These boots are made for walking Edition
>Official /5eg/ Mega Trove, contains all official 5e stuff:
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
>February Unearthed Arcana is Psionics
What are you houserules for traveling, /5eg/? If a player, what do you like/dislike about how your DM runs traveling?
>The bard tailors an insult to every enemy he casts Vicious Mockery on and says it aloud
There's a cave network under the town, and bad people are gonna use it go launch a surprise invasion from within the walls.
How does the party find out about this, in such a way that "send an army into the cave" isn't the correct reaction?
I want to run a game that's a bit more high power for my players. We've done gestalt games with Pathfinder before and they ended up being crazy fun. I'm unsure how well it would work with 5E though with its share of mechanical differences.
What would be the best class to dip in if you're wanting to play a paladin but the game is only going to level 10? Seems like switching off paladin when it gets to level 6 is a wise move when you'll never get the improved smite at 11.
I started my campaign with a budget-based system but eventually it fell apart as my players weren't really buying into the hexcrawl structure I was going for.
>movement budget is land movement rate in miles instead of feet (e.g. human starts with 30 miles per day)
>Easily-traveled hexes (e.g. roads through flat land) cost 6 miles, more difficult terrain costs more
>Long rests cost 6 miles, so travelling 24 miles a day plus camping is normal on a good road
>Exploring a hex to find points of interest costs a variable amount depending on the contents of the hex
6th level's improvement to all saving throws is fantastic, 7th level features are good to great across all oaths, 8th gets you a much-needed ASI, and 9th nets you 3rd-level paladin spells like Aura of Vitality. 10th isn't that great so you can just dip sorcerer or warlock for some extra spell slots if you really want.
Which monk archetype would let me emulate Geese Howard from Fatal Fury/King of Fighters the best?
It might be a bit weird because of the lack of Spell Failure rules, and because of saving throws.
Fighter/Caster anything becomes mega-strong because they get the extra ASIs, Con saves and heavy armor. So you could be a megawizard with no drawbacks at all.
Which is the point of Gestalt, yes, but usually in 3.X there was at least a *little* balance in that you were limited to the least armor you could wear, usually (fighter/wizard still had spell failure to deal with, for example).
You'd also have to deal with the question of the ASIs, because each class technically gets them, but getting double of them might be too much.
I like the system in general a lot better than something like Pathfinder. I don't want to turn the PCs into walking demigods in terms of their abilities, but do want to give them something a little standout in terms of power. If gestalt with 5E is too heavy as some anons are suggested, I'm curious to hear what other minor power boosts could work better.
- Give out more magic items
- Use action points/hero points in the DMG
- Use the shorter resting variants in the DMG
- Give them each an extra hit die or two at 1st level (also gets around the lethality issue of low levels)
I essentially do something similar with my group, I just never tell them it's a hex crawl, or mention the word hex. I keep my map with hexes behind the screen, and keep track of what direction they want to go.
They just think their travelling to and fro, or exploring an area on their own.
You know, I'm thinking, how well would 5e do for a less heroic game? While it's not the most balls-to-the-wall fantasy superhero game out there (not by a long shot), it's still definitely a heroic style of game. Characters are pretty powerful, and everyone turns into their own specific brand of fantasy hero with special abilities. It definitely has that flavor.
Now, there's nothing wrong with this, per se. I think it does what it does very well. Sadly, what it does isn't really something I enjoy that much. I tend to like games that are closer to earth and that have less of that flavor in them. It's a bit sad, because I actually really like the system and would love to do something with it, but at the same time it just doesn't feel like it's a game for me.
I mean, I guess low-level play is always an option, with chosen classes that don't feel so blatant about it, but low-level D&D really isn't all that optimal at all. I find that a lot of systems do that kind of game better, so I don't know.
I guess this applies to more or less all editions of D&D, but for some reason it jumps out from 5e more than it's done for me before. Really not sure what it is, other than the general feel and tone of it, probably. It's a shame.
My party has just arrived to a town that apparently has the perfect soil for cotton and a small plantation of it has already started. However, this town is in the shitter and I want my players to be able to fix it into a powerful trading outpost.
But cotton is such a nice thing to have, what kind of negligences could the locals be performing to justify such a thing?
Neither of which have their flying based on movement speed, or rather walking speed.
Trying to figure out if there's a way, other than 14 levels of Barbarian, to get flying that is affected by mobile/barbarian movement speed/ monk movement speed.
They're not very good at this. I mean, it's not exactly rare to have a village that could utilize its surrounding natural resources better, but doesn't due to lack of knowledge, knowhow or just resources.
If you haven't yet described the town to be well-off or something like that, it's easy to say that it's too poor and too much of a shithole to actually utilize the resources, because making food and staying alive is more important.
Or there's a monster that prevents it. That's the classic, and it's worked for who knows how many years. There's ankhegs or some shit and they can't start making cotton.
I'm running a drow rogue AT about to hit 4, I honestly can't think of any feats outside maybe sharpshooter that I'd want, considering raising my dex or int to 18.
Can you folks help me out with that?
should I get X feat or should I just ability score increase?
"party discovers the threat while in the caves for an unrelated purpose" is better than anything I'd come up with, thanks!
>I guess this applies to more or less all editions of D&D, but for some reason it jumps out from 5e more than it's done for me before. Really not sure what it is, other than the general feel and tone of it, probably. It's a shame.
Probably because 5e is a very low power version of DnD.
Anyways, you could probably easily homebrew your way into a low power version. The spell list is the trickiest part, and isn't that tricky.
Well, yes. My previous idea was just to have the army preoccupied with a major something elsewhere, but that created its own problems.
The environment of the caves is highly hazardous towards anyone passing through them - perhaps the air within is highly toxic, or the passages are subject to a terrible curse - such that the army would risk less simply fortifying the entrance of the cave than sending men in and having a large number of them die - and still being uncertain whether the would-be invaders have actually been eradicated.
>mfw playing Long death monk
Feels good having a better understanding of death than Myrkul himself.
Yes, that was my idea.
But then I asked myself "why won't the party go off to help the army when they catch word of a battle? Why would the army discover this weakness at a moment when they're so preoccupied?" And so forth.
It's a low level dungeon, so "party is tasked with heading down there for X purpose when they stumble upon potential catastrophe" is satisfactory to me.
Maybe make Gestalt in such a way that you get one class at its regular progression and a sub class that's at half progression (EG Fighter 10/Wizard 5)?
In addition to that, I'd say that you get one save of your choice from your subclass instead of both of them, but otherwise it's free reign.
If it's low level then you could make it an unassuming task. Like, say the cave system is a crude sewer system, or a a depleted mine- It's something the town is aware of but is otherwise not really concern about other than cleaning vermin out of it every few years or so. Adventurers come to town looking to make their names, town leaders see easy (expendable) labor, and task them with rooting out the rats and bats and what have you. then BAM, bandit scum (or whatever it is you have slated as the baddies) have set up and are almost ready to take the town by surprise.
Why aren't you running your game in Spelljammer, /5eg/?
You mean if you're an archer?
I'd say no. Drawing the ammo is part of the attack and then you fire it. So when someone attacks you, you no longer have it in your hand.
Punching or elbowing them, maybe, even if that's no longer a "melee weapon attack".
ASI for sure if theres nothing you want.
Just remember its a long schleck to 8 comparatively. But that goes both ways, you'll have 16 dex for a while.
My rogue is still 3 but I'm thinking of taking skilled at 4...
War Magic at 7th level lets you cast GFB (or the superior Booming Blade) as an action and then make a regular attack as a bonus. Pretty great up until you get your third attack at 11.
if this was any other campaign I'd probably take it, but my fellow group members jump at any and all chances to use their skills before anyone else.
I'm really just kinda lagging behind the rest of the party in damage since my attacks rarely hit. ASI is probably the only thing that'd somewhat fix that, right? Or is lucky more of a better bet?
Are you dual wielding? Using your bonus action to get a second chance at hitting is pretty good.
You could also try getting crossbow expert and using a hand crossbow to have two chances at sneak attack as well.
I'd probably just get the +2 dex though.
My rogue has a +1 dagger which has been useful.
You also COULD dip fighter 1 for archery fighting style to get +2 to hit with ranged weapons. But I'm not so sure thats a great idea.
I think +2 dex would be your quickest and easiest fix, and I'd start dual wielding daggers in melee.
For my case, I'm taking skilled because everyone else in my party is a frontline fighter guy. We've got a monk, a paladin, a fighter, and a druid who is always a bear. So I'm not too worried about combat.
My group has 2 bards. We both do this. My DM gave me inspiration because I insulted people to death several times in a row, and he just thought that was wonderful.
>Cast vicious mockery on the blue dragon attacking the keep.
>Max damage. (4)
>Just say the first thing that comes to my mind.
>"Your mother was a hussie, and your father was, too."
>DM looks at sheet, writes something down.
>Looks at book.
>BURSTS INTO LAUGHTER
>DM: "The dragon looks depressed, and starts to fly away."
Bards don't allow for a serious campaign.
To be fair, one, they target doesn't need to understand your words- it's the magic that does it. Two, causing a dragon to fly away is definitely DM fiat.
Personally, there are certain players I don't allow to play Bard, though.
>Adventurer's League group
>All of us are adults except for one teenage girl
>She plays an idiotic (in and out of character) gay paladin
>He dies gay-making out with an incubus
>He dies again 18 seconds into the Underdark
>She rolls up new character
>8 Con, 16 Int, 16 Wis
Someone save me.
He doesn't even want to be there that much.
Not that the adventure explains why. Or who he is.
So you fall into the trap of thinking, "Oh, the adventure must leave stuff like that up to the DM."
Then it introduces characters and explains them fifty fucking pages later, or never at all, so you're left wondering if parts were cut or if the writers expect you to be psychic.
>8 Con, 16 Int, 16 Wis
it probably won't be but this sounds kind of cool at least
I just took a mosey to the current GURPS general thread, and it looks like it's just a PDF version of the general-thread copy pasta. I see no point in it. It's a several kilobyte solution to a 392 byte problem.
Afternoon fa/tg/uys. I need some help. I'm making a couple of pdfs for some custom races I'm making for a campaign, and I need some flavor text to open each one, like they do in the PHB.
Does anyone have a link to a resource I could plunder for quotes? I really need stuff about ancient Rome and similar groups. Any good, decent-length quotes will do.
Because everything needed to play our game is in 3 well-organized pdfs, 2 of which are only needed by the DM, and 2 splats which are up to the DM to okay.
Now, if 5e were the size of 3.5 or something, I could maybe understand lumping everything together.
Google, unless you'd like to give us more information as to the nature of your quote need.
>Google, unless you'd like to give us more information as to the nature of your quote need.
Sorry, I'll be more specific. I am planning on running a game down the line based off a 3.5 campaign I and my friends played a number of years ago. We've moved on from 3.5 since, and since I love to run 5E, I figured I'd translate all our shit into the new format.
This has been difficult. Our first game was very nonstandard because I was an idiot GM back then (still am but that's not important). To make everything pretty and in order to share our work with other people online, I am making a pdf for all the races, and I am making it in the format of the PHB (quote, summary, physical, personality, homelands, adventure ideas, stats).
And I need quotes. Just something that'll fill up most of a column of text. Or at least half of one. The two I am focusing on are Not!Romans and Not!Gauls at the moment, but I am having trouble finding old quotes about the latter. For the Not!Romans, I am quoting Polybius when he describes Scipio ordering the destruction of a city, and his sudden realization that Rome will one day suffer this fate. But for the Gauls I have only a few mishmashed bits from Caesar's "Gallic Wars" and an anonymous description of them and a their valor.
It's hard finding appropriate quotes, even with google, so I was wondering if anyone had any idea where I could look more specifically, somewhere I must have missed.
I'm working on a low-power, low-magic, 5e based system. The more I work on it, the less it looks like 5e.
Since proficiencies will be more important, I'm making it "tiered", so you can be more proficient in some things than others. There will be 3 levels of proficiency, as well as the general bonus still raising with level.
There will be no classes. Characters will choose their background (which will be different than the ones in the book), and their primary and secondary abilities, which will determine starting proficiencies, skills, etc.
Not sure if I want it to be NO spellcasting, ritual casting only, or very low-level and limited casting.
I'm considering reworking abilities, though I'm not 100%. Thinking of dropping it down to only 3 instead of 6. Str and Con would be fused, Int and Wis would be fused, and Cha would be removed.
It's a lot of work to iron out, and I haven't even put a lot of work into it. The idea came around because I wanted to do a no magic game, but I didn't want to limit people to "rogue, barbarian, fighter, but no Arcane Trickster, Totem Warrior, or Eldritch Knight."
No more than anyone else can. They need the best to-hit bonus they can get their hands on, since they get one chance to get off sneak attack. If they are dual wielding, they get a second chance, but need con because they are in melee. They need at least decent scores in a few things just for skills, since the Rogue NEEDS to be good at a few skills.
>mine has all positive
Is this from rolling well, or is this the shit meme of people using point buy not willing to have an 8 in a dump stat.
>or is this the shit meme of people using point buy not willing to have an 8 in a dump stat
+ vanilla human of all things
but you don't need to go in melee. you have expertise for your skills. you can use crossbow expert to get a second chance. half your class abilities are about avoiding damage.
i'm not saying it would be ideal, but if you were going to start with an all 8 array... idk why you would do that
Having a -1 is something you don't need and a +1 in something you need sometimes is better than having +0 in both. Not all abilities are equal for all characters. For starters, if wis and cha are your tens, then do wis 12, cha 8, because wis saves are better, you're already not the face, and perception is important for everyone.
So talk me out of making a 1/2 aquatic elf beast master ranger /tg/. Pic related
Nope but a crab/giant crab pet is amphibious and can be my go to pet when my PC is on land. Pretty new to the ranger class so can they use pole arms or tridents? Can they use nets?
If the beast master build doesn't work I was also thinking of making the 1/2 aquatic elf a rogue and then swashbuckler and role-play him as a pirate.
Swashbuckler. Cha to initiative and an extra way to get sneak attacks is hype. Ignore dual wielding, grab magic initiate, warlock. Get green-flame blade or booming blade, and hex. It's fucking awesome.
Level 3 protection fighter, battlemaster, variant human with heavy armor master feat.
At level 4 should I up my strength to 18? I was thinking about getting the savage attacker feat, is it a decent increase in damage? Or is there a better feat to get?
god damn I wish I could actually draw instead of sketching out shit maps that look like nothing and have horrible proportions and can never see the light of a table for anyone's eyes but mine
Savage Attacker is probably the single worst feat.
Well, extra Constitution or Dexterity couldn't hurt, what kind of Sorcerer are you? Maybe Elemental Adept feat, that synergies well with Dragon Sorc element
Yeah, don't do it. Beastmaster is horrible bad
Yes, HAM is bad, but its still better than Savage Attacker. HAM is great at low levels, and is still useful against masses of low level creatures at higher levels. Meanwhile, Savage Attacker is never ever useful under any circumstances
Total newfag question; If Raging gives a barbarian advantage on their Strength rolls and saves, would they have advantage on every attack they do that haves Strength involved on it?
I know it would make Reckless Attack pointless, but I just have to know.
Check out the Ability Scores chapter of the PHB. 5e has three types of d20 rolls: attack rolls, ability checks, and saving throws. Raging specifies Strength *checks* and saving throws, but does not specific attack rolls.
ok heavy armor master is not a god like feat, but don't just spout the heavy armor master sucks meme. theres a whole slew of feats worse than heavy armor master.
you really think heavy armor master is as shitty as savage attacker?
a feat which gives you DR 3 forever while wearing armor, which while non scaling is still 100% useful at higher levels, AND gives you a point of strength
a feat which lets you re roll damage once per turn for one attack
>I didn't say it was as bad. I said it was shit.
as to the rest of your post... its pretty much always better to take an ASI. but if you want to be a well protected sob in heavy armor... heavy armor master does a good job at that.
>Elemental Arcane Archer
mite b cool
>not shooting shields and elemental barriers to protect your friends
Huh, some kind of support class that uses bows to shoot buffs and wards. Could be a cool MMO class or something
Still no idea how this thing has come up in each of the last three generals.
Wild shape forms can use racial abilities "if the new form is physically capable of doing so." It's not far-fetched to think a bear could push on and fight past heavy injury once a day.
I'm working out a homebrew Alchemist class, and I was looking for input on the archetypes and design philosophy of the class.
The base class is going to be built on crafting alchemical items, brewing potions, and making mutagens, similar to Pathfinder's alchemist. The archetypes I have in mind are the Biologist who creates short lived companions with varying abilities, and the Chemist who makes poisons and magic infused bombs.
The goal of the class is to offer players a character archetype who always has the right gizmo up their sleeve and flexible roles in and out of combat. Does that step on the toes of the Wizard and Bard too much, or does it have potential to have its own identity? I couldn't think of any class that would make sense with an Alchemist subclass.
I'm having a tough time understanding one of my players. He's playing a Purple Dragon Knight, and he went to 18 strength at level 4 like normal... then at level 6 he decided he was going to raise his CHA to 10 instead of go to the full 20 Strength. Is that normal? He's told me that he plans to raise all his other stats to at least +1 before going to 18 strength super late-game, like, level 16.
He also took 0 strength skills, I let him change out History for Performance from his Noble background, and he has that plus Insight, Animal Handling and Intimidation even though his WIS and CHA are just 10, though he plans to bump them to 12s eventually he says.
...should I be concerned?
I think that a nonmagical utility class like that could be an excellent addition to the game. Maybe look at something like the Battlemaster for inspiration, though consider increasing by a big margin the number of things they can do/rest in light of the class' probable lack of heavy armour and martial weapons.
Maybe they have a pool of "Alchemical Dice" they can spend/day, with the Bilogist using them as hit-dice for his companions and the Chemist using them to add effects to his concoctions similarly to the Battlemaster using them to add things to his attacks.
Nothing in excess of their challenge rating really. I've just never seen anyone willingly forgo getting their main stat maxed for so long.
Maybe I'm just used to a higher level of optimizing? My old group is much more hardcore with that sort of thing, and most of my new one is similar. So maybe I'm the problem.
I was thinking of a point system for exactly that purpose, but a dice pool might work just as well. I'll play around with them both and see what fits. I'm still in the skeleton stage at the moment.
maybe he made the character, and later realized he wishes he could have some good skills too? so now hes making good on that with his extra fighter ASIs?
its kind of weird but kind of cool. way cooler than just maxing his strength and getting great weapon master like every other strength fighter
Who fits better into the role of Fiddler on the Roof-style Jews in your opinion? I'm torn between Dragonborn and Tieflings, the first for their highly traditional attitudes, loyalty to family and clan and insular nature. The second for their outcast nature, the distrust from outsiders and the whole "lacking a homeland" thing.
Ever since we've had skill checks in D&D I've been partial to having every one of my characters at least somewhat competent in swimming. I don't remember if a specific incident led to that, but it's stuck. That the swimming skill is also useful for a bunch of other stuff is a big plus in my book.
The alchemical dice idea sounds neat. I'd make it a rogue subclass, personally. Give them concoctions instead of maneuvers at a similar progression to Battle Masters, make the concoctions a short and succinct list of maybe 20 total, they can brew them up ahead of time on a short rest. Blade oils, stronger alchemist's fire and small bombs, smoke bombs, short-use potions, probably mostly bonus action stuff double down on the rogue's bonus action use.
The problem with that is that there's already a thousand and one takes on an alchemist for 5e, so throwing yet another idea into the pile is like farting in a hurricane.
My only issue with doing it as a subclass is that any class that it gets tacked on to is going to have its own features and abilities that go with it. So you have less wiggle room as a subclass before you make it an overpowered option, and you also have to make sure the new features gel with the base class in fluff and mechanics.
This is what I'm planning on using for alchemists.
Pretty much yeah. However I was going to use a homebrew feat for the assassin rogue. He didn't like the two middle advancements considering they were just about disguise and making a new ide
Toxin Expert: You have a knack for using poisons to their best effect. Using poisons, you gain the following benefits:
• You can use a poisoner's kit on your weapon directly as if it were a basic poison (though doing so does not consume the poisoner's kit.)
Once you've used a poisoner's kit this way you may not do so again until you finish a short rest.
• The DC to resist your administered poisons is at least 8 + your proficiency bonus + your Intelligence modifier.
• Your attacks ignore poison resistance.
ntity, and the game isn't much about intrigue at all.
I'd just as soon see alchemy used as a crafting back-end rather than a class or archetype. The idea that you'd bring your apothecary (magical or otherwise) out into the wilds with you on dungeon-crawls and such always struck me as rather forced.
...So it's not a neverending supply of bat shit, it's just one piece of bat shit. Your piece of bat shit. That you carry around with you on all your adventures and use to fling fire and death at your enemies. I honestly don't know if that's worse or not.
i'm playing a level 5 v. human oath of ancients defense paladin that's got heavy armor master and shield master. i feel indestructible most of the time. mooks can't hurt me bad, spellcasters get stopped by the shield, and i drop the big mooks with divine smite. then after all that, i have 25 points of lay on hands.
See this wouldn't be an issue if Transmutation Wizards didn't already get a Philosopher's Stone as a class feature. Once you've defined what it does, it is taken and can't really be reused elsewhere. Using that as the hand wavey source of your alchemical supplies would make Alchemist fluff much less forced. It would also be giving a 1st level Alchemist something that is usually a legendary artifact, but that's beside the point.
Maybe go for more of a Fullmetal approach and fluff it as being able to break down materials into component parts and recombine them through some ritual?
I'm just thinking out loud now..I'll sleep on it and see if anything comes to me.
First time Level 1 Wizard, any opinions on 1st level spells? Trying to build for utility, Sleep seems like a must-have, Detect Magic for the 2nd?
Going with Chill Touch, Minor Illusion, and Poison Spray for my starting Cantrips.
Trade out poison spray for frostbite or something else. Poison is resisted by pretty much everything.
As for spells you definitely want sleep and find familiar for utility. Detect magic and identify are also very useful, and you probably want magic missile just in case. The last spell could pretty much be left up to anything depending on what you worry about the most. I would suggest mage armor but grease, feather fall, and comprehend language could all be very useful.
Battle master is usually considered the best, but EK is very solid once you get to the later levels.
Depends. Personally I would say don't do it since it sorta undermines the early level perk of being a thief rogue but at the same time if your party needs the help in combat for whatever reason it's not super game breaking. Just make sure players have a hand free to drink it.
You get 6 spells at 1st level. Check out the Ritual list, things like Identify, Alarm, Detect Magic, Comprehend Languages are great because they are very useful AND don't take a spell slot
Holy shit, good call, I completely misread that as two first level spells instead of 2 spell slots.
Thanks for the input, took Poison Spray as a panic button but if the resists are more common I'll go with something else.
Battle master is usually the better one. Also look at the polearm master+sentinel feat combo.
Not to mention the fact that you can use great weapon fighting on the but of the polearm attack
Need help /5eg/
>Arcane investigation police unit of big city x inadvertantly pisses of one of my PCs
>PC proceeds to nearby small town and does a bunch of chaotic evil while claiming he works for said police unit
The unit never leaves the city, is this grounds for the town just assuming he was a random crazy person? What do you think would happen?
Depends how angry the small town populace is.
If they think it's just a random asshole, they'll ignore it. If they think it's the cops, or if your player was enough of an asshole, the cops will get involved out of principle to clear their name and make peace with the public.
I'm running a high lethality dungeon crawling campaign, and I was just toying with the idea of giving my players a tad more chance of survivability since they don't have a healer
>Magic craftsman class
>Can make consumable items ie health potions on the cheap
>Class feature is making non-consumable magic items
>They have an xp amount attached to them
>This count can't exceed their current xp
>If the item is lost/stolen/sold/broken it still counts against them
>Items however can be salvaged into a higher xp item
Think there's potential in here?
Common items require common materials. The point is to use the same system (basically dm fiat) instead of some point based thing that is independent of the magic item availability of a given setting.
When you say they have an xp amount to them, do you mean the items that can be crafted must have an xp cost less than that of the craftsman's current xp total? On the subject of salvaging, what happens if goblins steal all your items and you are at your xp cap, and you have no method of retrieving them? Is your character now SoL and can't use their primary class feature?
It helps make your meaning more clear if you use fewer pronouns.
the SOL option, since, if a fighter gets his magic sword stolen, he's similarly SOL, and stealing/destroying his items is a way for me to use DM fiat to balance the homebrew on the fly.
The idea takes inspiration from Tolkein's Silmarilion, what with the whole "X was the greatest that could ever be made and none shall ever be as great as X was". Basically, once you've used your genius, you've used it. You can only tinker and make it better.
I dunno, it's a half fleshed out idea.
Hmm..a fighter still gets all his extra attacks, combat maneuvers, enhanced crit, or what have you even if he loses all of his old gear though. He can just pick up any old knife and get back to it, albeit without all the fancy stuff he had before. He doesn't lose access to the features that make him a fighter because he lost his equipment. Similarly, a Wizard who loses his spellbook would be pretty set back, but could still start over from scratch by purchasing spell scrolls and rebuilding his spellbook. The base design of the class means they are not reliant on random chance to continue doing what they do, and they are still a fighter or wizard even if they were stripped naked and thrown in a ditch.
It's much more sound design practice to make the homebrew balanced to begin with rather than building in a failsafe "DM says fuck you, make a new character" to the class.
Adding onto that, DM fiat should never be a part of the class's design. Ever. Look at what happened with the Wild Magic Sorcerer archetype.
I should have elaborated that I was assuming this to be a full caster class along the lines of bard.
That's fucking retarded when you're talking about homebrew. I obviously don't have the ability to rigorously test a class without playing it, and we're here to have fun so it has to be functional from the get go. There's nothing wrong with building in pressure release mechanisms.
>>Basically, once you've used your genius, you've used it.
>capacity for creativity is finite
Fucking Christ, Anon, this is so conceptually stupid that I almost forgot to call you a berk for thinking punishing a player because you couldn't balance your homebrew was a good idea.
>>that's fucking retarded
No, he's right, you're a pillock. Test your work in special sessions; don't punish your players long-term because you couldn't be bothered.
>full caster class
Okay that makes more sense.
>There's nothing wrong with building in pressure release mechanisms
That's true, but I think stripping a character of one of the core abilities of their class seems like an extreme pressure release. It might be better to have the items disintegrate if it's taken more than X distance from the character, so that they're not gimped by wasting all their resources on something they may never get back once it's lost.
I may be applying personal bias to the issue, since my old DM used to frequently plan encounters to spite magic users. Making a player feel like they have a crippled character by making their core abilities useless feels like absolute dogshit.
>what is gaining more xp
>what is the tragedy of making your best work early in your life
>testing long term balance in special, one-off sessions
If I'm taking items because they got overpowered then they can fucking cry more. They're not gimped, they're newly balanced against the party.
>Alchemist makes four magic items worth 25% of his current xp each
>Breaks every encounter with them
>Three of them get taken away
>Functionally he now has one of those magic items but it costs as much as four
>but he now has probably twice as much xp
You know, just typing that out reminded me that xp scales exponentially while power scales "linearly". I'd have to introduce a new tract of points.
I was assuming these items would be pretty expensive before they actually get game breakingly powerful. Are you making homebrew items for the class or letting them craft stuff out of the DMG?
You could also talk to your players about the fact that you're still playtesting the class and may need to power down or remove some of their items if things get out of hand, rather than fiating in a burglar in the night. It would also lead to less bookkeeping when you try to figure out how much stuff they actually have tied up. The separate point system would probably be better.
The thing is, if it's an actual xp cost, once they're game breakingly powerful, it goes exponential since that's how they're gaining xp. Also, the game breaking ones would obviously be mistakes I made.
Definitely go with an alternate point system then. You'll have much finer control over how much the items should cost compared to their power level.
So I'm super new to D&D and I'm DMing a really casual game with my family (younger siblings and sometimes mom), and I'm using the starter kit campaign now since I'm not comfortable coming up with my own just yet.
Anyways, I've realized that our group is super melee heavy (a bard who might go valor or lore hasn't decided yet, two fighters, and a barb) I was thinking of rerolling since we're still level 1 to a forest gnome wild magic sorc. Yay/Nay? How would I do this in story? Any help would be appreciated.
Sorry for blog, will also take fuck off as an acceptable answer
Where the fuck do you think you are? We don't take D&D discussion lightly 'round these parts... oh wait this is 5e general you're fine
Anyway you'll probably be fine either way. If you get into a situation where you NEED range, the bard probably has ranged cantrips, and the fightmans can pack javelins.
>How would I do this in story?
Assuming that you're not already a forest gnome, that'd be too significant a change to write-off in character. If you're gonna do it, just retcon it. You were a gnome sorc all along.
Also >having a DMPC in the first place
but since it's 'a really casual family game' then whatever
>Assuming that you're not already a forest gnome, that'd be too significant a change to write-off in character. If you're gonna do it, just retcon it. You were a gnome sorc all along.
I was thinking of something more along the lines of introducing the sorc and shipping off the barb in story. But that seems a bit forced and awkward so I may just retcon
If you can't find a plausible reason to switch out the characters and it's really an issue that the party can't handle, then go for the retcon. If nothing significant has happened yet then it's not a big deal.
my party is super melee heavy and its really fun
so i recommend not rerolling.
magic is useful (obviously) but your party will find ways to do things without it. i prefer low magic tbqh
So is playing Beast Master manageable or is it just a bad time?
the meme is half true
beastmaster is a bit busted
but its not as bad as everyone says imo though i haven't actually tried it.
i would try and get a pet with some utility instead of a big bruiser pet personally, but you should do you.
make sure you get that beast bond spell and cast it often.
its awkward in the beginning, mid levels its serviceable, and after 11 theres pretty much no point putting more levels in ranger unless you want that ASI at 12.
but i would just go for it if thats what you want to do.
most things that we complain about here as shit, well... theres some truth to it, but mostly its overblown
I know this feel, but this mostly because I am a warlock and not the most persuasive person in the party. I am more of the person who can lie my way out of a situation while everyone else prefers negotiation.
You can choose where they appear as long as they are summoned into unoccupied spaces within range. Since your DM chooses what appears when you cast the spell, I'm not sure if they also choose what gets put where..I'm inclined to say the DM should let you know what you've summoned and you can pick where to put it.
I've talked to my DM about it, and he has (thus far) allowed me to summon what I wish. Which, honestly, spell would be pretty shit if I end up conjuring a bunch of cats or something.
Starting a campaign tomorrow.
I'm probably under prepared.
marginally worse rogues.
Though Open Hand monks are actually just straight up BETTER rogues. More damage and just as stealthy as their counterparts (really all of the shadow monk abilities blow chunks when compared to empty body, which all monks get anyway)
So I rolled a monk and I'm not feeling satisfied.
What's the best multiclass to spice it up? I was thinking Arcana Cleric.
>Ok guys for this campaign we will be playing on the sun.
But joking aside prestidigitation is great for dealing with lanterns, torches, and other portable fires and campfires that the average dungeon or bandit camp would have in it.
Goddamn you are dumb as fuck, read the whole post.
Permanent invisibility that stays on when you attack, gives you resistance to all damage, and can be used literally every encounter is better stealth.
In case you didn't know what "Empty Body" meant.
i'd consider rogue for expertise, cunning action, and a bit of sneak attack. i'd go AT or swashbuckler personally, but build yourself for some utility. that will give you some more obvious out of combat stuff to do.
or switch it up and dip into fighter for a bit, or just start going pure fighter till 11 and get those 3 attacks so you can make 5 attacks a turn. get dueling fighting style or if your dm lets you mariner. scout could be kind of cool, or go battlemaster for even more combat tricks. or go EK and get some casting.
or if you want to meme it up become a moon druid and start being kung fu panda.
I read your post but ignored that because I didn't think you were being serious. Empty body is an 18th-level feature and means jack shit. Hoo boy, monks sure are better at sneaking around than rogues--for the last 3 levels of progression that almost no one plays at. But for the other 17 levels, rogues win hands-down, and ATs are just as good since they can get invisibility at 7th.
If you want some spells and versatility, druid or cleric are both good and don't make you MAD in the slightest. If you want to stick in martial territory, 3 levels of fighter into Battle Master will net you some those sweet maneuvers, or a few levels in rogue will get you some more skill usage, cunning action, and several solid choices at 3rd.
That sounds like something a dick DM would do. Not trying to insult your dm, I'm just saying.
But on the bright side, if every 30 feet of each temple is lit with a continual torch, you guys must be rich from looting them all. That's 50 gold per torch easy. At worst you could sell them for 25 a pop and probably come out with 1000+ gold. I'm assuming the temples are at least average dungeon size if not larger.
Who are you going to sell all those Everburning Torches to?
Also different anon.
Probably to nobles, temples, high-class whorehouses, guard captains of rich cities etc. Things not being black as an Ethiopian's tit at night is useful to all manner of people who'd be willing to take us up on a generous offer of five for two hundred gold pieces.
Funnily enough the module does actually say that the cult uses Continual Flame to illuminate areas they use frequently. So his DM's simply following the book's instructions. Unless he has them everywhere, in which case he IS a fuckwit.
I've read the book, the book says all the torches are lit by Continual Flame. He's just running it like the book says. I don't see the problem? It's just amusing how it fucks over Shadow Monks.
>Light. Cultists illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark.
The map actually shows you where torches are, and they are definitely not everywhere. They are every 20 feet in main corridors and 1 a room in barracks and things, but the place is mostly dark. It IS the Eternal Flame Cult temple, so the shadow monk will just need to wait
Whoops, I think I was thinking Pathfinder. Looks like Everburning Torches aren't in the DMG for 5e. I'd still say a torch that burns forever without fuel or producing heat counts as a common magic item at least.
So, my sorc died and I'm looking to make a new character to replace them. Should I go cleric or paladin? We need a healer in the party, plus I want to roll a demon hunter-esque character (since my last character kind of opened a portal to an eldritch realm and released a bunch of horrors)
It's not an item you can buy per say but rather you cast a second level spell to make one torch and spend 50 gp on ruby dust for that torch. That would make the market price 50 or 75 and the sell value is half of that.
Paladin makes a better demon Hunters but make poor healers. I would say go cleric because they can still make good demon hunters while still being full casters with lots of healing options.
That's because it was made with no title, someone made another /5eg/ with a proper title than ran its course while this trickled on, and now people are back in this one because we're too lazy to make another new one.
oh i didn't realize there was another one coz i just search for them
i make a lot of the threads (though not the past 3 or 4), but i'll probably fall asleep before this one dies so it'll be on a different anon
Alright, looking at Domains right now- Life looks good if I'm going straight healer, War looks good for a slayer of demons. Are there other domains that may be worth considering? I'm leaning more towards Life but I don't necessarily want to be just a healbot.
Actually not a problem, since continual flame is a 2nd level spell that sheds light, Darkness snuffs them right out. Keep a darkened pebble on hand and it will snuff out any continual light whose radius of light contacts the radius of Darkness whatever you release it. Throw it down a corridor and they will all go out, and only the end is magically darkened.
>the more you know
Its in the sword coast adventurers guide, yeah.
heres the relevant pages
they don't get as much in combat stuff as war cleric, but they can turn demons and stuff, they can end enchantments on people, they get wis mod to their cantrips, which basically is a melee boost equal to 1d8 extra damage on hits when they use gfb or some other cantrip, and their level 17 ability not that you'll get there is super powerful as it gives them wish
I don't have them in my campaign. I just don't see a need for yet another flavor of "evil humanoid" floating around when I have orcs, goblins, gnolls, etc. in addition to all the normal-folks-that-happen-to-be-evil.
well its published so that shouldn't be hard, but best of luck to you all the same
the one problem i just thought of with this plan is that you won't have martial weapon proficiency... but i guess you can make an elf or go variant human for weapon master... you might want heavy armor master too... hmmmmm maybe this isn't the perfect plan i'm not sure.
though i guess your damage is really coming from gfb or some other cantrip in this case, so maybe thats fine.1d6 versus 1d8 one handed is only 1 point of damage on average.
it just screws you a bit if you want to go dex without a good finesse weapon...
yeah elf or v human would be good.
>belongs to obvious ainu stand-in minority race (jews pop up as elves later on)
>works as a blacksmith
>actually outright called a dwarf
>becomes a warforged-ish robot spider
>is the only sane and one of the few benevolent characters in her game
This is possibly the least dark elf-y dark elf in history.
>Been playing Dragon's Dogma
>Want to throw something sick and huge at my party of level 4s
>Lowest CR Colossal creature is 11.
>Low-CR Huge creatures are lame, options are: a dinosaur, a tree, and an elephant.
Sigh. Maybe I'll tweak some stats and make a lesser cyclops or something.
Take ogre stat block, give it 15 AC (super-thick hide), 100 HP, and 3 attacks with its greatclub at +7 instead of +6. Up its size to huge since nothing changes. Instant CR 5 creature. Maybe give it an alternate attack that deals the same damage for slamming/grabbing with its giant-ass hands.
If you're afraid that damage is too much, you could instead boost the HP to 140 or so and only give him two attacks with it, that would still be CR 5.
has anyone thought of using constellations in their game?
I made 5, no idea how I'm really going to implement them since the game has already started, but one of my new players is a Divination-focused wizard and thought it could add some depth to the game.
>These 9 dim stars form the shape of a hawk. The constellation represents a tale of greed. It is most significant during autumn, when it appears just over the Northwestern horizon. Those born under it tend to be reserved.
I've done Tarot stuff for characters before, although it never really went anywhere mechanically.
I was halfway between using them as psueod fate points or as social links persona style.
I generally treat them as Drow but with a fourth wall reflection. Less snooty or elitist as high/wood elves, but everybody thinks they're so cool/sexy/edgy that they don't get taken that seriously.
So we all know that a warlock makes a good ranged blaster, but it seems like they have the opportunity to take spells and invocation in order to have a minor specialization (i.e. charming, sneaking, battlefield controlling, etc...)
What are some solid options that a warlock can focus on besides eldritch blasting?
Out of combat? They can make decent skill monkeys and can be effective as scouts, negotiators, and thieves. Though in truth your familiars make better scouts and you don't need to focus on it too much to be good at negotiating as a warlock.
In combat? Honestly without eldrich blast and hex a warlock would be worthless.
You can be a fantastic information gatherer with Beast Speech, Voice of the Chain Master, Eldritch Sight, and Eyes of the Rune Keeper, but that sort of stuff isn't useful in every game.
For the cleric's Arcane Domain, the two wizard cantrips you gain from Arcane Initiate, would those be bonus cantrips on top of the three cleric cantrips you start with at 1st level? Also how useful are Guidance and Resistance?