>Official /5eg/ Mega Trove, contains all official 5e stuff:
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
UA for this month: http://dnd.wizards.com/articles/features/kits-old
Thanks to whoever is updating the mega
What specific piece of D&D content (Setting, module, specific sourcebook) do you most want to see officially adapted to 5e?
Would I somehow make dwarves OP by making them immune to being resurrected as zombies or skeletons? It's for a homebrew setting where the God that created dwarves also despises undead, thus keeping them from being resurrected ad abominations. Dwarves would otherwise be affected by necromancy.
Not if I were ruling it.
It's the difference between Cast A Spell and Attack that prevents a fighter from taking a multi-beam cantrip and slaughtering everything forever.
Let me ask a question: can a spell attack crit?
What happens when an attack crits?
I feel like you already know the answers to these questions, especially since I already answered one for you.
Ain't no rules says the dog can't play basketball
Anon, cantrips deal less damage than a fighter because they don't get to add any ability mods to damage. Eldritch Blast is the exception, and is restricted to Warlocks, who get shafted on the spells-per-day and utility front, and even an Agonizing Eldritch Blast only deals as much damage as an unoptimized Fighter.
A Fighter that takes Eldritch Blast gains next to nothing.
Those spells only make one attack roll, only hit once, and therefore only add the Wizard's Int mod to damage once. Contrarily, Fighters and Warlocks make up to four attack rolls (depending on level), and can add the relevant ability mod four times.
>How do you guys basically sit down and hammer out at least the sheerest frame of a story?
I write out a few basic plot hooks, motivations for NPCs, a rough timeline of what's going to happen when if they PCs just fuck around and don't interact with the hooks, and a few rough branch ideas for ways the PCs can affect events. I mostly fill in the blanks with improvisation though.
Also I have a list of names and some generic statblocks prepared that I can apply seamlessly when some player inevitably starts up a conversation with some random flavor text NPC.
As the guy that originally said, 'no', modifier's not to damage, friend.
But that's not the issue.
The issue is that 4 d10 beams deals a solid 18 damage and, with a Champion, any particular beam crits four times as often as a greatsword, at 120 feet.
With the +5 mod cap, deals 17 damage maximum, 27 if you take a -5 to hit, and 39 if that hit is a maximized critical (though if you're getting into that territory, the beam deals 50 for maximum die and one beam critical hitting). Range is point blank.
Admittedly, Battlemasters benefit more.
>Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
How are you getting your improved crit range on your spell attacks?
Just about the only ability Fighters can get that benefits Eldritch Blast is Close Quarters Shooter, and that's just because of how they worded it in the UA.
I've made around $50 through several PWYW titles, I'm waiting til the start of next month to grab from it. With classes going on it's hard to make stuff for it, so my shit gets pushed way to the back and fewer people pay for it.
Actually, scratch >>45093072, I have literally no idea what you're trying to say. How would any particular beam crit four times as often as a greatsword? Are you assuming that the beams get an expanded crit range but the greatsword doesn't?
Would you please care to rephrase your argument?
> run 5e game
> players refuse to make maps
> players complain that they're always lost
> players pick fights that they clearly cannot win
> players intentionally trigger traps because not interacting with them is too difficult
> players complain that the game is too hard
This is the worst. Fuck everything. Guys, please tell me a story of your players being clever and successful.
>Each has a chance to crit, +1d10 damage per crit, for an average of 5.5 bonus damage per crit
>One sword attack
>One chance to crit, +2d6 damage per crit, for an average of 7.5 bonus damage
What I probably should have said is that on any given Eldritch blast, there are 4 chances for an extra 1d10 damage.
And to boot, this actually increases accuracy as well, because if one beam misses the other three can still hit (and crit), while you're out of luck if your greatsword misses.
Does that clarify things?
This is under the assumption that cantrips can be used for attacks (ergo, that a Fighter would gain nothing from Edlritch Blast >>45092731), which I don't think is correct (And I hope isn't taken as the general assumption).
Therefore for every greatsword attack, an Eldritch Blast could be cast in its place, under this (wrong) assumption.
Whether spells can critically hit is not directly connected to this, and I think I'll recount my stance on that particular point, assuming spells don't count as benefitting from Extra Attack.
>Why are you comparing four beams to one sword attack?
As stated before, this is under the assumption that cantrips can be used for attacks, which is wrong.
talk to your group about it, and if that fails just find a new group
its a game and you're a player as much as anyone else, if you aren't enjoying it just leave and find a group you will enjoy it with
> first time DMing after homebrewing a little bit
> player asks me to run a module from dragons magazine
> seemed little bit hard
> players were 4 levels lower than the adventure
> I try to balance the module for them
> player ask me not to since they want some challenge
> run the module
> dungeon time
> traps, puzzles and monsters are annihilating the players
> half of the PCs died within the first 2 hours
> survivor PCs flee from dungeon go back to town
> party recruits new adventures (new PCs from players that lost their characters)
> party do some side questing to gain exp and money
> players gear up, and after leveling up a couple of times they come back to the same dungeon
> they are more careful this time
> the satisfaction on their faces when after a few sessions they finally finished the module
> keep commenting on how much fun is to play with such a high risk of dying
> mfw before this I was super aware of not killing the players cos of fear they would stop playing
>And to boot, this actually increases accuracy as well, because if one beam misses the other three can still hit (and crit), while you're out of luck if your greatsword misses.
>Does that clarify things?
>Why are you comparing four beams to one sword attack?
>As stated before, this is under the assumption that cantrips can be used for attacks, which is wrong.
Why the fuck are you contradicting yourself?
And no, you cannot cast multiple spells with extra attack.
I'm trying to point out that cantrips can't be used as attacks under Extra Attack, and the implications of why this wouldn't work, by showing what would happen should it have been taken to be true.
That's all. I'm done.
>And no, you cannot cast multiple spells with extra attack.
Good, we agree.
Sorry for starting an argument over nothing, then.
Casting a Spell, and Attack are separate actions. Extra Attack is specifically triggered by the Attack action. Why the fuck is the reading comprehension in 5e general so fucking low?
An Attack Roll is a separate concept. Some offensive spells trigger an attack roll. If an attack roll comes up 20 it's a critical hit. Spells that make an attack roll can critical hit.
Playing in an Out of the Abyss game.
Without any really bad spoilers, what are some things I should keep a heads up for?
Party barbarian snapped the serial killer's neck, everyone had to make saves for sanity.
Good to see you're arguing against a point nobody was trying to make. But to tie this back to the original comment, and just so we can be clear that you've learned something today, any spell with an attack roll, including cantrips, crit on a natural 20.
This is not imbalanced and if you ever find yourself as a DM and strip away this rule you are a bad person.
Couple questions a new DM.
What are people's thoughts on multiclassing? Are there any broken combos? It seems like a migraine and i'm considering only allowing it if there's a very clear RP reason for them having a level of whatever class they want to multi into.
Next, are there any BROKEN (like absolutely disgusting) combinations of classes I should ban or things like that? From what I've heard (i'm new to 5E as well) the game is really hard to minmax, but I have players who are just casual, so I wouldn't want a massive power disparity if one player who I know is online looking at minmax guides brings something to the table and I don't realize its power level and completely outshines the rest of the party.
Actually, as retarded as this sounds, that might actually work with Flame Blade.
>(leaf of sumac) You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Considering it's a spell attack and not a weapon attack, I don't know, but whatever.
>going through 5e LFG listings on Roll20
>see one that might be interesting
>post there using the DM's template, flesh out a gnome wizard who is part tongue-in-cheek, part serious
>DM disables the LFG listing minutes later without recruiting any players
I ruin everything.
Mechanically, melee weapons are Simple Melee Weapons and Martial Melee Weapons, under the Weapon table in the equipment section.
As such, Flame Blade isn't a melee weapon by the standard rules, though you could certainly try to convince your DM otherwise.
Obviously, good players are good players.
But gnomes quickly fall into not-quite kender territory if handled badly.
It's a quick way to be 'qwerky' if you're That Guy.
They get my wary eye in the same way that halfling thieves do, for the same reasons.
A lot of weird shit is going to happen. It will sometimes be a good idea to run or at least negotiate. Being polite and role playing can get you some cool stuff despite most of the NPCs being assholes.
>/tg/ is the most unironically stupid board I've been to
It does surprisingly well in terms of socialization for being a bunch of tabletop gaming neckbeards.
Though that says more about the boards /tg/ beats out.
I've also got a halfling fighter with a criminal background about to dip rogue. Why must you hate me? I've done nothing except open doors the party wanted opened
mostly because of invisible police
>looking through other weekend LFG listings
>they're all shit
>As such, Flame Blade isn't a melee weapon by the standard rules, though you could certainly try to convince your DM otherwise.
I'd consider allowing it despite knowing it doesn't count as a melee weapon just because I think fencing with a sword made of magic is a fun idea.
Multiclassing as a whole usually leaves you with considerably less power than if you had stayed as one class through your progression.
There are some exceptions to this, and some multiclassing combos are strong (Paladin + any full progression charisma caster for instance), but none of them really break the game.
There are only two multiclass combinations that come to mind that are a dead giveaway of a min/maxer, and that's warlock 2/sorc x, and undying light warlock/dragon sorc 6/paladin whatever. That said, a Warlock/Sorc isn't going to shit on absolutely everything and has space to create a legitimately interesting character concept, and the tri-class combo is shut down by anything that resists or is immune to fire.
To restrict multiclassing always seems so arbitrary to me. You'll let somebody play a wizard or bard without a second thought, right? Or a battlemaster fighter? No multiclass is going to offer the same consistency, utility, and power as these three classes anyway, and most might rise above them in only one of those categories.
>Are there any broken combos?
no not really
honestly most multiclasses are worse than just staying single classed in this edition.
some have discrete tricks they can pull off to be good, but even then you're typically sacrificing some kind of depth in your other abilities to have something like eldritch blast. which is a good spell but 2 levels out of your main class to do a bit of damage at range is kind of... whatever.
>I think fencing with a sword made of magic is a fun idea.
>Flame Blade magic item, must be activated by a paladin, otherwise it's an ordinary hilt, only two are made
>Villain is a Blackguard who's stolen and corrupted one of them, wants the other, as it is the only thing that can truly kill him as per a curse
Look kid, Im a seasoned player, some might even say that Im one of the best, if not the best, gamer this board has to offer. Dont believe me? I have over 400 hundred board games at my house, over a 100 at my arms reach right now. Card games? I got a deck for every possible combination of cards of M:tg, I even go to tournments and shit. No biggie. D&D? I'm proud to say that as a player I'm always the party leader, maxed as I can be and I'm not afraid of taking that extra edge that puts me ahead of enemies and allies alike. Hell, I got to get paid for having sex with hot girls and killing dragons with my expert builds. I like to shit on the GM one-directional adventures, by solving it with brains and brawl instead of one or the other, wether the party likes it or not. When Im the GM, Im proud to say that NO PARTY ever finished one of my adventures. Think you're gonna face some lazy sleepy goblins? Think again, they are fully trained comandos, that will attack and take full cover before you can do shit. Dont hate the player, hate the game. WH40K? Dont even get me started, kiddo, shit would blow your weaklings mind on how real it gets.
So, you listen, kiddo, and you listen good, because this will be a freebie.
Enjoy your players suffering and feed on their despair. You are the GM, a god is something beneath you. Act like it.
Yeah it was just out of fear, since I'm new and didn't know all the combos. I'm probably going to be more open about it after receiving feedback, I'll still want them to have good RP reasons for multiclassing into whatever they're multiclassing into, but I won't try to arbitrarily ban anything. I actually didn't know about the undying light warlock unearthed arcana, I actually really like it and might send it to my players incase any of them want to play one. Good warlocks are the bees knees.
I think he wants devils to make themselves look more like people.
After all, if you're a seven-foot, thuggish looking, red-skinned figure with horns and wings, you're not going to elicit as much trust as a man in nice robes who's talking in a calm, cheerful voice about how much he wants to help you.
Unless you talk to dragonborn.
No, but i'm not going to consider any tempting offer from a bug of ice, or a creature covered in spikes, or a skeleton with a scorpion tail, or a creature made of spiked chains.
Whenever a devil has traditionally tempted someone, it is in a more pleasing or unassuming shape. Be it a serpent, or a man at the crossroads, or the wind that's only a whisper. My favourite kind of devil is the one that take the shape of a human, and tries to be a friend to you.
Besides the obvious typo, I would appreciate thoughts on this monster.
I like the idea presented in Fiendish Codex II that not all devils serve as tempters and that each kind of devil basically has a specific purpose.
In fact I just love the shit out of Fiendish Codex II, easily my favorite 3.5 splatbook and anyone that does anything with Devils or the Nine Hells is doing themselves a disservice by not reading it.
Huh, I'm not doing anything of that kind yet, but I'll look into it, and your suggested reading.
There's a demon that's influencing an NPC under the threat of taking his soul and tormenting his wife and children, using him to fan a war which is just but will quickly spiral out of control if a few little things happen.
Certainly better than 3.5
But we're back to a system where casters and non-casters use fundamentally different mechanics, unlike in 4e, so there's some imbalance remaining.
Really the best idea 5e had was the Concentration feature for casters, it basically removes the single biggest bugbear of the 3.PF caster imbalance, that being the stacking of buffs and battlefield control spells. Now the caster has to choose one, and only one, major ongoing spell to use at a time. It's so good that it makes some of the nerfs to specific spells seem really unnecessary.
Casters are still arguably stronger, but you won't at all feel it like you did in 3.5
That was the case back in Planescape as well, Erinyes specifically were tasked with tempting mortals. There was also a Ministry of Mortal Relations, because the whole thing with the Nine Hells was, in part, the nightmarish bureaucracy.
It's usually weaker than going straight with one class.
That said, I'm interested in how a multi-class caster (like a cleric/wizard) would go, given they still get full spell slot progression, but have to rely on amping up lower level spells.
Stupid question: How do you use Unearthed Arcana, exactly?
I have a player who, despite the party's still relative parity, seems pretty disappointed in what he's got out of playing a Ranger so far. I'm looking at the UA Ranger now, and I'm seeing a lot of stuff that I think he'd like. How should I implement it in play? Should I just have him add the appropriate abilities to his already-existing core Ranger, or have him re-roll a level 4 UA Ranger? I'm just a little unclear as to how I'm supposed to use this.
If you're cool with it, just let the player switch to that one. Have him remove all benefits that his current ranger subclass gets and add those, no fuss no buss. If you want to have some RP reason for it you can.
>Have him remove all benefits that his current ranger subclass gets and add those, no fuss no buss.
Hmm... he already seems kind of attached to the current animal companion he has. Switching would get rid of that, right? But in exchange, he'd get the Spirit Companion.
I think I'll bring it up to him, see what he thinks, but something tells me he won't want to give up his existing companion for a different one.
Another thing I was thinking of was suggesting that he try multiclassing, but to be honest I don't have very much experience with doing that at all. What are some good classes for a Ranger to multiclass into? I think he was hoping to get more spells if he can, would Cleric be a good fit? We already have a Wizard and a Paladin.
What would you give to a rogue archetype focused on stealth/hiding?
3 can hide when in dim light
9 advantage on hiding?
13 more hiding, maybe be able to go invisible?
18 holy shit, where are you?!
Bonus points if he'll wear a "saddle"
>Wife playing first rpg
>She's playing a level 5 Druid
>Pirates coming to attack their transport ship
>Her in teasing voice: "I have a lvl 2 sink ship spell"
>Roll my eyes at her
>Her: "Wait, what does Warp Wood do?"
>Mr: "Holy shit, you have a lvl 2 sink ship spell."
I was so proud.
I don't know if this is old hat, but I hate that 5e Gnomes are just elf-y-er halflings. I want my brightly colored, ADD, mischief lovers back.
>not killing the players cos of fear they would stop playing
This is the shittiest attitude to have. Do they throw out video games because they died too? Do they flip over boards whenever someone captures their queen in chess?
It feels so ridiculously good when you plan everything out ahead of time (maybe not everything, but when you think of at least three or four things the players can do in a session).
I don't know why I spent my college years just improv-ing everything. It was such a waste of time. It's not even hard to string players along, just give them reasons to go do something when they finish what you have planned.
Yeah, but at level 5 they can make that hit a large area, so a few leaks, which means the pirates have to focus on not dying and their ship slows, so the party can take to the wind.
You mean this? I didn't even know this was being sold. I'm pretty sure it was linked in a reddit thread. Maybe this was the draft version. Support him him if you like it.
It's not trolling because the personality traits which you have declared you miss are traits associated with kender, unlike the burrowing friendly forest folk of the PHB.
And yes, it is childish for you to care.
I mentioned one shared personality trait, which is handled differently between the races, and then made it clear that the physical appearance change was what more important individually, and the over lack of interesting fluff is what I don't like.
That's a good gnome. Pic related is what I was considering having as 'gnomes' in my setting, but in the end I thought it might be too different - that gnome is a good compromise though, and as such I'm stealing it.
How worth it is Great Weapon Master? I'm just getting into D&D as a whole, and I have a friend telling me that taking great weapons is always worse than just taking a shield and a one handed weapon. However, my gut feeling tells me otherwise.
GWM and GW fighting style gives you attacks of ~2d8 + Str, the ability to take -5 to hit for +10 damage and the chance to get to swing as a bonus action.
Sword and shield with Duellist and Shield Master gives you attacks of 1d8 + 2 + Str mod, +2AC, the ability to knock things prone (giving melee attacks advantage against it) as a bonus action and the miscellanous benefits of Shield Master.
GWM is a lot better for punching out damage but sword and board is not massively behind in damage and gets a bunch more utility / survival. Depends somewhat on the party and your subclass for which is better.
You didn't see anything.
Is this too good for a 3rd level Rogue archetype feature?
>You deal an extra 1d4 damage with weapons possessing both the Thrown and Finesse qualities.
>In addition, you can use Sneak Attack on any thrown weapon attack made against a target that has no creatures adjacent to it (in addition to the usual methods of sneak attacking).
So, question about the maneuvers Battle Masters get. While it would burn through my Superiority Dice very quickly, can I only use one maneuver per attack action or can I use as many maneuvers as I have attacks for?
So 2 maneuvers per action at Level 5, 3 at Level 11, and 4 at Level 20?
I'd say they really don't need the damage boost (especially if it's so piddly). The other bit is the equivalent of the Swashbuckler's shtick but with a little range added. It's fine.
If you're focusing on thrown weapons, I'd say also let them thrown beyond normal range without disadvantage, otherwise they're locked to sub-20 range anyway.
Getting an extra turn on top of everyone else, when battles tend to last half a dozen rounds at maximum, is overpowered as a high level feature, let alone a level 1 feature. You're basically getting a surprise round, always. One more round of attacks or spells or what have you. Literally no class would not want such an ability.
I think one of the largest disadvantages thrown weapons face is the limitation on weapons drawn in a single turn.
Any character whose class innately gains Extra Attack, or would dip for it, or even would use Two-weapon Fighting for an additional attack, cannot use thrown weapons. It would be stuck attempting to deal massive damage with single dagger attacks, as opposed to the hail of fletchettes one might expect. Or, you know, even a second dagger.
I'd say it's almost mandatory for a thrown weapon-focused archetype to have some kind of feature early on to get around this.
I will answer your question with another: have you considered searching for 'RAW' in Google alongside 'D&D', 'RPG' or any one of a multitude of other related terms, and seeing what turns up?
>When you throw a weapon with the thrown property you can immediately draw another weapon of the same name
Is a thrown weapon a ranged weapon attack, a melee weapon attack or neither?
I saw a throwing weapons fighter archetype on the DMsG a few weeks back that was pretty decent. It got around that limitation using similar wording.
A thrown weapon is a melee weapon, but throwing it is a ranged weapon attack using a melee weapon.
How broken would allowing Eldritch Blast to count as a 'weapon attack' at the cost of pact boon + an invocation? I'm playing a Warlock/Fighter and this would let me make use of fighting style and manuevers on Eldritch Blast. Biggest issue I can see is if I went after Rpgue Sneak Attack dice, but I'm not going there.
The boon's basically Blade Pact just for Ranged Weapons, then the invocation is like channeling through the weapon to make it a weapon attack.
I've talked to my DM about it and she doesn't have any problems with it, but I'm the only person in my group including the DM who as any experience with tabletop prior to our current campaign. Basically, my DM will go along with anything I say is balanced.
Thanks for the feedback though. The way I see it, you end up with the same damage/attacks as a fighter with a heavy crossbow, only thing is you can stack eldritch blast invocation buffs on top of it and you don't have to pay a feat tax to actually attack multiple times per round.
As a new player, is it solid to grab a level of fighter, as a wizard, with the defense fighting style to boost yourself up to 20 AC using half-plate and a shield, plus get the strength and con saving throw proficiencies? Note, I already have Warcaster.
No don't do this. delaying your spellcasting progression for a bit of AC isn't worth it. just don't get yourself into harms way, be cautious, and if you really need to use mage armor and shield.
but DON'T take 1 level of anything before going wizard. or at least, if you do, know its the opposite of solid. like your post would make good bait level bad.
>saving throw proficiencies from multiclassing
since when? i just read through the multiclass rules again and i dont see anything about getting saving throw proficiencies, only proficiency in certain armors and weapons.
anyways, don't punish your spell progression just to bump your AC. if you're going full caster you should pay attention to your positioning in order to boost your survivability. worst case scenario, just get a decent spell or two that may help you to get away from melee fighters. if you're a spellsword your dex should be high enough to get a decent AC.
also jumping from whateveryouracis to 20 isn't too good depending on what level you are. from level 1-5 20 AC is a bit overkill
How do I up monk damage? I'm level 10 and 1d6+5 damage is seeming kind of weak (even if I can do it 4 times). All the other martials seem to easily have a way to increase their damage output so I'm wondering if I'm missing something obvious.
Currently, my DM has a habit of starting combat encounters with enemies within fifteen feet of the back liners like myself plus the ones near the frontliners, the ranged enemies go right for the squishies, and he is running the six encounter day model so shield is sucking my spell slots, hence the consideration. Mage armour is not cutting it.
Is there any other way to get myself some more durability from this kind of shit?
I might have missed something in regards to the saving throws, in that case, apologies.
if you're having problems with enemies being too close at the start of the encounter, communicate with your team so the melee/frontliners can keep the enemies from you. remember, if they run next to them, they provoke an OA. if ranged enemies focusing you are the issue, focus them back. i'm pretty sure 1d6+2 damage or whatever their bow is farting out isn't as bad as a fireball or something that can severely damage them (unless they're farting fireballs back at you, in that case try to improve your saves somehow?)
Alright, I get what you're saying about the quarterstaff, but what I meant was 'Is there a way to do additional damage on top of what I'm doing.'. Sorry. I should have worded that better.
Fighters have GWM and fighting styles, Barbs get bonus rage damage and Pallies can sack spell slots for smites. It just feels that as a monk I should be getting damage from an additional source but I'm not finding it. I'm just wondering if I'm doing something wrong.
>DM allows an extra feat at first level and variant humans.
>making human sword&board str 3rd level battlemaster
>he's going to be as much of a Shakespeare character as physically possible.
I'm debating between shield master and lucky for the variant human feat, I already got martial adept for extra feints/parries/ripostes, ect.
Any suggestions between the two? is there a third feat I should be looking at?
Would normally just go fuck it and run a goliath character and ditch the second feat, but the DM's running with a bunch of new people and wants to stick with the PHB for now, somewhat understandably.
Lucky, but only if, much later in the campaign once you've become heroes and famous and successful, you begin using it when you roll high in an attempt to illustrate your fate fucking you over.
I just recently realized you can use your dex on all melee simple weapons as a monk so my suggestion would be use a versatile quarterstaff (maybe try to get a magic one if possible, +1 or some other magic effect to bypass damage reduction) and that way you can do 1d8 + 5 for two attacks and then your 1d6 + 5 for one or two attacks.
you only get saving throw proficiency from your starting class, never from any additional classes you pick up.
just be an abjurer if you're worried about durability.
other options include: whichever dwarf gives you medium armor proficiency, whichever dwarf gives you +1 HP, half orc can get up once per rest from damage that would otherwise down them, goliath can reduce damage by 1d12 if you want to try that out. none of those are especially good wizard races though. if you're variant human you can take the toughness feat to give you +2 hp per level. not awesome but its something.
cast false life, mirror image, blur, mage armor, and any other defensive spells you can think of.
and get good at using cover. and if you're behind allies OR enemies you should be getting some cover from being hit by archers.
its hard being squishy but thats the trade off for having supreme magical power.
oh sorry didn't see you posted right before me.
long death has a rough go at getting extra damage. just remember when you stun dudes you have advantage on critting them.
you could also start using some weapon for two attacks and poisoning it. if you want to multiclass you have more options too, but idk if you want to do that.
Possibly a stupid question: In the description for Alchemist's Fire, it says to treat it as an improvised weapon. Does that mean that a hit does 1d4+dex damage on top of setting them on fire?
you don't really have a bunch of damage as long death, no. Lots of tanklike versatility, though.
Only real DPS deal as a long death monk is 1d8 quarterstaff +1 from extra attack, flurry of blows.
your total DPR is like 2D8+2d6+dex for all those attacks though.
that's not really awful awful.
Well shit, all of my groups have been using it wrong then. Makes it much better in my eyes now.
Just so I'm clear: A level 3 Rogue-Thief can use the Fast Hands ability to chuck an Alchemist's Fire, right?
well it's less "gamey" and more like 3.5e. it's also simpler and easier to pick up and play.
it's slightly less balanced but thats fine. having played 4e when i first got into dnd, i prefer 5e over it, but there are some decent argument for why 4e is better. i think it mostly comes down to personal preference
>Just so I'm clear: A level 3 Rogue-Thief can use the Fast Hands ability to chuck an Alchemist's Fire, right?
RAW and RAI, yes. Keep in mind that improvised weapons don't have finesse, so you're not getting your sneak attack in on it and have to use Strength to hit with it.
Open hand can knock somebody prone or push people off cliffs/into traps, and shadow gets a bunch of shadow/hidden utility/advantage gain, no real damage, though.
Open hand has Quivering Palm for some instant death possibilities, but that's at 17.
Monk is not the asbsolute best thing to do if you wanna be DPS, they're more about fun utiltiy shit and fluffy abilities.
well open hand has open hand technique, which lets you flurry and knock people prone, which gives advantage much like paralyzed, while also conserving ki, and way of shadow can teleport and have advantage without spending ki (though it can't flurry and teleport). at high levels they both get more damaging abilities, but so does long death.
so no no really, but it might help a little. elements is slightly better off. monk in general isn't the best damage dealer
idk try poisoning your katar or dagger or short sword or whate have you, beg your DM for a magic weapon or find one in game and go get it, get enchanted by whatever spell casters are in your party, take magic initiate and get hex.
these are all bad ideas but you could multiclass into fighter and take dueling fighting style to get +2 damage to whatever weapon you decide to use, though thats not very much. if you made it 3 levels into hunter ranger you could get colossus slayer but that kind of sucks too, or just two levels for hunters mark but same problem.
>that feel when going to my uni's D&D club meeting tomorrow
I've never played outside of with my two tabletop-playing friends. It'll be interesting to see how other people play.
Balance is a lie.
That said, at low levels I've found that Second Wind is the god-tier character ability that gets your squishy non-Fighter charcters past second level. Proper spellcasters (e.g. non-Warlocks) have tremendous ability to influence both combat and non-combat situations, which makes it easy to wave the "omg that class is too good" banner that we all knew from 3.x, but frankly I've never found barbarians, fighters, rogues, or monks to go full-useless like we used to see.
Your mileage may vary.
>I'm tired of the rapier
>I want more weapons with the exact same stats that it would take almost no effort to make
Literally just refluff the rapier, possibly changing damage types. Just about any kind of light sabre would work fine, a lot of shaolin weapons, chain weapons and shit.
Is this the place for DM questions? I need some brainstorming input.
My players recently picked up a toddler on the side of the road, who appeared to be lost. Once they reach the next city, I'm going to reveal to them that the kid is actually a princess that has been "kidnapped" and their looking for the culprits.
I imagine it would be interesting to see how they try to return the kid without being labeled as criminals, but I don't know what to do if they fail. I could always throw them in fantasy jail, but then there's some boring escape and that's the end of it. No fun at all.
If they fail, the princess cries incolsably for days until the PCs are brought before her and then she calms down and seems happy again. This gets them an audience with the king and allows them to explain their situation.
I liked 4e when it came out, having grown tired of the many problems of 3.x (both inherit to the system, the result of system bloat, and the habits of my play groups). Then I got tired of it pretty quickly. While it sought to address many of the issues of 3rd edition's design philosophy, it retained what I currently think is a key failing of both: over-specificity. There are so many clearly-defined tricks that specifically allow certain options that it tends to restrict rather than open up play. The more people at the table know the rules, the worse this effect becomes.
An example of this would be how each system handles knocking an opponent down during a fight. If you didn't build your character (at creation or through advancement) to be a trip-specialist of some sort or select from a handful of knockdown-in-place class powers, the rules dissuade you from doing so.
5th treats this as a basic opposed attribute test, with a couple of proficiencies suggested as relevant to the situation. So as long as I have a relevant attribute (hey look, everybody has every attribute) it's an option. Maybe not a great option for a given character, but it's not going to explicitly get me attacked out-of-turn for daring to try something that isn't explicitly written out on my character sheet.
Both good ideas, thanks anons.
Yeah, same. I like the comfy feeling of being a brand-new adventurer who doesn't know shit, hasn't seen shit, and isn't known by anyone. I also appreciate that every encounter can easily become a fight for survival.
I can see why it's not for everyone, though.
How would a Druid go about creating a warded grove to use as a home base? I'm looking to make the equivalent of a wizard's tower. Also, how would you go about setting up grove-style outposts in the countryside to have areas to fall back on? I was thinking:
> Plant Growth to create the overall structure of the place and set up fruit bearing trees. Possibly use it to grow a bramble maze in the entrance
> Create Water (or Mold Earth from EE) to set up a reliable water source in the form of a cistern or well
I'm trying to think of what other kind of defenses could be set up given some manual labor, like carved stakes and suspended bridges in the trees to act as battlements.
Alright I'll add those to the list..I wonder if there's a way to go about creating a dryad once you have the trees grown..The MM says that powerful fey bind lesser fey into trees to transform them into dryads as punishment. That doesn't sound like something I should be getting away with without consequences.
Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.
- MM 121
Me: y-your nipple is show-
I'm a paladin. I want to pretend I'm a barbarian, because reasons. How do I do it best? My thoughts are the following: pick the Outlander background, operate a big-ass weapon (like a greataxe or maul) or dual-wield battleaxes (with Dual Wielder feat), wear furs and a beard, and overall act like an angry tribal berserker, except not actually rage in a mechanical sort of way.
...you know if you were a Vengeance Paladin who swore an Oath by your Tribal Spirits to crush the enemies of your people you would BE a Barbarian(non-mechanically) who happened to be a Paladin mechanically.
Basically party came across a white dragon egg, my char is dragonborn (white with hints of gold) so I'd like to attempt to make the hatched baby my familiar. DM says it'd treat me as a cousin and with the right training I could teach it manners and whatnot, though if mistreated or in the presence of its mother (who we'll most likely find way later in the campaign) it would betray the party.
I don't want to be a Mary Sue or whatever, I just think it's a really cool idea. I'm looking for tips I suppose. DM is a super cool dude and will allow it, but having a white dragon around will attract its own problems of course. How do I tame the baby immediately after hatching, how should I treat it as to keep its loyalty while not allowing it to become vain, is it possible to sway the baby from its CE nature? RP tips and anything else is welcome as well.
god she is so sexy
Alright, he's open to suggestions as he really hasn't dealt with anything of the nature before. I'll talk to him and see.
Awesome idea, I'm a sorcerer and the only caster in the group so I could see eventually enchanting said helm or finding a warlock/wizard that could use other shenanigans. Any specific examples of spells or etc.?
don't get into unnecessary fights. ran most of LMoP with a 5 or 6 man group, some with the premades and some with created chars. we had I think 2 TPKs before we stopped roughly 60% of the way in, one could have been easily avoided by not pissing off a surprisingly powerful goblin and the other was just bad rolls, but if we played it smarter one or two could have made it out. >>45106034 has a pretty good point, don't be afraid to blow heals on unconscious party members though as they're worth a lot more alive than dead.
read the adventure in advance
no one else does this?
qt halfling urchin