>Official /5eg/ Mega Trove, contains all official 5e stuff:
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
>Dungeon Masters Guild, buy and sell 5e shit using Wizard IPs
How are you planning on bringing down the dark lord?
Due to an earlier post, I really wanna make Simon Bellmont. After toying around with some different options, I think at the end of the day, he's just a dex fighter, maybe with eldritch knight, but probably just with champion. All the other build ideas I can up with waste certain things, and I hate doing that. But tell me if you have any other ideas...
YEAH! I'm glad to see that other people are excited for what's essentially a Castlvania setting. I'm giddy with excitement for the new campaign and I hope they add Dhampyrs, Vistani, and a monster hunter tree for the ranger.
Simon didn't use a sword. Whip, Throwing Knives, Holy Water (Alchemist's Fire), Cross thing I can't replicate without a magic item, and trowing axes. Sneak might work well though.
Both answers depend on the Vampire. Some like to keep the people as chattel, living every night knowing it could be their last. Some like to offer protection in exchange for sacrifice, sometime through a secret cult that acquires the offering for the good of the rest. Some like to sleep for long periods of time, coming out to treat themselves to a grand feast once a generation.
Because it isn't a thing. The spell is discharged immediately whether you hit or miss it, it doesn't stay in your hand afterwards, where did they even get that idea? Only certain spells allow you to do that like Vampiric Touch (I think) which allows you to keep making a melee touch attack repeatedly.
A standard touch spell is expended on a miss, because it's only in your hand for the duration of the spell, which is the action taken to cast it.
A Concentration spell which is expended on a touch (like the Paladin's Smite spells) remains until Concentration is lost or it is expended, meaning you can attempt to discharge its effect again if you miss with it - because the duration of the spell is Concentration.
Either way, if you end up not expending the spell before the duration is over, you cannot 'use' that casting of the spell again, and regardless of whether the spell hits or misses, you expend the spell slot.
How hard is it for your to find players in your area that arent complete sperg lords?
I like to play 5e with lite rules, very fast and loose, and I just want to play with people who arent going to be correcting me as DM when I simplify or make shit up.
Everyone at my local comic book shop are fucking rules nazi faggots.
Send help and snacks.
You must unlearn what you have learned. Our GM is going through this with some of our players right now. He has put a strict ban on, "In x edition you could..." or "It was like blah in..." So heavy the ban, that if you start that sentence, he won't listen to the question, regardless of whether or not it might be a legitimate one. You can ask if your character has x option available to them, but he doesn't need your gaming background to give you an answer.
>"I run my game with houserules"
>"If you think I adjudicated a rule incorrectly, you're wrong."
>"If you wanna talk to me about how you think something would be better if I handled differently, tell me out of the game. I'll tell you yes, no, or I'll think about it."
>"Alright, what are people playing?"
To be clear, you don't have to have houserules, you just say this so they stop thinking they know the rules.
Option 2: Play Paranoia for a while to get them out of the habit. Telling the GM what the rules are is cause for immediate termination. It says so in the rules.
>How hard is it for your to find players in your area that arent complete sperg lords?
Impossible. Me and a bro want to play and we're admittedly semi-normies. We had a bro DM, but he moved away. We went to a meet up with randoms and it's like we jumped off the fucking deep end. One of the guys is okay, but the rest are so obnoxious or just plain boring and the game goes way too slow.
I always say I run house rules, or rather I say its "5e, rules lite" which means, if its not fun, its not a real rule.
But none the less, people keep referencing those fucking books.
Bitch, I know the books, but Wizard got the rules wrong. We play for fun, not for structure. Shit.
Im in the same boat. Everyone at the comic shop is a sweaty ham person, not that there is anything wrong with that, but they just enjoy the game differently than I do. I play with very few rules. I just want the sessions I DM to feel like a heavy metal album, not a math class.
Not to contribute to the inevitable divergence from the original thread topic, but a DM is free to run a game as he likes so long as he realizes that a player is free to leave his game because the player doesn't want to play mother may I with an egomaniacal neoneckbeard under the pretenses of Dungeons and Dragons.
1)We want the basic idea
2)Changing the rules to suit your game is D&D. It stated clearly in the rules.
3)It's easier to get people into something that feels familiar, D&D has brand recognition.
4)Your post is: pic related
What ways are there to improve one's ability to shove targets? I'm playing a Minotaur for the advantage to the strength check and I know one can use Hex to give the target disadvantage but is there anything else I may have missed?
Here is the argument.
In the core rulebooks, it says you can use as many or few rules as suits your DM style.
But there are people like you who refuse this, and want to play the game as rules heavy as possible for some reason. Not that its a bad thing, its just hard to find people who want to play with few rules some times.
It's because, if you take away the rules that structure the core of the game then the players don't have an even footing. There have been too many "rules lite" games that have degraded into players sucking off the DM so they can get favoritism and plot armor. If you don't want to play D&D, then make your own system and leave this general because whatever game you're playing, it is definitively not Dungeons and Dragons 5e.
because games have rules and if d&d has too many mean and nasty rules that stop you doing epic shit then use a different game
there are many games better suited to rules light gaming than stripping down D&D, try Fate or Dungeon World or basically anything else
I am in fact not committing a logical fallacy (ad hominem as you posit). I gave you three answers to your question, which is not a argument, and then said I considered your post bait.
Do you also get upset when someone runs a homebrew campaign, or adapts a published campaign to a homebrew setting?
After all, you're not allowed to divert from the formula, or else you wouldn't be playing ACTUAL FOR REAL D&D anymore.
>1)Trite storytelling that rips off and steals from other sources
>2)Changing the rules is allowed, but it's frowned upon. The only people that really approve of changing the rules are shitty DMs
>3)Lying in order to get people to jerk me off while I force them to listen to my AWESOME story
You can deny it all you want, but even if you believe your first three points were valid, your fourth was a logical fallacy, fuckwit. I shouldn't expect any critical thought from a homebrewing twat though.
Hmm, not sure how useful that'd be. Expertise seems good but I dunno if it's worth losing a level of Fighter for. It'd also mean having enough Dex (which will probably be true unless I decide I really want to go EK) and a smaller hit die which are both really tiny costs. Might affect the "Burly brawler" feel of my character to have that one dip level on his sheet?
I don't get upset. I just leave the game. Are you saying that I should be forced to stay and suck of the DM's metaphorical dick as he makes up his own rules and I'm forced to ask his permission to do anything? Have fun with that.
You can't think of a decent argument then? I figured as much. What do you get out of pretending to play D&D? What do you enjoy about trying to get people you don't know's hopes up for an actually fun game?
What do you want to do so bad that you have to ask to do it?
I pretty much let my players do anything they want, but if it is something dumb, or impractical (I become a god, I kill everyone at once, I randomly do a spell with no magic ability) I make them try a really high roll or series of rolls for it. I never say no.
I dont know what your problem is.
Have a chat with them and explain your situation to them? You're the one running for them, surely they can't complain if you ask them if you can split them up into two groups and run parallel campaigns in the same world?
Need some advice for feats here.
Is War Caster worth it for the CON save advantage and attack of opportunity spells even if you're playing a "full" caster (sorcerer in my case, though with a high CON and good hit die rolls)? I took it for flavor (playing an ex-military type), but I'm starting to regret it with how little it seems to be coming into play.
Also, would taking Elemental Adept (fire) be a good choice for a sorcerer with a lot of fire spells? I'm not sure how frequently fire-resistant monsters will appear (and the most annoying fire-based enemies have immunity, not resistance, e.g. flameskulls), and the other effect just seems weak. Should I just up my CHA instead?
Do you allow your players to create scrolls? Do you impose any kind of limit on who can create scrolls, or how? Have you seen weird uses of scrolls, like a rogue building a spell trap with UMD?
Answers to both really depend on the GM. If npcs aren't targeting you, or there are a lot of people in your party, war caster isn't as good.
Upping Cha only raises casting rolls by one, unless you're a dragonblooded, so... up to you.whether it's better than getting Cha to all fire spells.
scrolls are different in my games. I'm honestly not sure what the rules for them are. In my games scrolls are one use spells that anyone can use without a check. Any caster can make one as a ritual (still costs components and they have to have a special ink)
WIS is my Dump stat, so I'm not sure if Alert would really fit my char, Shocking Grasp prevents AOO in melee (and not just against myself), and I've got a lot of ranged spells in case I can't reach anyone in melee too. Besides, Alert only negates advantage from stealth attacks.
What kind of a choice do you think Sentinel would be? I seem to end up in melee a lot anyway (the paladin in our party has it too, though). It'd certainly put the opportunity attack effect into play more.
Where's the errata stating that? The PHB I have says that it simply allows me to treat 1s on the damage dice as 2s, which doesn't really make a big difference when you've got Empowered Spell. If they've changed it so that it allows you to add your modifier to the damage, then I'll definitely pick it.
Somewhere between "most" and "all" of the DM's guild sucks, and basically nothing there is worth paying for.
My question is: how could you change that? What would be worth paying (a small amount of money) for, assuming it was written by someone who could do math, understood balance and actually tested their ideas?
I'm trying. I'm working on a site-based adventure that would actually be worth running, kind of inspired by The Isle of Dread and Keep on the Borderlands. Because the DM isn't going to approve of the untested splat material the players buy, but the players have much less say over what the DM throws at them.
If the Vampire is old enough, he'd probably have a small skeleton army from his lording days. Pretty much any dead solider under the Vampire's rule would be reanimated as a skeleton.
His problem is bad DM's. Altering the rules of a tabletop game is a fundamental part of them, it's why you play DnD instead of WoW. To claim that changing the rules is something bad DM's do to punish players and glorify themselves is something that does happen, but it's not like sticking to the rules verbatim would've made them better DM's.
Here's a question: how do you do magic weapons?
My party really likes magic weapons, so I've been introducing them fairy quickly. I don't like +n weapons very much, so I've been giving them weapons that add a die of damage or have some other magical property.
I was thinking of letting their weapons improve over time, such as letting the fighter's necrotic spear use absorbed life energy to cast Entangle or letting them improve their weapons' enchantments during downtime or after major events.
Does this sound fun to you, /tg/?
5e adventures already go overboard with the power level of magic weapons. 5e is designed to require relatively few magic items and almost no magic item progression. It's not like 4e where you were fucked if you didn't get the exact right amount of coin/residuum to buy magic items appropriate for your exact level. So I try to make every magic item unique but still slow down how powerful they are. Minor unique properties are usually something way less powerful than an extra die of damage against every type of creatures, maybe something the players have to think to find a creative use for.
Also, in this edition an weapon can count as magic without actually adding any bonus to attack or damage rolls, so a weapon that has some kind of good unique property doesn't need to be "plus" anything. Just counting as magic is enough to get through the damage resistance of a lot of creatures, so this alone is actually an important upgrade in power over mundane items.
So I'm thinking about doing an in character interview for my first time players. We're just doing the deliver the wagon from neverwinter to phandelin from the starter guide.
What I've got so far:
What do you bring to the table?
How do you deal with pressure in stressful situations?
Where do you see yourself in 5 years?
Describe how you'd deal with a gang of bandits
if you were any animal or magical being what would you want to be
An old bearded wizard comes up to you and grabs your shoulders. He shouts that he is going to cast serendipitous expulsion on you. What do you do?
I don't want it to take up a ton of time so I want the questions i do use to be good. Any ideas or suggestions?
Is the interviewer also in-character? Because some of these are pretty cringeworthy in their resemblance to modern job interview cliches. Either try to think of questions that an investor in the game world might really ask a mercenary company he's thinking to hire, or ask questions that force the players to improvise a little and make up more connections between their characters. ("How did you come to join this company? What was your last job? Which of you almost ruined it? Which of you saved it? Which of you took all the credit?)
>Because some of these are pretty cringeworthy in their resemblance to modern job interview cliches.
"Describe 10 practical uses for a crate of Immovable Rods." (Gûgol Divination interview question)
Yeah id be doing the voice of a grumbly dwarf. I thought it was funny to make it like a modern day interview but i can see how it could end up cringeworthy. The plan was to ask them each a question at a time as kind of a roleplay warm up, and then give them the option to talk amongst themselves or to go to sleep. When they chose to sleep I'd timeskip to them coming up to the forest where the ambush is.
Questions an employer might actually ask an adventuring company are things like what their watch schedule is or how they divide treasure. And ask them together, under a time limit, to test their decision-making ability. A lot of adventuring companies have probably died fighting over a magic item or because nobody wanted to take the middle watch.
>then the players don't have an even footing
Even footing with what?
Holy shit, when will you people realize that RPG games are not DM vs the players?
If you play DnD RAW it's a piece of fucking crap. There are so many holes and bullshit in the rules it's insane.
My wizard just opened up second level spell slots an now I can't choose just two. Been mostly focusing on Illusion spells, so Mirror Image feels like a must have but I'm not sure what else I'd want. Phantasmal Force kinda fits the theme, but Flaming Sphere fits the control elements I want better. Scorching Ray gives a damage option but Misty Step makes me even safer. It's times like these I don't feel smart enough to play a wizard.
Being a wizard means you can add every spell to your spellbook eventually. Just take Mirror Image and Flaming Sphere for now and start tracking down the rest in stores or libraries as soon as you get some downtime.
Misty Step has been really useful for me, would definitely recommend learning it.
Depending on the rest of your party Hold Person can just kill people. They fail the save and then your Paladin walks over hits them with a smite and then a GWM smite for like 8d8+6.
How would you run a skill challenge in 5e? I want to have my players escaping a ship that's flying apart, and I feel like some arbitrary skill checks might feel less exciting, especially to the sorcerer who is super unathletic.
Theater of the mind with the odd check thrown in that does a little damage or slows them down to keep the intensity high. No reason to get super serious about the checks. Just things like the ship lurching or debris/fire in a walkway. Otherwise you be doing acrobatics/athletics checks every five seconds. And that's another thing to keep in mind, they don't all have to use the same skills for a check. So giving them options should help the escape run more smoothly.
Yeah, that makes sense. I'm having difficulty thinking of non-athletic/acrobatics checks for them to make. Like I said, I'm worried about the sorcerer just getting fucked because he's level 2 and doesn't really have any spells that would help.
>Aura of Solidarity
So with enough creatures within the area I could reduce the damage down to 1? Like a bag of snakes or something.
Actually, a villain with strategically placed ant colonies in his lair to soak up hits could be cool. Some guy who's convinced that ant societies are far superior to regular civilisation and wants to take over the world as its queen or whatever.
Something like an Insight check or straight intelligence to see if he can predict how the ship is going to sway or what areas will be most affected and therefore harder to traverse might be an option. Otherwise, you could let someone assist him to give him advantage on his rolls with the person assisting having disadvantage as a result. And you could always let whatever happens happens. After all, death is part of the game and being strong or fast enough is sometimes more important than being smart enough.
How about a /5enhbg/? 5e No Homebrew General? I'd blow a guy for that. No more stupid paladin oaths. Paladins irl don't get to make up their own oath. They have to use the ones the irl order offers them.
>Actually, a villain with strategically placed ant colonies in his lair to soak up hits could be cool. Some guy who's convinced that ant societies are far superior to regular civilisation and wants to take over the world as its queen or whatever.
>Chairman Yang in Fantasy
I could dig it.
That's true. And it's not unreasonable for the other players to be able to rescue him. I'm imagining the ship breaking apart as in every single board is becoming undone, so they could dive into the water after him.
>Paladins irl don't get to make up their own oath. They have to use the ones the irl order offers them.
By that logic everyone would just roll up a 15 year old level 1 commoner and gain class features at level four. Which might be cool in some ways but is infinitely retarded in others.
>Insihht. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms
Even if the ship were a living creature I'm not sure that Insight would be the appropriate skill anyway.
Predicting what's going to happen with the ship is a straight Wisdom check.
Also, he can use the Help action to give his allies advantage on their checks. I'm not sure how you'd flavour that, but if he comes up with an idea of how to assist in the escape (and this would be a good opportunity to encourage creative thinking) then Help is a good way he can assist mechanically even if his abilities can't actually do much.
I generally treat Insight as having an idea of what's going on from the surroundings without needing really specific information. That aside, a straight wisdom check is fine too. I was putting ideas out there.
And I mentioned other characters helping. In fact, I really like it in this context. Like grabbing someone by the arm and dragging them with you and keeping them standing.
Paladins IRL aren't the same as paladins in D&D. Charlemagne doesn't even exist unless your DM says he does.
Semantics aside, the nature of Paladins is particularly pertinent in 5e, which has done away with the requirement for them to worship a god or even be part of an order - because his power comes from the strength of his faith. By its very nature, the oath he gains power from must necessarily be one he personally believes in, and will be specific to him.
>I generally treat Insight as having an idea of what's going on from the surroundings without needing really specific information.
That's a pretty significant house rule and probably worth mentioning if you're suggesting ways to run it.
When you come up with names for your own elemental gods, do you give them stereotypical names?
>Water god: name sounds like "aqua" or "neptune"
>Fire god: name sounds like "inferno" or "molten"
Things like that.
I'm OK with doing an insight or perception check for something like that rather than just a straight wisdom check. I'm not trying to kill them, you know? I just thought it'd be fun for them to run out of the belly of a ship that's collapsing all around them and I'm trying to make sure everyone is useful.
Thank you all so much by the way. I'm still learning how to DM and this general has been a great resource.
Ya know that all you are proving here is that you are an insufferable douche, right?
I mean, I can't tell if that's the point you were trying to make, so maybe you are achieving exactly what you want to do.
>Yeah I don't think that would be worth it
then it deals 50d6 extra cold damage on a hit, but kills you and freezes your body forever on a 1. Halflings could wield it safely at least.
Maybe making it so that it had a chance to freeze the wielder or target for 1d4 rounds? Frozen character gains 2 AC but is paralyzed? Or maybe just working with the frozen mechanic in a different way.
>Deal XdY damage to the wielder. This weapon deals that much bonus damage until the end of this turn.
>Bonus action: Enemies hit with this weapon before the start of your next turn are treated as having vulnerability to the damage dealt when determining damage. You gain vulnerability to bludgeoning, piercing and slashing damage until the start of your next turn.
>When you take the Attack action, you may choose to forgo making any attacks this turn, and instead designate a target. At the start of your next turn, before you move or take any actions, you may make a number of attacks equal to the number of attacks you would have made plus half that number against the designated target, with a +2 bonus to your attack rolls.
>Sword of Bravery
A +1/2/3 sword, but its powers only work on enemies stronger than its wielder, and the spirit of the sword even goes so far as to impose disadvantage on attack rolls if he goes after foes far weaker than himself.
I like the third one the most, especially if it requires concentration to maintain. Otherwise there isn't that big of a downside.
Ok, now that I have his ranger item, what could I make for his druid item? I will essentially force him to choose between taking the swords or the druid item by making him ally with the "hunters" or the "wild".
I was thinking of some kind of bearzerker paw necklace where he gets an extra wild shape in the form of a buffed bear, but has a chance of going berserk and attacking the nearest friendly or nonfriendly target until he regains control.
Concentration is something that should have been there, yeah. I also intended it to be a melee-only enchantment, if that was unclear.
I dislike items that remove player agency on principle, so I'd obviously recommend you do something else with the necklace.
This is supposed to be the same risk/reward deal again?
How do I handle the cursed weapon in this situation?
>Barbarian has a cursed sword that he can't get rid of.
>He gets knocked unconscious
>LEO attempts to remove all weapons from his body.
>Gets to cursed sword
Is the curse one that physically prevents him from losing the weapon? Or is the curse one that instills a mental compulsion to keep the axe close at all times and never get rid of it?
Obviously, the sword can't be removed from his person in the former case (and the ones searching him would very quickly realize the nature of the sword). In the latter case, they would take the sword from him, and become subject to the curse themselves.
Whether the compulsion to maintain possession of the sword remains after the sword has been taken would, of course, be up to you to decide.
The last, perhaps most terrifying, possibility would be that the sword's magic bends the strings of fate such that, even if he loses it, throws it away or buries it beneath a mountain, it will find its way back to him. Always.
As a custom tailored item it doesn't need to be cast iron legal wording right? Just enough for you and the player to understand it.
Scimitar of Endless Thirst
You may spend hit dice whenever you hit a creature with this weapon. If you do, you and the target both take damage equal to the roll (you don't get any healing from them).
Gives you lots of potential damage but also hurts you whilst simultaneously reducing your healing capabilities.
Your encounter could be a series of skill tests to, for example, quickly climb a collapsing scaffold to leap onto a safer part of the ship only to have to swim away from the sinking wreckage.
This might be trivial from the athletic Champion, but not so easy if he has to help his skinny sorcerer friend not get crushed or drown.
Yes. Also I forgot to mention the other two items I have given out already.
>Device of a long dead blood mage
>Cuts himself for blood, can botch it and bleed a lot
>Blood fills device, increases ebolt damage, dissipates after a few rounds
>Channels power through it on cast
>Chance to double or even quadruple damage of spell
>Chance to blow up for big fireball damage
This is bad for anything but... actually, I think it's bad for everything unless you know you need 2-3 more damage to finish someone off, or he'll do more than twice your Hit Dice in damage (since you are giving up that much total health).
It's pretty much a trap to use.
>This weapon appears and acts as a +2 weapon.
>Curse: When you first attack a hostile creature with this weapon, you become cursed. Whenever you unsheathe a weapon while under its curse, you instead unsheathe this weapon. This is true no matter how far away this weapon is from you when you unsheathe it. The only way to end this curse outside of the remove curse spell is to trick another creature into using this weapon and thus coming under the curse.
The group thought I was foolish for taking Grease over a damage spell. 7 orcs, one ogre, and a well defended ridge later they couldn't be more satisfied with the decision.
Tell me about your plans that worked flawlessly, /tg/.
My halfling arcane trickster had been trying to make Tasha's Hideous Laughter work for five levels. Either they made their save or they weren't intelligent enough to be affected. Finally, it stuck - against a boss riding a dragon. He fell off.
>What class do you guys think makes the best group leader? Most of the campaigns I've been in have been led by a Cleric, which seemed good for the most part
Our party face is the Rogue.
That reminders me of when I played a gnome wizard
in 3.5ewith blindness/deafness. I'd throw it out every encounter, sometimes more than once, and not a single time did it stick. We got to level 9 before the campaign fell under.
Going to be running Hoard of the Dragon Queen at some point in the future.
This will be my first time running anything in any kind of DnD game, is there anything I should be wary of? Anything advice for running the adventure?
It's not so much a matter of character class as it is a matter of the player's personality. The character who is nominally the party leader might make none of the decisions at the table.
The closest thing to a class that works as group leader is a class that doesn't work as anything else. Like a fighter with Polearm Master. Because he needs the monsters to come to him rather than coming to them like everyone else wants to do, his player has to be able to control the party's momentum and force them to hold the line.
>Disrupt Spell - 1/long rest, reaction. When a spell is cast within 20 feet of you, you may move 10 feet towards the caster and make an attack (this cannot benefit from power attack, charge, etc). If this attack deals damage, the spell is cancelled and the caster loses the spell slot. The movement may take you through zones of control without stopping, but you'll still suffer attacks of opportunity. Increases to 2,3, and 4 times per long rest at levels 10,25, and 20. At level 10, you may cancel a random ongoing magical effect (friendly or hostile!) on the target with a critical strike
Is this a good oath ability for a paladin? We're working with a heavily modified Oath of Vengeance, and this would be replacing Relentless Avenger.
>Hoard of the Dragon Queen
>Is there anything I should be wary of?
The cosmic shitstorm of incoming replies telling you that HotDQ sucks and not to play it.
>Anything advice for running the adventure?
Run a different one. I've heard good things about Princess of the Apocalypse
7th level for Oaths is usually left open for passive abilities such as auras.
I would make it a Channel Divinity option, similar to Vow of Enmity but focused on spellcasters.
>Disrupt Spell. When a creature you can see within 10 feet of you casts a spell, you can use your Channel Divinity as a reaction to stop them. The spell fails. For 1 minute, when that creature tries to cast a spell, it must make a Constitution saving throw. On a failed save, the spell fails.
I think that happens a lot. The sort of player who plays a rogue is the sort of player who wants to initiate things, make plans of attack to guarantee a good surprise round, sometimes go out alone or do things without the permission of the rest of the party. More agreeable, submissive players rarely choose a rogue.
And it's no longer a matter of who has the best Charisma, because so many of the classes in the game are Charisma-based and you're likely to have three or four PCs in the party with high Charisma.
To be more specific, the beginning of the adventure is really intense and difficult, but then it gets pretty threadbare and linear. It's also kind of a Monty Haul adventure, with PCs easily getting their hands on very powerful magic items that trivialize the encounters a bit.
What would be some good finds (items or boons or whatever) for running a winter / christmas themed adventure? Considering my players are rubbing elbows with NotElsa (the villain), Saint Knick and his brother Sinter, NotGrinch, NotAbominableSnowman, NotFrosty, and figures of that nature?
I didn't write the oath, nor the abilities. This is from my GM. I'm just checking with people who've actually *played* before that what I'm getting here will work. GM offered to write up a custom oath for the order my paladin's in without prompting.
I'll keep the "not limited by spell level" bit in mind and mention it to him whenever he's around.
>When a spell is cast within 20 feet of you, you may move 10 feet towards the caster and make an attack (this cannot benefit from power attack, charge, etc). If this attack deals damage, the spell is cancelled and the caster loses the spell slot.
I especially enjoy how the wording doesn't specify that the caster has to be the one attacked or to take the damage to counter the spell.
>I think that happens a lot. The sort of player who plays a rogue is the sort of player who wants to initiate things, make plans of attack to guarantee a good surprise round, sometimes go out alone or do things without the permission of the rest of the party. More agreeable, submissive players rarely choose a rogue.
Indeed. It works out quite well because his skillset lets us get into places simply by him bullshitting about being a noble and us his retainers.
>And it's no longer a matter of who has the best Charisma, because so many of the classes in the game are Charisma-based and you're likely to have three or four PCs in the party with high Charisma.
My Warlock has I think a five point higher score than him, but the character would suck at the job, and I probably would as well.
different anon, but just in case anyone else at the table wants to join you as a paladin you could word it like:
>When a spell is cast within 20 feet of you, you may move 10 feet towards the caster and make an attack against it. This attack cannot benefit from power attack, charge, etc. If this attack deals damage, the spell is cancelled and the caster loses the spell slot.
>NotElsa (the villain)
Do you even Christmas?
Is it really that bad?
>Princes of the Apocalypse
Unfortunately, the group have already played through that and are currently playing through Rage of Demons
Is there room to add in additional bits for the threadbare sections or tone down the magic items to prevent trivialisation and boredom?
How does combat healing stack up in this edition compared to others? I know for out of combat healing Life Cleric + Goodberry (from one of the cantrip feats) is really solid for 40 HP per 1st level slot or higher, but what about in actual combat?
Started listening to The Adventure Zone, and I think it's pretty good. Certainly not how I like to run or play a game, but I find it pretty entertaining, and gives me some NPC personality ideas. What do you guys think of it?
That's not how that feature works. The bonus only applies "when you cast" the spell, not each time you eat a berry.
Combat healing is fine, though. Lots of classes have access to it in some form or another, so no one has to be a dedicated healer.
>Is it really that bad?
It's boring, linear, and predictable. Everything a D&D campaign shouldn't be, imo.
Our group got so bored of it we gave up and completely switched campaigns halfway through
Yeah I reread the feature after I posted that and thought “even if you're a life cleric you shouldn't be able to fully heal the party with a first level slot". It's good to know healing is more useful this time around though.
>Is there room to add in additional bits for the threadbare sections or tone down the magic items to prevent trivialisation and boredom?
The threadbare bits include the major cities of Baldur's Gate and Waterdeep, which I wanted to explore when the campaign led there but which have basically nothing to do. Fleshing those out would require a good deal of work.
One of the magic items is important to the plot, but you could reduce the number of properties it has. The rest you could replace or cut out.
That actually is somewhat how the feature works. It's actually when you use a spell rather than when you cast a spell. So, aura of vitality would certainly benefit. Goodberry may require you to be the one using the berry to benefit.
>I was thinking of some kind of bearzerker paw necklace where he gets an extra wild shape in the form of a buffed bear, but has a chance of going berserk and attacking the nearest friendly or nonfriendly target until he regains control.
Still need ideas for this. Some item that involves wild shape and big risk/big reward.
Maybe something that can turn you into a badass bear or a harmless bunny for 1d6 rounds instead?
Not according to the text of the spell, which says you heal extra HP when you cast a spell that heals. That phrasing ties the extra healing temporally to the moment of casting.
But rule it however you want. It's your table.
The thing is that Wild Shape is only half of his Druid features. He's also a spellcaster. So you'd want something that relates to nature, but is usable by Druids in general, not merely Land Druids or Moon Druids.
Perhaps, as you said, something that triggers off Wild Shaping or spellcasting and provides a buff, but whose backlash directly impacts him rather than causing him to attack an ally?
ForeverDM here. A couple of my players have said they'd be willing to run (so I could play for once) if they can used a prepared adventure.
What campaigns/adventures do you recommend?
I need some simple ability check puzzles to litter my adventure with.
How willy-nilly should magical items be given out?
Is it a dick move to take a player's backstory, and turn it in a direction the player completely didn't intend with some twist about his past for the sake of a new adventure?
How do you feel about psionics and warforged ?(separately, not necessarily the same character)
DISCIPLE OF LIFE
Also starting at 1st levei, your healing spells are more effective. Whenever you use a spell of 1st levei or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's leveI
Figure that one out yourself, we have no idea what your adventure is about.
Firstly, depends on your setting. Secondly, I'm of the opinion that magic items don't really hurt things too much as long as you generally stick to the ones that don't provide bonuses to attack, saves or AC - that is, hand out fun knickknacks and ribbons that don't have too great an impact on combat, but give players other options to deal with situations and bypass problems if they get inventive.
To be polite, you may want to talk with him about it first out of character to see if he's too opposed to what you have planned, or at least give him fair warning so he doesn't punch you in the face out of surprise mid-game. But it is hardly a dick move. Backstories are there to get characters involved.
It would be nice to see them included in a way that doesn't make them imbalanced or just blatantly rip off other class and racial features.
>The thing is that Wild Shape is only half of his Druid features. He's also a spellcaster.
I don't think he has cast a spell in 3 sessions. He pretty much just took the levels in druid for wild shape.
Oh, this reminds me. What kind of magical security options could be implemented to stop a druid from wild shaping into a small animal (spider for example) and stealing something, then wild shaping again and leaving?
>I don't think he has cast a spell in 3 sessions.
If he has not cast Guidance at all, I can objectively say that he is wasting his resources.
If he can't get to it, he can't steal it.
Put whatever it is behind your choice of magical wards, guards or simple locked boxes.
If he can't take it with him, he can't steal it.
Make it too heavy for him to carry. Make it damage him if he tries to pick it up. Put it in a place where he can't leave without getting noticed as a human, and can't physically get himself out as a stealthy animal.
These may still fail. If you really, really want him to not be able to take something, handwave an enchantment that reverts tranformed and polymorphed creatures into their original forms, preferably lampshaded earlier as protection against changeling spies.
If he still manages to get it out despite all that, consider that any place which has sufficient casters to ward an item probably also have casters capable of casting Locate Object.
But if you're actually going to dick someone over for stealing, make sure you did give them fair warning in-character (and possibly out of character) beforehand.
What's a good 2-level non-caster dip for an Open Hand monk? I don't care about the monk's capstone ability at all.
Would be starting at level 3, so I was thinking Fighter 2/Monk 1, and then Monk all the way on out?
Variant human. Polearm master feat (use a quarterstaff). Dueling fighting style (since a quarterstaff counts as variable, crunch-wise I can be using it one-handed) for the +2 damage with every single hit. And with second wind I can self-heal way earlier than I could otherwise. Plus the action surge means even more hitting.
Is this viable at all?
If you use a shortsword instead of a quarterstaff, rogue is a pretty good dip for monks. You can get some extra damage with your weapon attack once per turn, get extra skills out of it, and can dash or disengage as a bonus action without expending ki.
Going 3 levels of fighter to grab superiority dice is pretty good, too.
Tunnel Fighter Fighting Style with Polearm Master and Stunning Strike is ridiculously hilarious, at least for the one or two rounds where you still actually have ki remaining.
Still, I'd advise you to just stick with straight Monk. Delaying for Extra Attack and Stunning Strike just for a Fighting Style and Action Surge isn't really worth it. And you might not even get to level 20 anyway, given that you're starting at level 3.
Play a few levels of Monk and see what your character, or your party, needs.
>lets you have 20 levels in each class
I want to run an epic level campaign, where the BBEG is an awoken Tarrasque, with 20 levels in every class. Have him trying to eat the omniverse or something.
Ok thanks for the heads-up.
If I have time I'll look at fleshing it out, but then again, from what you're saying the amount of time required for that, I might as well write my own - less epic - adventure.
why is the srd missing almost every feat, as well as certain class abilities?
I only looked at fighter and sorcerer, but fighter for example is missing 2 fighting styles or whatever they're called, he only has champion listed.
any way to get ahold of a decent copy of the book? I'm playing my first 5e game soon and want to figure this stuff out.
PDFs of all the books (and more) are in the Mega.
The SRD only contains one archetype for each class and one subrace for each race, and one feat as an example. There are also some spells left out. It's meant to be an example for game designers, not for people to play 5e for free.
Because the SRD is what you can freely steal and republish in your own works. Like how Pathfinder is based off of the 3.5 SRD.
There's a copy of every book in the link at the top of the thread.
He stole a bunch of weapons but luckily for me it was from the biggest weapons store in the city, next to the diviner detective agency which i had established earlier. Once he realized they were on to him he had to ditch the goods.
When he broke in he set off some anti magic traps but wild shape isn't dispellable magic iirc. The guards couldn't find him because he was a sneaky spider.
As for him not using Guidance, how can I run it in his face that he should have been using it?
If he insists on continually doing things which will have consequences, then let him have those consequences. But inventive ways of using Wild Shape for legitimate purposes isn't something you should discourage.
As for Guidance, I admit there isn't any single objectively correct way to play a character, but not using it basically means forgoing an average of 2.5 to each and every single skill check performed out of combat, and that rubs me the wrong way.
There's no specific rules about it, so you should rule as you see fit.
Personally, I'd probably say speed reduced to 0, and to remove the dagger, you'd have to make a Strength check as an interaction, or else spend a bonus action - but only if the guy who chucked the dagger also jumped through some mechanical hoops to get it there too.
If it was just a standard Attack fluffed as a dagger through the foot, it wouldn't have any additional mechanical effects.
One-shot, 1st-level dungeon crawl tutorial for newbies. Are there any out there? Maybe some older/OSR module I can convert?
I don't want to just run the goblin caves from LMoP without the full story, and this would almost definitely be a one-off taster/tutorial, not the start of a campaign.
In my campaign my level 4 players are about to walk into a tinker antagonist's workshop and I'm having trouble thinking of some cool items for them to find in there. Anyone have any ideas for some neat inventions or magical items for them to find?
How about a compass of watch? Looking sort of like a dwemer artifact or whatever.
That goes pretty well with the theme right now, he's gone insane and started turning citizens into mechanical abominations.
Both sound cool, one of the players is a sailor so he'd love something like a special telescope and compass. I've considered adding in a pistol or rifle that shoot energy(I can't find the art of the rifleman shooting lightning), but Im not sure how to balance a gun like that effectively.
Strange question, but can an unarmed strike (or just a fist) meet the qualifications of a Warlock's Pact Weapon?
Granted, unless you multiclassed into Warlock from Monk or drank a potion of frost giant strength, you wouldn't be doing much damage with it (and if you're a monk, your fists qualify as magical in terms of overcoming resistance anyway,) but I still want to know if it's possible, so I can try and make a Muscle Wizard that doesn't need to multiclass.
An unarmed strike is not a weapon.
If you want something weird like a gauntlet for your pact weapon, talk to your DM, since that's outside the realm of RAW and what we can actually help with.
Dude JUST play the goblin caves of LMoP. If you run the full campain later the PCs will still be different and shouldn't metagame.
Also the dragon nursery in HotDQ is pretty fun. Make sure you adjust the encounters according to the size and level of your party. Info for that in the DMG in the mega if you don't have the book handy.
Group of 4 - im designing encounters essentially around the XP encounter chart in the DM guide and throwing enviornment-cliche'd monsters at them.
Will that be adequate, or is it a completely useless standard to base an encounter off?
new sage advice is out just now
Making a level 2 monk. Planning on going Way of the Open Hand.
Rolled the following stats (not yet assigned; highest to lowest):
Should I go variant human for the feat and bump the 15 and 9, or standard human so I have 16/15/15/14/10/9 and when I hit level 4 I can bump the 16 to 18 or the 15s to 16s?
the thing that bugs me is that it's a rule that with a Renaissance Pistol (or was it the rifle) it says
>you can use an action, or a bonus action to reload
it's like...what's the point of the option? the player is GOING to pick it as a BONUS action EVERY SINGLE TIME. personally I'd houserule it as a reg action, then as you leveled with it, you became a master at it and reloaded it as a bonus action.
I did something similar in Pathfinder with all Wizard party. Each player was only allowed to prepare spells from their specialized school as normal, all other schools were treated as opposition. Ran it like Harry Potter and shit.
Was pretty fun.
It's not something I ever enforced but a couple of my players have actually done this intentionally as a flavor preference.
The only necromancy necromancer is pretty powerful still. But the evocations only wizard runs out of steam really fast and winds up on just cantrips. Haven't seen any others but I'd imagine they're all pretty powerful still. Abjuration and Transmutation are great support. Conjuration, Illusion, and Enchantment can all probably finish encounters by themselves.l
>the player is GOING to pick it as a BONUS action EVERY SINGLE TIME
A rogue might prefer to use his cunning action for something and just reload as an action. No reason not to give them the option.
My main objective in my upcoming game is making magic primarily for damage, leaving utility spells rare and making players use their environments or resources more. So instead of
>there's a chasm
>I fly over it and ferry the party over
>there's a chasm
>fuck, we'll have to go around or climb down
The thing is I know some classes don't have as many blasty options as other classes so I'm having a hard time deciding what I want to try out
No, like... the entire point of cunning action is that you can do stuff that normally costs an action as a bonus action instead. Anything you can do with cunning action takes an action for everyone else, so even if you reloaded as a bonus action, you could still do anything would do with cunning action... as the normal action it takes.
Not sure. I thought it would be fun to take mobile for 50 move speed so when I reach level 3, I can be 35 feet from someone, run up to them, hit them, flurry of blows to hit them again and knock them back 15 feet, rush up to them, and knock them back another 15 feet.
I fixed the necklace to be more fun.
He can turn into a megabearzeker using the item, but has a chance of losing control. If he loses control, I remove him from the room and have him do combat in another room. Just for him, I replace every living entity in the combat with whatever the common enemy is in the fight. He has to try to discern who is friendly or not and the party will eventually have to subdue him
>Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the characters choice). DMG 267
>Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. PHB 147
So those summoning spells from the old magic UA is best used for Planar Binding right? Because Planar Binding doesn't say it summons a creature, it's only the binding part. I wish it was as detailed a spell as in 3.5e. I loved playing a Malconvoker. Summoning Demons to do shit for you.
Sometimes I miss 3.5e...
You could roll a monk that ISN'T Way of The Four Elements, including but not limited to Sun Soul or Shadow.
>Hosting game with friends tonight
>Party monk and party warlock feuding
>Princes of the Apocalypse, Feathergale Spire
>Party is split
>Warlock sends imp to warn monk about cultits and to
pee on him
>Imp does so
>Monk pissed, gets naked, fight starts
>Monk fighting naked
>Make an unarmed strike with his penis, crits it, kills the dude
>Party fighter spends several rounds attempting to recruit anime avatar cutie into the party (last session whole party spaghetti'd all over her)
>End of the fight, whole party at 1 HP except for the party Wizard
Pic related, anime avatar cutie stand in for Savra.
I played/am playing a four elements monk. I haven't had any problem with it. I don't get to use my elemental abilities often, but my party has enjoyed the utility I've gotten out of Elemental Attunement. Fist of Unbroken Wind has led to a couple of really cool kills. Played it levels 1-5, but that campaign was paused. We'll pick it back up some time later this year.
Devils are from the Nine Hells of Baator, Demons are from the Abyss. Devils are strict and hierarchical, often working together, while demons are the embodiment of chaos and try to destroy everything in their wake.
A demon will rape you.
A devil will offer you a contract that claims you'll get a good deal of power, but in the fine print is a clause stating that you'll be its new buttslut forever.
But they cover the same themes, fiendish tempters and corruptors. They both make deals. They both betray you in some way.
To me there's never been devils, just The Devil, and demons that serve it. Devil is like a title, not a category. Gygax wa a lazy fuck using synonyms for totally similar monsters.
A Demon will fuck you over as soon as possible, a Devil will fuck you over as thoroughly as possible.
A Devil will keep to the letter of a deal but it WILL find a loophole eventually, a demon will laugh at you for thinking you ever had a deal.
Devils are corruptors who use destruction, Demons are destroyers who use corruption.
Whatever you say anon. Just shows how bad of a DM you are if you can't figure out how to use them effectively.
Wrong. It shows how shitty the source material is when it MUST be depicted this way and no other ways, and how two of the more iconic enemies of the game are padded out copies of one another. Alignments are shit, synonyms are shit. Fuck, Warhammer got it right over D&D by far.
I like it overall. Casting lvl 10 spells can sound kind of dumb in paper but it really does feel epic. The Warlock got a reasonably good deal (except Pact of the Blade... that needs a buff, and the base ability is already in dire need of a buff) and even though the Ranger and Rogue could use some more love. Paladins are already strong so what they get is within reason.
That Figther and Monk really need work, though (altough the Fighter needs less work, this said)
I'm mostly saying this because Fighters and Monks are, at it's core, meant to fill the same niche, so they should be about equal, and monk tricks in general don't have the same weight of the sheer rape a Fighter is *already* capable of. (i'm all for Fighters being ultimate badasses, but Monks deserve that too)
Unlimited Second Wind ( very strong, but reasonable)
+1d6 damage per attack ( i can see where they were going, but it's actually rather poor)
And there's this: the lvl 29 ability lets the monk do 4 attacks with it's attack action. The fighter is doing 5 at level 21 and 6 at level 26. Wow, real nice there. At least add that a Monk could still use FoB (an additional one) as a Bonus Action
The +2d10 heal is practically a 3.P-tier middle finger of a class feature, compared to what everyone else gets. Seriously, that shit's insulting. Make it 4d10 and have them regenerate 1d10 every turn and then we're talking.
Not to mention Kiborn is a laughable capstone. Just let them regenerate Ki every turn as a passive ability, for fuck's sake. If you want to keep a meditation ability that forfeits their turn, at least give them some sort of improved Sanctuary effect.
>when it MUST be depicted this way and no other ways
>and how two of the more iconic enemies of the game are padded out copies of one another
Anon. This is a tabletop RPG. You can do whatever you want with it. No one can stop you.
And secondly, they're not copies of one another. Did you even bother reading the Monster Manual entries for Demons and Devils before coming here?
>it MUST be depicted this way and no other ways
What? No one ever said this, the question is what the difference between Demons and Devils is without falling back on alignment.
There's tons of exceptions, like Graz'zt, a Devil who became a Demon Prince.
>Did you even bother reading the Monster Manual entries for Demons and Devils before coming here?
It's pretty clear by now that he just came here to bait people, thus the "oh wow it's so shit" after getting responses to a question that could have been answered with a quick skimming of said MM entries.
>And secondly, they're not copies of one another. Did you even bother reading the Monster Manual entries for Demons and Devils before coming here?
I want gameable things. Fluff is easy to change as you say. What gameable/mechanical difference is there between devils and demons beyond alignment? If you didn't know anything about the distinction of a devil and a demon and looked at kyton or osyluth, you think you could tell if they're devils or demons? Imps and Quasits? Lemures and Manes? A Pit Fiend and a Balor? Would you really be able to tell the difference if you had nothing by a statblock and a picture?
>What? No one ever said this, the question is what the difference between Demons and Devils is without falling back on alignment.
That's eseentially what's being said, if the only difference is a devil will makes deals and fuck you over much later, and a demon will makes deals and fuck you over as soon as it suits them. There is hardly a difference now is there?
You literally didn't bother to look at the Monster Manual.
Yes, anon, there are different "gameable" things. They have different auras, speak different languages, resist different types of damage, different attacks. Just looking at the Pit Fiend and Balor, the Balor attacks with weapons and the Pit Fiend attacks with a bite and claws, among the things I listed up top.
Why do you insist on thinking demons make deals? Some may lie and cheat and seem to make a deal, but most will just take what they want or kill/rape you instead. Devils make deals, uphold their end, but in the end it always benefits them, generally to your detriment.
They exist on different planes of existence, are opposing factions, they have entirely different abilities, stats, and appearances, they have entirely distinct cultures/hierarchies.
1) don't use it like that in your game. Make a setting where it works whatever you want.
2)stop playing DnD if you don't like the way DnD handles things
Jesus, it's like people can CHOOSE what to do when they don't like something in a roleplaying game!
Devils will fuck you over because they want your soul to increase its own or its Infernal Master's power base, Demons will fuck you over because a Demon wants to destroy everything it can reach.
They'll both fuck you over because fucking you over is the goal of EVERY evil creature, but their motives for doing so are completely different.
Language is superfluous, it solves a problem they created.
Let's look again at the Balor and the Pit Fiend. Both are huge horned badguys. They have similar to almost identical damage immunities and resisitances. Balor explodes in fire and has firey aura, is that a demon trait or just a balor trait? Pit Fiends have a fear aura, is that a devil trait or just a Pit Fiend trait? Otherwise Balors fight with a whip. Pit Fiend with bite, claws, and mace.
Notice how so much more savage the supposed devil is to the demon. I thought devils were tempters. How very un-devilish
It's good that you're conveniently ignoring the part where a Pit Fiend also has magic, and a Balor doesn't. You're well on your way to getting your shitposting license anon. Good for you.
None of your questions are relevant in any aspect. You're just trolling around cause you're bored.
Dragons are ancient powerful magical reptillian creatures that were alive when the world was young.
Humans have fleeting lives, serve higher powers, and die quickly. They're also often the heroes of tales.
Dragons are fucking Dragons, there are no masses of them. Each is a monumental thing to itself.
You kill humans, you SLAY Dragons.
We're starting at level 2, and I want to go 2 or 3 levels into Warlock and then either go full into sorceror or become a fighter/warlock mix.
Which is more fun in and out of combat?
GM will probably run a fair chunk of combat, but also says he wants to encourage creativity out of combat - and he's also said he intends to offer frequent rests since he doesn't like per-day limitations much.
Sorceror obviously has more versatility but fighter/warlock seems more interesting than just standing around and blasting all combat.
Nope. Humans narrative niche are the everyman, hero, and the npc.
A Dragon's narrative niche a legendary, ancient, and powerful elemental creature whose greed is greater than any mans. It is like an elemental dinosaur. It's Godzilla. The Dragon is something to be overcome or worshipped by the Human.
>5e tells me I can do what I want
>do because I'm the DM
>let my players do what they want within reason, only use rules if both parties can't decide
>yfw I made a helmed horror scare-crow type NPC with a jack-o-lantern head made out of a giant onion that talks through his everlasting Root-like-wick and was once a Count, and everytime he gets pissed he shouts and the flames get bigger inside and catch his head on fire by accident (and coincidentally any hat he currently has on, he goes through a lot of hats) and any creatures around him must make a Constitution Saving Throw DC 15 or have disadvantage on all Wisdom (Perception) checks pertaining to sight. His name is Pid Idria and yes I am proud of him.
he's also voiced by
but anyway tl;dr fuck the narrative rules do what you want it's ur fuckin game
That's not true at all. In my last game, a Human was a horribly bastard who we had to kill to save the day.
Conversely, we met a Gold Dragon that aided us all the time in trying to save the world from the evil Human.
So if you're not lying to me right now in stereotyping Humans and Dragons into horribly narrow cliches, that must mean that both Humans and Dragons can be good or evil. Therefor, they're the same thing.
>Use devils for subversive, political, espionage and subtle corruption
Little to no of their mechanics support this role they expouse. Fucking yugoloths do it better, and they're so fucking out of the place it's ridiculous.
>Use demons for overt destruction, hordes, rampant transformation etc
I do use demons for this, but not all demons do this or should. Pazuzu doesn't really do this, he's more insidious, possessing 12 year old girls and warding of baby eating demon goddesses. Graz'zt doesn't do this, he's more a Slaanesh figure than anything else.
>don't reptiles stick their dicks directly into the laid eggs? so no coitus would occur?
Here's the thing, and this really only applies to veteran players who think they are playing d&d, when you tell a player they see something, part of their understanding of the situation is their experience of such creatures existing in their standard form. Sure, exceptions exist, but unless you bother to explain that in YOUR game, chromatic dragons are lawful good, expect them to try and fight that quest giving peace loving hippy black dragon at first chance.
thanks that was a 5 hour shift daydream session he was born in. he was cursed, so in despair he killed himself. Hundreds of years after being put in the earth, the gravestones wore away untended because idkwarandconquest, and planted an onion field. The curse, holding his soul, moved to the seed. And now he's stuck like this and holding an important plot item the PC's need.
Anon, that's retarded. If the dragon isn't attacking them or attacking anyone else, why would the players attack? Because they want to get killed? Cause that's the only reason I can see for them trying to attack something that is non-hostile.
>what happens when someone colored a Gold Dragon black
dohohohohoho the plot thickens
Let me rephrase the context slightly, assuming the characters have the strength to do so, they would expect a black dragon to be up to no good 99% of the time, and many parties would rightfully not chance it, and attempt murder instead.
Did you meet a Gold Dragon, or THE Gold Dragon. The only Gold Dragon of the campaign, who without their assistance you would have surely failed at.
You likely didn't just go see the local gold dragon, you quested for it and requested it's aid, and it gave you it's aid like divine intervention.
Alternatively it came to you in disguise, akin to Odin as an old wanderer, and gave you aid you needed to save the world. Still divine intervention is a subtler way.
>rightfully not chance it
Then they're not heroes, they're murderhobos. If something's not attacking you, has no history of attacking anything else, and doesn't appear to be planning on attacking anything, why would you attack it? Because your character is evil, please shift his alignment.
Because in standard D&D, chromatic dragons are the spawn of Tiamat, and thus inherently evil.
Fuck me, the Abyss. I was going to point out that Graz'zt was from the Nine Hells and broke my point.
We met a Gold Dragon. Of which there were several. DM described a location as being populated entirely by metallic dragons shape-shifted into more humanoid races.
What does that matter anyway. The assertion was:
>whose greed is greater than any mans. It is like an elemental dinosaur. It's Godzilla. The Dragon is something to be overcome or worshipped by the Human.
And you're still evil if you try to kill something that isn't trying to kill anything else and is intelligent. It doesn't matter if it's evil, if it's not a threat, you have no reason to attack it unless you simply lust for battle, it's riches, or you're basically retarded.
>Fuck me, the Abyss. I was going to point out that Graz'zt was from the Nine Hells and broke my point.
And Lolth was a goddess. Other entities can find power and purchase in the Abyss. Yet that's also true for the Nine Hells/Baator. Asmodeus may or may not be a fallen angel. Zariel, Archduke of Avernus certainly is one.
All this dragon talk reminded me.
>Playing Raiders of the Twilight Marsh as AL
>Kill the young black dragon in one round thanks to two action surging fighters with legendary weapons
I get it was scripted but it still seemed kind of dumb.
Evil and Good are both more than concepts in D&D, they are actual things, and the destruction of Evil is considered a Good act. D&D is not real life. If you want this to NOT be generic D&D you need your players to be aware of that fact, either by direct communication, or them not expecting it to be otherwise.
Which is why they are exceptions, just like Pazuzu and Graz'zt, my only point was that exceptions to the norm do not disprove the norm, nor do they mean that the norms of Devils and Demons are identical as previously asserted.
>We met a Gold Dragon. Of which there were several. DM described a location as being populated entirely by metallic dragons shape-shifted into more humanoid races.
>What does that matter anyway.
I suppose it matters that me and your DM have significantly different ideas about the narrative niche of dragons and how they should be depicted. I find his way rather boring and killing the uniqueness and impact of a goddamn fucking Dragon.
>destruction of Evil is considered a Good act
Where? Like seriously, cite me a page number.
That's because you're fucking retarded and don't know how to run a game if you're not regurgitating cliches.
Gameable differences between Humans and Dragons then.
Humans live little under a century. Many can learn how to fight, few have magical powers. Most learn neither, instead having skillsets which they use to benefit one another.
Dragons live for many centuries to maybe a millenia. All know how to fight and can work magic, many can change their shape, all are elemental creatures with natural breath weapons, can naturally fly, have hordes of loot, and eat humans.
In 4e Asmodeus was firmly a fallen angel, also there was a much clearer difference between Demons and Devils, Devils were Astral and Demons were Elemental and the Blood War was just a continuation of the Dawn War.
I know I'm in the minority for enjoying 4e fluff, but damn it I liked it.
>That's because you're fucking retarded and don't know how to run a game if you're not regurgitating cliches.
No, I recognize the impact the Serpent had on the primal mind and draw from that. The Dragon is Satan, the Dragon is a Monster, the Dragon is a Mystic, the Dragon is Elemental. You call it cliche. cliche's work for a reason.
>Which is why they are exceptions, just like Pazuzu and Graz'zt, my only point was that exceptions to the norm do not disprove the norm,
Sure they do. Demons and Devils are like this "except these ones?" You can't have your cake and eat it to. That just further muddies the water between them.
Many of them had overlapping powers and skill sets with one another, but all in all Devils tended to have Martial or Control-ish powers Succubusses were reclassified as Devils because they better fit the Devil MO, and Demons had more raw physical might or elemental fury things going on.
The similarities they did have made sense too in how 4e linked the creation of both factions to the Shard of Evil.
I need a bit of help.
I want to create a monster-slayer type of character (sort of like a witcher) but with no magic and uses finesse weapons + a crossbow (or hand crossbow). I don't know whether to make it a fighter (which I'm familiar with) or a ranger (because I like that they can track stuff). My DM is pretty cool but he doesn't allow multiclassing.
What should I do? Here's a recap of what I want:
>Dex based melee with a crossbow (or handcrossbow) for range
>Would prefer not to dual wield if possible.
>Would prefer a rapier as the main weapon.
>Want to roleplay the aspect of tracking monsters, identifying them, planning the attack instead of just running in
I'd say bloodhunter but you specified no magic and if your DM doesn't allow multiclassing then he sure as hell wouldn't allow homebrew.
Rangers use magic by the way.
Maybe try UA scout fighter? UA spell-less ranger? Rogue? Barbarian?
You should be picking outlander, maybe.
Expanding on this, rogues get a lot of skill proficiencies, so you'd be able to pick up a couple of Knowledge/Lore skill proficiencies to help you identify monsters and still have a few left over for more practical ones.
I come with a dilemma of sorts. I've just started a game with a few friends. GM had us roll lvl 8s.
I thought something was up when I heard we had an NPC cleric following us around. I knew something was up when he was a cleric and he wasn't healing us.
I was sure something was up when he was rolling 8d12 a turn for some unspecified spell.
Unfortunately I don't want to just quit this game. Its the first one I've been in in years. I also have several friends in the game.
I'm already not optimized enough to try and outclass him, but I AM specced as an illusion heavy wizard.
What can I do to trivialize encounters or generally fuck with the DMPC without him just outright murdering my character?
Low AC and,like I said, blocking a hallway. There were a lot of attacks going off on my character and it adds up. Unlike if someone with some serious armor had been back there and all but untouchable. I also should have raged earlier, but that would have only delayed things by a turn at most.
That's true. I'm so used to playing high AC characters (fighter, cleric, Bladesinger) that I forget how important it is to mitigate damage. Not that it helps my cleric sometimes where 18AC while dodging can still get me downed with lucky rolls.
DM set it up so that before the game started he hired us as "bodyguards." Laughable considering combat so far has been waiting around for him to kill the health sponge enemies.
DM has a hard on for Lovecraft and 40k. I suspect he's supposed to be some kind of Inquisitor
I would, but it doesn't fit the character.
I have yet to play anything with more than 16 AC and it's honestly a little bothersome how squishy my characters feel. In one game, a Paladin sat around with 22 AC after some bonuses and a spell and still was just barely not getting damaged.
Most of its abilities cost too much ki for what they do. Not a problem if you get a lot of short rests, but it might be difficult if your DM presses you on or if time is important in your campaign.
Playing in my local comic shop's Encounters game, DM mentioned last session that by the time it rolls around we're going to switch over from Out of the Abyss to Curse of Strahd. I've about half a dozen character concepts, having trouble figuring out which one would fit more for the setting:
Tiefling monk, going into way of the elements, fluff included that she's trying to atone for the actions of her ancestors that caused Tieflings to exist. I know that the four elements path is kinda weak, but I like the possibility of playing her using every element but fire in an attempt to distance herself from her heritage.
Human Wizard, Keen Mind starting feat and focusing into Abjuration. Keeps an owl familiar, really cute nerd trying to impress her teacher.
Human Rogue, going for Arcane Trickster build, refined member of high society with secretive dashing rogue streak.
Human Sorcerer, Stormborn, super competitive and all about that speed with the addition of the Mobile feat.
I've also already ruled out a down-home type Paladin since I hear Ravenloft tends to chew them up and spit them out like nothing, and a Druid I've been sitting on for a while since her kind and caring hippie-like nature is at definite odds with the setting, plus she's kind of a scaredy-cat. If anyone has any builds they like that they suggest I'm definitely open to them.
Really I just fucking love creating characters
You attack as a bonus action, as long as you use the attack action for your action.
That's simpler then all the possible argument's about Barkskin,
The complex part is 'can you attack as a bonus action before you attack as an action', but since 5e doesn't specify a main hand or an off hand, that question doesn't actually matter. There's be no reason to swap the order.
Is that not spelled out pretty explicitly?
It's a slightly non-intuitive design choice, but nothing Sage Advice commentary would fix, since it would literally just be reposting the TWF section from the PHB.
I know, but since it was being all laid out I thought I'd add the rest to be helpful, in that spirit while I'm at it I might as well add that both weapons you're using need to have the Light property unless you have the relevant Feat.
I wasn't saying the Unarmored Defenses should stack, but Mage Armor is a spell not a feature.
If I apply RAW to my post calculation I would say that's where the OR comes in instead of being and/or.
honestly you're better off just not doing this. starting monk 3 would be way more powerful, and hitting monk 5 before level 7 would be way, WAY better than being fighter 2 monk 3 at level 5.
you're pretty much delaying your whole class progression to.... get +2 damage to one of your attacks, and being able to do a slightly improved flurry of blows once per short rest.
IF after monk 5 you for some reason decided to not stick with monk, which is worse in most cases than just staying monk, I think your best multiclass options for monks are... well the best is cleric honestly just to pick up guidance and some limited healing for helping up downed people and helping out your party with skill checks, but for non casters your best bets ARE rogue ONE because it gives you expertise and an extra skill or fighter ONE because you can get a fighting style. cunning action is nice but definitely not as nice as just increasing your ki, getting new monk abilities, and anyway it overlaps heavily with what monks already get. and i don't mean because you too can dash as a bonus action. your speed is already so high if you stay on monk progression you don't need to really dash. and bonus action hiding is useless to you, and bonus action disengage is okay but you really don't need it and you wold pretty much always be better off using your bonus action to hit people harder.
if you really, really want a two level non caster dip, take fighter 1 rogue 1.
what level is your campaign going to go to?
ugh different anon but i didn't even know our druid could get guidance
in our side campaign my cleric uses this non stop, so now it erks me too that our druid in our main campaign is helping me out with that
Yeah but realistically, even if allowing both Wis AND Con(Which I wasn't suggesting in the first place) we're looking at something like 18 or 19 AC at best, which a proficient plate-wearer surpasses easily.
honestly its maybe a bit weaker than the other two, but not as wildly worse as people online want to make it appear for whatever reason
and weaker is hard to define. sometimes freezing tons of water will be super useful, sometimes not. sometimes your monk casting fireball will be awesome, sometimes not. sometimes you need shatter and no one knows it, sometimes not.
>I would, but it doesn't fit the character.
think about what an actual human being would do
when hes faced with a scenario in which he needs to hold a hallway from guys with metal weapons, he would definitely pick up a shield or some form of cover and block the door, no matter how much he likes his huge weeaboo sword or whatever you have him wielding
I think the main problem is the huge limit on what you can do, since you can only have one elemental discipline of your choice when you choose WotFE at level 3 and can only get a max of 4 at level 17.
want to spread damage around, can get +1 AC, have two weapons that have some rider on each attack, want to smite three times in a round as a paladin instead of two, just because you want to, etc.