering if a bard was any good these days? We're doing 'standard point buy' and we're level 4.
>I have a Paladin dealing obscene amounts of damage because he is a soul-bonded paladin with an elephant for a mount from it.
Try telling us about the PCs. Classes, encounters per long rest, any magic items, shitty homebrew rules or blatant misunderstandings?
I have re-read what he is doing. Paladin is breaking quite a few rules, and I also realized that the source material is a 3.5 splat that looks suspiciously like a 5e book.
The other guys that are doing the munchkining are a Monk and Barb. The barb is just min/maxing, and he got legitimate god rolls for stats. I watched him and he got three 18s. The monk is just abusing his monkish powers for the sake of not wanting to do actual work. Will not get in melee if he can't get advantage and such. Using the shadow monks abilities for getting behind enemies and clocking them in the face. All three of these players are probably going to die due to puzzle boss though.
No, the Lexithurge is explicitly a single class, since the author has it as a part of his $20 "class pack" with nine other classes. If bought individually, seven of the classes cost $2, two cost $5, and one costs $1. So, if you buy the class pack, you save five whole dollars!
The fact that he's gradating the pricing that carefully and offering a "bargain" combo pack reeks of monetization over design. There's no indication that you'd be getting even close to your money's worth, and, while I'm usually willing to risk that at low enough amounts, I really don't want to reinforce that kind of behavior.
>the source material is a 3.5 splat that looks suspiciously like a 5e book.
Oh, man, do we have our first story of someone bringing in DMsG material without running it past the DM and fucking up the game as a result?
>Point buy sucks.
No, rolling sucks. You know who doesn't have to say "one of my group's characters is so OP that it's becoming a problem"? People that use point buy.
Take off your nostalgia goggles and realize you're literally creating your own problems out of stubbornness.
You know what games don't ever have classes with MAD? Point-buy games. Know what slows down character creations? Point buy. Know what can make a player absolutely ineffective unless it is in a combat role or vice versa? Point buy.
I feel like 3e was balanced around rolling for stats; everyone would always roll shitty stats and the spellcasters wouldn't die so they were stuck with 14 int forever, meanwhile the fighter kept dying until he rolled 18 in every stat and played a monk and OMG MONKS ARE AMAZING better need them a bit before release
>Using the shadow monks abilities for getting behind enemies and clocking them in the face.
Any other tactics that he uses? I'm building an encounter based around an NPC villain that does similar things and is also a "Shadow Monk"
Most of the stats, for most player purposes, could be described as +1 to +4 for stats of 15 through 18. Then strength comes along and it's +1 damage at 16. +1 to hit and damage at 17. + 1 to hit and +2 damage at 18. And a whole fucking chart entirely dedicated to exceptional 18 strength, ranging from +1 hit +3 damage to a max of +3 hit and +6 damage. Then I think 19 Str was +3 to hit + 7 damage.
>You know what games don't ever have classes with MAD? Point-buy games.
Sure, that could be a valid correlation. It's probably completely wrong - as far as I can remember, every point-buy-as-core game I've read has been classless and fully MAD - and it certainly isn't causation. So that's a problem with the system in question, not with point buy as a mechanic.
>Know what slows down character creations? Point buy.
Uh, no, that'd be people who can't grok basic math. Those same people who slow down regular play not being able to work out that their roll of 14 plus bonus of 5 is 19 any quicker than they could by counting up from one on their fingers. Problem with the player, not with point buy.
>Know what can make a player absolutely ineffective unless it is in a combat role or vice versa? Point buy.
That's the player's choice not to make a balanced character, again, not a problem with point buy.
I can stat up a character with 5e's point buy off the top of my head in about a minute. It's 1:1 until your bonus hits +2, then 2:1. If you're allowing scores over 15, you'd write it as "the new ability score bonus (minimum 1) per point in that ability." Alternately, they even provide a nice table for you showing the cost from 8 to that score, so you don't even have to count.
The array [15, 14, 13, 12, 10, 8] also exists in the PHB and is faster than rolling while serving to eliminate in-party balance issues or bad luck characters.
If you can do basic math to simple instructions or memorize six numbers, point buy is guaranteed to be faster than rolling simply by dint of not having to physically roll dice. If you just want to roll dice, that's fine, but don't blame the system for your own shortcomings otherwise. And, assuming you're the same person that kicked all this off, you're blaming randomization for in-party imbalance, which is probably the only thing you could do dumber than making that gorgeous trifecta of farcical correlations.
Im 2000/2000 characters mad
I'm trying to build a no-armor fighter/Barbarian with either dual weild or sword and board with a viking feel, fighter dip to get dem dere combat style and second wind
Should I go barb>Fighter for muh HP, or fighter barb for more gear?
Only problem being I rolled high for my top two stats but everything else is 12. I can get dex 18 and con 16 but then I'm stuck with gay finesse weapons or else throw away +3 to hit/damage. Why are there no cool finesse weapons? Why aren't spears finesse? Aaaaargh
>Know what can make a player absolutely ineffective unless it is in a combat role or vice versa? Point buy.
No, that's retarded. Nobody is forcing you to allocate your points retardedly, nor are ability scores the end-all of skills (proficiency bonus is just as, or more, important).
Know what CAN make a player absolutely ineffective relative to another player regardless of build? Rolling. And hey, guess what happened in your game?
does anyone know where that anon's google docs link for people to avoid on Roll20 went? I think I need that cuz I'm starting up a 5e game and tons are applying for it.
If you hit the rust monster with a metal weapon it starts corroding, and if the rust monster uses its action to use its antennae they cause rusting. The target rolls a Dex save vs. the antennae instead of the rust monster rolling to hit.