Obligatory 5eg copypasta follows:
>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
Share your character backgrounds, I don't care how shitty they are
Character for Curse of Strahd
Artemis Andreste was born in the port city of Luskan, otherwise known as the City of Sails. Coming from a human family of no standing, he spent most his early years living day to day, scrounging for food and doing illicit odd-jobs. Only after meeting a wizard from the Arcane Brotherhood did his luck change. He tricked the wizard into taking him on as an apprentice and moved into the Host Tower of the Arcane.
Under the tutelage of the master wizard, Artemis was given all basic necessities. This wasn't enough for him however and he used his natural guile to pocket and sell what he could from the tower. This went on for a while until Artemis got too cocky and made a mistake. That's when the wizards of the Brotherhood caught on and captured him stealing.
Rather than kill Artemis the wizards decided for a very different form of punishment. They cursed Artemis to walk Toril as an embodiment of his wickedness, effectively turning him into a Tiefling. The wizard then told Artemis that the only way to lift the curse was to preform enough good deeds to make up for the ill will he had caused.
Cursed and banished from Luskan, Artemis turned to Phlan since it was currently being reclaimed and in dire need of adventurers. He figured that was a good place to start doing "good" but once he arrived he was quickly overwhelmed by a strange mist...
Gwynn was a guy
He decided he wanted to be an adventurer
He made a pact with some eldritch being and became one
Elven druid. He used to be a pompous prideful asshole for the first hundred years or so of his life. He ticked off a fey lord who decided to fuck with his vanity and remove his face. It still technically exists, but nobody can see it. Learning his lesson he fucked off to nowhere and ended up joining the postmasters' guild. A worldwide guild of mailmen who take their job very seriously. Now he's all hunched and weird and wears a wooden mask to hide his non-face. Most people are just really weirded out by him and even other druids are kind of off-put by his mannerisms. Despite his eccentric behavior he's actually devilishly clever and brutal and does whatever it takes to accomplish his goals, whether it's grovelling in the dirt, doing heroic deeds, or standing idly by as others are hurt. When he's afforded the opportunity however, he enjoys taking the prideful down a peg, just like he was.
Here's my EK (Magic Initiate feat, Sage Background):
Chauncey was born to a poor family in a small village, but he always aspired to greater things. Never afraid of hard work, he grew strong working as a lumberjack, and spent every silver he could afford to on books.
Eventually, Chauncey managed to secure admission to a Wizard Academy on a wrestling scholarship. However, soon after he completed his Master's degree in Magical Investiture (with a minor in Dwarven & Gnomish Law), Chauncey received word that his village was being threatened by a tribe of orcs from the nearby swamp. As soon as he heard the news, Chauncey left the Academy in order to save his home.
Although the horde was beaten back, abandoning his studies without formally requesting a sabbatical had irreparably damaged Chauncey's academic standing. He was refused re-entry to his studies, and was forced to turn to adventuring to make ends meet. His goal is to repair his reputation through heroics, in order to eventually be able to complete his wizarding studies.
cleric who grew up as a blacksmith but couldn't quite get the hang of it, had his town saved by a high ranked cleric and aspired to become like him
his blacksmithing background comes in play because now he makes metal-work religious art
THE WALL was once a warforged soldier, completely without personality or free will.
After the war he was sold to a dwarven family who gave him to their sickly daughter to tinker with.
The daughter became a great mechanic, and was determined to make THE WALL the most indestructible robot ever created, so something of hers would last after she was gone.
She died, so THE WALL now wanders the world, searching for ways to make himself truly indestructible so his creator is not forgotten
Lugo Goldswitch was discovered to have the potential for magic at a young age. The Gnome Elders always made sure to catch potential Wizards young. His schooling was begun in earnest, and he loved it all. The reading, the study, the practice of magic, it was all a whirlwind of fascination for him!
Even to this day, Lugo remembers the defining moment of his Novice days. His instructor, Diggit Sparkus, instructed Lugo to send a ray of fire at him. Lugo, being a good little Novice, complied. And with a flick of his wrist, Professor Sparkus made this streak of flame dissipate mid-air! Counterspell. An amazing technique, and it fascinated Lugo to no end.
From that day forth, Lugo devoted as much of his studies as he could to the School of Abjuration. The power to deny others' magic, to deny their strength, called to him. When he graduated from his School, he write a treatise on the subject.
Now, Lugo has decided that he's spent long enough studying. It's time to go out into the world, to flex his muscles, and to see what secrets of magical lore waits to be discovered!
Actually, speaking of this, how do I get a creature to give me cover reliably. One of my abilities later on lets me redirect damage meant for me to a creature granting cover but I don't really know how to get that.
Rhogar Twice-Stabbed, 3rd level barbarian. Former pirate. Trying to stick on the straight and narrow after he received word that the uncle who raised him like a son died. On a journey to claim the body so that the traditional flaming boat funeral can happen. Which is problematic, seeing as the note informing him where his uncle died is written in elvish, and he doesn't speak the language.
Recently killed a drow priestess by dropping the body of her second in command from 70 feet above her.
Nilya was a barmaid, at the smoking goblin, a tavern in a port town. She had always had a temper. One day an elven pirate came to drink with his crew. He was interested in her fire and offered he a chance to join his crew. She accepted. He taught her how to use arms and sail, and she fucked his brains out. After five years, he began to notice the signs of her human mortality, dropped her off at a random port town, picked up a new girlfriend and left. Now her goal is to adventure until she can buy a ship and hire her own pirate crew, and hunt down that elf and burn his ship. She doesnt want him dead, she just wants to fuck up his life.
Tesseron was orphaned at a young age and taken in by a priest of Helm, his parents, merchants, slain by bandits who were driven off by a lone traveler. The traveler was a Paladin of Helm, who took the child to be raised by church.
As Helm waned in popularity, the church had fewer and fewer worshipers, although it was never threatened in any meaningful way, it, frankly, was a boring life. Tesseron practiced divine magic, as well as more mundane curatives, gathering healing herbs and tending the ill were the few responsibilities he really had. Most of his spare time was spent in martial training, overseen by the paladin, when he was available.
Upon reaching adulthood, the church largely unvisitied by the populace, Tesseron joined the army, working his way through the ranks, his skills with healing magics, the blade, and otherwise tending the wounded made him valuable.
>Share your character backgrounds, I don't care how shitty they are
Farah used to be a small-time criminal and street urchin. During one of the annual purges her particular group of squatters ran afoul of a drunk group of guardsman, causing her to die while protecting her friends. Alas, The Light had other plans for her, and the next sunrise saw her wake up on a garbage dump, restored and brimming with power. Since then she travels the world, preaching The Light wherever she goes so that others may see the same truths as she.
UDL is such a fun Patron if you don't go with the retarded "Contract with a Plane lol" default.
Modo Gebbedo Garrick Nackal was an inquisitive rock-gnome studying tinkering when his clans ancestry came under druidic investigation.
Learning that he has some forest gnome heritage, and from some twist of lunar bureaucracy he has to serve 100 lunar years as a druid in a backwater frontier town.
He took to it quickly, but prefers a more indulgent lifestyle and will partake the boozing and carousing known of by college students and adventurers everywhere
Half-elfPaladin belonging to an order of anti-mages. Separated (probably at swordpoint) from her family and raised in the Order's teachings. Brought up and trained in the paladin "branch" of the Order, but ended up getting relegated to missionary work and charity like your typical cleric; as soon as an opportunity to actually use her training (the adventure hook) came up, she jumped at the chance.
Haven't gone too much more into it. Only a session in so far.
Rogun Bloodhammer is a ferocious dwarf fighter who hails from a fallen noble family. His sole goal in life is to return his family to good standing, and he seeks the wealth, power, and fame required to do so by any means necessary.
Prior to turning to adventuring, he'd worked as a mercenary, and had the misfortune of losing his entire squad when a raid on an orc fort went bad.
try to keep in mind how the occupants of the dungeon relate to each other. Would they help each other if in danger? What would happen if one of the bad-guys from area 12 fled to area 14 in the middle of a fight?
Also try not to fudge it for or against the players, once you've got your notes together just adjudicate the rules. If the players have an easy time of it, that's fine. If they have a rough time of it, that's fine, too. Adjust accordingly for the next adventure, not on-the-fly. Players have a sixth sense about DMs spoonfeeding them stuff.
Creatures are the most common source of half-cover and are said to do so in the rules for cover, though not emphasized enough for my tastes. Any attack that has another creature in its path is going to be subject to it.
Sir Hector is a Paladin, but he used to be a bad man. Born poor, but not penniless, he grew up in the shadow of a large city, and as a young man, due to his size at the end of an explosive growth spurt, quickly turned to a life of crime for coin nd excitement by becoming an enforcer for a low level street gang.
One evening, a collection went wrong...almost as wrong as it can go. He found himself beaten bloody and within and inch of his life and managed to drag himself up the stairs into a church, where he was nursed back to health.
As his wounds healed he took solace in his conversations with the priest who attended him, discussing philosophy, religion, and the nature of things.
Once healed, he decided his gifts- his natural strength and determination- were far better put to use being a champion of the light than a servant of darkness.
But the path of the righteous is beset on all sides by the machinations of the wicked, and Sir Hector, now a knight of the order of Dawnwardens, he finds himself put in situations that too often call upon the use of his...old ways. A friend and adventuring companion of his, making note of his conflict, took to calling him Half-moon, first at jest, but it stuck a chord with the warrior, so he has made it his own, adopting his arms to bear such an image.
Sir Hector tries his best to adhere to the virtuous path of a Dawnwarden, but realizes that sometimes to put on the light you must first walk through the darkness.
(Oath of Devotion human Paladin, criminal background)
Plan, plan, plan. Planning might be a waste of time out in the open world, where players can do basically whatever they want, but in a dungeon you are in near total control. Map out a non-linear dungeon, if only crudely. Know what will happen in each room and passageway (if anything), and keep in mind the multiple paths the players may approach from. Think of what the dungeon denizens would likely be doing, or would likely do if they noticed the adventurers. The process of planning this out will tell you 90% of what you need to know.
Also, the DMG has some robust dungeon generating tables if you need some inspiration. I like to use them a little bit, and then let what I have down inspire the rest. Keeps my dungeons both varied and logical.
is wrong on the second part. You're running your first dungeon ever. You very well may have made one or more significant miscalculations in the difficulty of traps or encounters. If a fight's supposed to be on the easy side and it's kicking their asses, soften the blows a little bit. If a boss is going down easy, maybe toughen it up a tad. And for god's sake, if you made up your own puzzle and the party can't figure it out for the life of them, just let the next mildly clever idea a player has succeed.
So I see the opinion around various sites that Eldritch Knights are kind of mediocre in every aspect, is there anyone here who has played a EK for a while that can tell me of their experience, if it is as meh as i've heard what imporvements to it should i consider to ask my DM?
have some image i got from a character art thread a few days ago
Fighter base is solid enough to carry any flaws it has (this is true for most base classes with mediocre subclasses, honestly). Throw magic utility on top of being a master of weaponry. It's fine in play--great, even, only second in potential power to Battle Masters and far and away the most versatile fighter archetype.
You know, I had an Eldritch Knight player in my first group to play 5e. It was pretty strong, though his damage wasn't the BEST considering the other choices were Champion and Battlemaster, which both have so many damage-enhancing abilities, but it was certainly on-par with the rest of the party, and the player really enjoyed it. Not to mention the versatility and whatnot.
It's certainly not 'meh' in my humble opinion.
[sub]Though we also had a player pick Beast Master and he also seemed perfectly viable up to level 12 where his character died, so maybe we're some sort of weird anomaly group?[/sub]
I've seen the 3 PHB fighter archetypes played, and EK is far the most tanky of them, EK can survive a lot of stuff being thrown at them, they can get pretty nasty if you can assure enemies attack them (with sentinel, basically).
They're quite versatile too, they're just not as bursty as BM and not as unstoppable(NoRestNeeded) as champions.
Most conversations about the "viability" of Eldritch Knights and Beast Masters and such revolve around number-crunching and char-op concerns, not the actual usability of a character using the archetypes in question. The only two surviving original characters in my group are a Circle of the Land Druid and an Eldritch Knight Fighter, both of whom have been good-but-not-dominant in most situations.
It's amusing, because I had a Circle of the Land druid as well, and the sheer versatility they brought to the group really made them stand out as 'useful' in comparison to everyone else.
They have SO MANY UTILITY SPELLS
Fuck you dude. Does this go in my Dudes in Armor folder or my Magic Users folder? I have no idea.
Shit eating cockgarglers like you deserve to be gassed.
Pic related, it's you.
Drow Cleric looking for gender changing magical items effective enough that he can rise to power in drow society without knowledge of his past self, get into secret meetings with the houses in power, and kill all of them
Or just a mcguffin powerful enough to do that without subterfuge, but he's smart enough to realize that's a bit less likely to get his hands on.
Give 0 shits about male rights or anything like that, he just wants to murder everyone currently in power.
lolth is midly ok with this, but is watching.
Kind of like the pic related in which he thinks all (at least elf) societies are as matriarchal and fuckwad crazy as the drow.
Yeah, most people on /tg/ and in 5e conversations in general seem to forget that viability is a low bar to meet in 5e. All you need is a 16 starting in your main stat and to not dump con to make you dead average in terms of survivability (a 14 or 16 in your secondary stat will do you good enough for for monks, barbs, and pals). Base classes carry almost all the survival weight for your character, proficiency bonus keeps you scaling even with slow stat growth, and subclasses provide a bit more power but usually unique specialization and abilities that aren't necessarily related to combat.
For the shit some people give it, as a system where you can roll with a character and not worry that your lack of micro-optimizations will fuck you over, 5e is fucking fantastic.
So, running an Arcane Trickster in OotA, and I'm fairly certain the DM fucked up a bit.
He gave me a spellbook that contains all the first level spells for wizard.
Like, straight up all first level wizard spells prepared at any given time while I have the book, -and- the normal spells I get as an Arcane trickster just in case.
I can't figure out how this should work, I don't want to overshadow the actual wizard/sorc in the party with how much I can cast.
I'm thinking it's I have to prepare the spells like a normal wizard does, but 1/3rd my rogue class instead of full, and forever only get 2 extra lvl 1 spell slots (lvl 1 wizard standard) if I've got the book -out- and reading from it
actually, speaking of rogues and classes, is there anything I can multiclass/dip into as a AT rogue and do good? Or should just keep on trucking in my main class.
Iliira of Gell's Pass.
CG Drow Rogue (thief), Criminal (burglar)
>Short version, the one I write on my character sheet
Born on the surface of the world, and raised by a good human man, Iliira knows nothing of the wicked ways possessed by her underground kin. She wishes only to live the centuries of life yet ahead of her to their fullest - and maybe make a little coin along the way...
"Day in the life" style short-story written to get a feel for the character. Note that this story takes place about 5 years before Iliira's "start", however.
I would definitely say 5e is great for getting new people into the hobby.
Some things like fantasy craft might have more customisability and more rules heavy ways to cover more situations/reflect character customisation more while keeping decent balance but 5e does a great job of bringing people together and learning to roleplay.
As raw, AT's can't use spellbooks for casting spells, you would need to dip a level in wizard to use the spellbook.
But since your GM was nice enough to give one to you, i would think the best way to handle it is you just know a lot of spells and change the known spells number to be your spells memorized limit.
Basically you would be more versatile now, with a lot of spells that don't need to be enchantment and illusion, but still would have the limitations of being a 1/3 caster class when it comes to actually casting them.
And about multiclassing, wizard levels are basically the only thing it could work for you, but imo the lv 20 ability rogues get is just way too strong to pass.
Gruumsh is a half orc barabarina that grew up in the pit fighting ring. When a bad bout ended with one of his eyes ripped from his skull, the promoters decided to capitalise on it and started promoting the beastial warrior as Gruumsh the Orcish god of war to draw a crowd. The caried on for years with Gruumsh surviving every bout despite his injuries. Scarred, tortured and slowly losing his grip on reality, he began to beleive that he actaullly was Gruumsh, reborn. A poorly built shakle pin led to Gruumsh coming free and the ineveitable slaughger of all around him during his escape let to far to much attention from the forces in the city the travelling fighters where in at the time. Which ended with him locked in a wizards dungeon.
Now free he plans to enact Gruumshs will by conquerings the know world.
i'm level 3 right now, I will literally never reach 20 with this group.
mostly since I always feel midly dissapointed at the end of every session
Wizards are the only thing? that's kind of disappointing.
I've got 18 in dex and 16 in Cha from racial stuff, nothing else would benefit me?
Each level you dont take rogue is sneak attack damage you're losing, and you even get a way to activate sneak attack yourself with mage hand later on.
I mean, you could get bard levels with all that charisma, i thought you had only dex and int high since its the only thing you need for AT.
Get some lore bard levels and you can become a very versatile support and damage dealer, with some sneak attacks and cutting words.
I mean, you could even get fighter levels ffs, i just don't see much synergy with AT besides wizard.
Coremar was an Elf Paladin who used to run around playing Knight with his best friend in the forest when they were little. He saw Paladins as his heroes, exemplifying goodness and righteousness.
Eventually he joined the Order, squared up, and completed his training. He never forgot his friend, and on his first solo mission he ran into a party of mercenaries aiming to complete the same goal. One of them was the old childhood friend.
I haven't had a character in a good while, but here's the NPC the party "adopted" in and became bros with:
Persephone, who is a halfling cleric to the god of the underworld. She likes death stuff quite a bit too, which led her to learning necromancy.
Unfortunately because of that she got kicked out of that church's priesthood, and was cast away. Although some time after that she received powers from her deity, even powers related to necromancy itself. She then went on, following clues and prophecies of her god, which then led her to an artifact long forgotten, and the other players.
Arcane Tricksters are rogues that have some magical utility. You can multiclass into a wizard for more utility (Any other caster class and you're juggling two caster stats.) If you wanted to become more combatant, there are some options, like going Fighter for five levels to get Action Surge, a weapon style, extra attack, and Weapon Bond (assuming Eldritch Knight.) However, this is a little bit sub-par compared to just staying a Rogue, since high level class creatures tend to build on low level ones, and are pretty good.
Single classes are strong in 5e.
What do you out of your character? There's no real 'be better button'.
well, 90% of my problem is every other member of the party (in some case literally) jumps to do skill checks before any other member, and usually roll fairly damn high.
Since the DM is very odd in the way that he does things, that leaves me with searching for and disarming traps because "rouges are good at that", and essentially the only non-spell ranged damage in the party (a single non magic shortbow and sneak attack)
I guess I just wanna do more shit that half the party hasn't done already.
Probably just gonna multiclass into wizard and convince the current wizard (who seems to hate his current character with a passion, it's not even named) to re-roll into a bard or something so I don't have to tell him what half his spells are at any given time.
Is there any recommended levels i should dip into Wiz, or has nobody yet been retarded enough to try ArcaneTrickster3+/Wizard?+
I'm rather fond of the broom of flying
but then again I think of create water as Aguamenti and levitate as Wingardium Leviosa sometimes so I'm a little biased on that front.
In all seriousness I have no idea, don't use a lot of the base magical items outside standards like +1 shit and bags of holding.
Randall the Wolfborn
A young human monk raised by wolves before he was taken in by a nearby monastery of the sun soul tradition.
He was impatient and brash most of the time and was thus stuck at learning to use the sun soul and light from within untill he found a secret manual on forming a pact with the undying light.
Question for you all, I will be playing in a very low magic campaign this weekend (No casters full or partial, only magic items in late game, however there will be some creatures with magic abilities and I think the BBEG will be a Lich).
What are some strategies I can employ outside of what abilities my fighter will have? I already plan on making copious use of ball bearings, caltrips, and oil.
Which class is best and why is it Warlock
Got bored a paragraph in
Your character has no motivation to adventure
Crawling in my skin
My face it will not heal
I generally dislike goldhungry motivations as a rule but it's fine
I'm not convinced it's an entirely logical chain of events but otherwise it's good
A little weak but acceptable
I didn't like it at first but it grew on me
3 boring paragraphs of shit I don't care about and no motivations
Sounds like it could maybe work although it'd be more interesting if the note was something more esoteric than elvish
I guess it's okay but I don't think I'd personally allow it at my table, that's just preference though
3 boring paragraphs of shit I don't care about and no motivations
Are you gonna throw a fit if/when your character dies that they would come back a second time? If not, I like it
No motivations AND I hate gnomes, with the added bonus of actively having motivations NOT to adventure
No motivations forgiven because antimages give me a hard on
Simple but good
You're literally a character from Bleach
(I'd allow it though assuming you're not anime as fuck IRL too)
Probably my least favorite ITT
.... I'm not reading this
Chaotic ebul pls no
No motivations and minor risks of both yiff and edginess
Elf Bard whose older brother was prophecized to be the chosen one. As a result, his older brother recieved all sorts of formal training while the bard was generally ignored. After the elder told the Bard's girlfriend she was destined to be the chosen one's consort, the bard decided that his village can burn in Elf hell and went off too become a rock star/adventurer.
Your DM is running a homebrew setting, and he tells you:
>no UA/EE races
>warlocks, half-orcs, and gnomes are allowed, but "we'll have to talk about it"
>everything else core/UA/SCAG/EE fine
What do you think?
Personally I wouldn't touch it, or at least be highly suspicious. It's one thing to not allow extra stuff, another to ban base game material.
Sounds like a case of way too particular tastes. I generally distrust DMs who ban things based solely on their taste.
I'd still play, though.
I love my warlock.
I just got level 3 and choose the weapon. Shit is too cool to pass up.
My question is if I stick to warlock exclusively, or if I just dip into one of the warrior types for a level or 2? I plan on going heavy in melee (18 dex and 18 cha and 17 con atm) but I am not sure if I should, or how heavily I should invest. Some of the later level bonuses seem pretty sick, and with the total level cap being 20, I risk losing out on sick bonuses.
I play one, it's pretty fun. Spell progression is slow but you can have tons of utility with cantrips and a familiar (if you so choose), and Elemental Evil and SCAG added a couple of great spells for EKs as well.
Pure Warlock is so cash. Try it out, having all those eldritch invocations are so much fun. Just try it. I myself am trying to make a Warlock/Bard, running on max charisma and some strength bonus. But I'd never crossclass a monk, those ki-points are too valuable to me and my combos.
My only restrictions when I DM is no UA (unless you talk to me first and explain why no other class could possibly work) and no characters with a "fuck the party" type attitude. The latter has never come up but DnD is a co-op game not a PvP game.
Also, I understand why people can hate on tieflings, dragonborns, and warlocks, but I personally enjoy seeing people play these races. Especially when they play the races well and don't become that player.
Forgot to say, you picked pact of blade? Then you have Dark One's Blessing. Pretty fucking neat, I'll tell you. Also, pick the invocation that makes you deal dice+charisma mod with eldritch blast (Improved Eldritch Blast?), it synergises so wonderfully with Dark One's Blessing. I hit with a guaranteed 6+ dmg, even on nat1 dmg rolls (assuming your charisma is 20). There are also many other opportunities with Warlocks, not just battles. Use intimidation and bluffs, for example. Become a diplomat!
Born high atop the mountains, young Marthal was an exceptional fighter and defender of his tribe. Though the rare white dragon hunts the tribe would embark on would provide entertainment (usually at the cost of many lives), Marthal grew tired of fighting the same old bears and other mountain creatures. So he said his goodbyes to his tribe and ventured down the mountain to fight greater foes and to hone his skills to become a legendary warriors.
The first city he came across happened to have an arena which hosted many fights on a daily basis for many prizes. Though Marthal has no care for coinage, the prospect of fighting new foes every day enticed him and he joined the ranks of the gladiators for many months. At first the new humanoid foes he fought proved troublesome, but as he improved his gear and his skills, he became a famed gladiator within that arena.
However, despite this new fame, Marthal once again found himself becoming bored after fighting so many foes and rarely feeling a challenge anymore. At this point he happened upon a strange Gnome who claimed to be a part of a group of "adventures" called the "Emerald Enclave". Though these titles first seemed strange to Marthal he soon began to become intrigued by the stories the small creature told of these adventures hunting down strong beasts and other great and powerful beings and defeating them. He joined this faction of adventures in order to become more famous and more powerful, and continues to adventure with them to this day.
Marthal is currently in an OotA campaign, which has been a very enjoyable experience.
If your looking to buy cheap minis either browse online or go to some place like sci-fi city. They sell alot of minis and usually you can find some packs of 3 or 4 monsters for like 3 dollars. Of course you also dont have to have minis per sey. Theater of mind and if needed some printed off pictures for visual aid can be very effective.
Also if you are on a super strict budget you can buy mini bases for cheap and then tape or glue pictures to them to represent creatures or NPCs or whatever.
Neat, thanks for the input. I'll probably dip in 2 levels of warrior to get some combat benefits then. Would also fit the overall concept of a guy who wanted to be a swordmaster, but it took too long, so he struck a deal with a demon to cheat himself to more power.
A Half-Elf bastard born to a human mother, unwanted by both parents, he was dropped of at a convent at as a baby. Raised the local nuns, when a travelling peddler come to offer his wares he escaped with him.
The peddler turned out to be much more then that and thought him the beginnings of magic, combat and most importantly swindling, conning and deception.
When an extremely lucrative oppurtunity arose for his master to betray him, he could only just escape with his life. Using his acquired skills as an expert conman, the Half Elf Ba(rd)sterd conned his way into a small peerage as a fake Baronet.
I've read through the rules for 5e and really like it. Want to give it a try. Thing is, I'd like my setting to be magic lite, but it doesn't seem like the game supports that. Seems like almost all classes use magic, and the few that don't have the option to use magic. So how do I do magic lite? How would I make a world like, say, asoiaf, where magic is a thing, but most people never see it, and those who use it don't use it quite so ubiquitously?
Posted on the old thread first, oops. Oh well.
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?
Unless you want to do a lot of restrictions (and possibly a lot of refluffing Paladin and Ranger), 5e isn't really the system for that. Green Ronin's Song of Ice and Fire RPG is a pretty easy system to learn though and a much better Westeros simulator.
Depends on your party.
If you have a caster in your pocket throwing Haste, pick Fly because it'll allow you to save your own ass.
Otherwise, if you don't have a buddy constantly Hasting you, go with Haste. You'll use it more than you ever would Fly, and you'll tear through shit with it.
>have the best cantrip in the game
>only spell you need is hex
>he's acting outside the norm
>he's doing things they don't like
That sounds like highly suspicious behavior. The small town would send word or someone to the city to investigate his claims.
I made a shitty comic describing the origin of my blind wizard. Pic related. (If matters, it is a level 20 campaign. That might help explain the ending.)
Was a fighter who was protecting a village and a bandit shoved a torch in his face/hit him in the eyes/etc, became a Bladesinger so that he could use magic to make him a good fighter again
Although I like the so tragic he took his own eyesight, I'm a bit afraid that it would turn super edgelord real quick.
At the moment I was tinkering with, arrogant mage is doing research. When he completes his ultimate experiment is crashes and burns wounding(blinding) him. But he did succeed in his research and discovered something awesome. Not too sure what the awesome should be and how this all makes sense. The accident caused him to be:
a Total shutin for X amount of years
b convinced people should be very cautious with magic
c he discoverd some meta universal truth or some shit, this is something he keeps a secret, which also explain his paranoid and coarse personality.
Thematically I was thinking something along the lines:
>Stared into infinity untill his eyes melted. Became a blind sage after that trying to save the world from irresponsible magic use...
I thought so. Thanks for the reply.
Yeah, I think I'd have to rewrite parts of the Paladin, Ranger, and Bard (give them something else in lieu of casting), drop out Eldritch Knight and Arcane Trickster, and then figure out what to do with the remaining spellcaster classes.
I'll probably just embrace magic and the system as it is instead. I'll have to think about it. Again, thanks.
Just tell your players that. You're restricting more of the excessively magical classes.
Although, remember that adventurers are exceptional people. They'd see magic a lot more than normal. So, it'd be natural for them to have a Warlock (say) on their team, but would rarely come across another one. Even magic users banding together makes sense, as so few people would understand what it's like to be them.
That's what I did here
But I'm not sure how flexible the DM will be with "mage sight". Luckily my DM didn't want to punish me for wanting to play a physically blind character.
>pic related was the inspo, I will also be using the eltharion the blind mini (yes I'm a faggot who always uses a mini in DnD)
For his blindness we already agreed upon the following:
BLIND SEER: Due to you blindness and intense training you gain the following properties:
-Senses blindsight 30ft. or 10ft. while deafened (blind beyond this radius)
-Condition Immunities: blinded
-Blind Senses. You can't use your blindsight and suffer from blindness while deafened and unable to smell.
-Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Do you wanna be a fighter with some extra utility and buffs, or a caster who can swing a sword? Bounty Hunter sounds more EK personally (maybe with Ritual Caster or 2 levels of Divination Wizard to help them find people).
I think i made a mistake when making my character, but i still want to play it because its gimmick could be fun
The character is fresh and the only deal now its the weapon of choice.
What should i do?
True, which is why I wouldn't want to kill their magic abilities outright, but I was also imagining it like, even if you can use magic, it's not as easy as just saying you cast a spell, even if you are the hero. Maybe I'd try converting Thieves' World rules to 5e, since that's the sort of tone I'd be going for.
I just had a picture of an old western gunslinger type, with a sword on his hip and a wand in his holster. The reason I was thinking sorcerer was twincasting magic missile after quick drawing a wand.
Haven't thought much of it past that.
befriending silver dragons is probably the best thing ever.
I ban UA stuff, but allow things from official Player Companions (EE, POTA) and SCAG. UA stuff is generally untested, right?
White board. Mini d6 that you can buy a huge pack of. Minis / markers / tokens from other board games you probably have lying around.
Anyone ever really exhaust all the settings and options you can find in the DMG / PHB? I've been reading through my DMG more diligently lately, and have through a series of trial and error been adding at least one new feature or mechanic or table a week. This week we used a limited version of the Plot Points system, and next week I plan on doing some stuff with Horror / madness.
Far south of the Kryptgarden Forest, on a small hill, a young Wood Elf named Rinn lived with a Dwarf named Traubon Goldhand, a great Monk who eventually adopted Rinn as his own son, Rinn's birth parents having left him long ago. For many years Rinn lived and trained with him, and they became known to the nearby village of Sparrow's End as protectors and teachers, to those willing to learn. The village came under attack one night by a group of bandits; The Redbrands. After Rinn and his father saved the village, a surviving bandit begged mercy of Traubon, claiming he had no choice. Traubon slew him with his bare hands. Upon returning to the Monastery, father and son argued over whether killing the man was right. In the heated debate, Traubon struck his son, leaving him with a scar across my cheek. Rinn left home, determined his father was wrong, and now, 7 months later, he finds himself on the High Road, heavy with drink and regret.
It's shit I know, but it's for a first character
Personal Goal: Prove a point. Rinn intends to either prove that no one is beyond redemption, or to see absolute proof that some must be severely punished
That's what I got on my sheet, and then with the fact that the Redbrands attacked the village, I'm wanting him to track down the Redbrands, and either find a redeemable one, or know for certain that some people gotta die. Incidentally, what alignment does this info seem to fit? I was thinking NG with the idea that my character wants to help anyone who needs it, but then the moral dillema thing is a bit... I'm having difficulty is all.
That's actually a pretty good one. I'd say NG fits, since your ultimate goal is to do something good (and not dispense justice or whatever). If it's just to prove a point, TN might fit too - even though you're after a good outcome, your reasons for wanting it are a bit selfish.
Once there was a noble scion of a prominent Waterdeep family who had absolutely zero ambition in his life beyond enjoying himself and taking up whatever dares his fair-weather friends could think up.
His parents, sticklers for military discipline, sought to find him a teacher so he could be a productive and educated man and contribute to the family name at least marginally.
Finding a dragonborn tutor from eastern Faerun willing to take on a new student, he was forced to take lessons from the strange teacher who apparently failed to mention that along with a mental education he would be teaching him esoteric martial skills. At first the pupil was unwilling, but the dragonborn then called him a useless coward unwilling to rise to a real challenge. Sparking his ire, the pupil began to train himself to excel at his physical and mental studies just to prove the dragonborn teacher wrong, but soon found that practicing and exercising his martial arts was genuinely more rewarding and entertaining then any activity he had done before and grew to appreciate his teacher's education.
In the end, his parent's plan only half-worked; while he now had some discipline, the dragonborn Monk was never actually interested in teaching the young nobleman about duty to his family, only in passing on his martial arts skills. The young nobleman thus had finally found a diversion that truly interested him; adventuring and finding worthy foes to test himself against as an adventurer, going from a wastrel who embarrassed the family in Waterdeep to an adventurer who embarrassed the family as he ran around slaying monsters and fighting duels abroad...and he STILL isn't contributing to the family in any real way.
He just wants to reconcile with his dad, either through showing Dad that people can be spared, or by accepting his Dad's teachings as truth
I want to run my own game as DM potentially having Traubon as an NPC. My idea was that through most of Rinn's life, he's a very jovial man, great with the locals etc, and then the night he executes one of the bandits, Rinn discovers a darker side to him, and before then always believed his dad to be forgiving. Thinking LN for Traubon
Now he still womanizes and drinks and parties on his family's credit, but he also slays monsters (humanoid and otherwise) out on the frontier region, wielding his spear and martial arts skills for hire along with his companions. He's eager to find treasure as well, though it's less that he needs it and more that he thinks of getting treasure from monsters and slain foes is a way to "keep score" of your success as an adventurer.
His favorite foes are humanoid creatures with fighting skills; while slaying carrion crawlers and zombies is still something he does, he finds it less rewarding since they tend to just use sheer speed and strength to fight and thus he can't test his spear against them properly.
He actually has awakened to a sense of noblesse oblige that gives him drive to help the settlers in the frontier regions, though his execution of these beliefs is mildly condescending; as a nobleman he believes it is his in-born superiority that requires him to defend the smallfolk from monsters and bandits. Oddly enough, he still treats the peasantry like regular people otherwise; while he does legitimately think his bloodline raises him above the masses, he sees this not as a privilege but as a responsibility (albiet one he failed to live up to his whole life) and that the smallfolk have their own position in the world that is to be respected by the nobly-born.
"For the Hell of it/Fortune and glory". Any more motivation beyond that depends on the events of the campaign; otherwise I'm basically playing a thief-acrobat version of Conan the Barbarian.
>Personal Goal: Prove a point. Rinn intends to either prove that no one is beyond redemption, or to see absolute proof that some must be severely punished
I feel like requiring all characters to have goals, now. But maybe not goals. Or like, amorphous goals, not specific ones ("prove yourself", not "save the princess")
Maybe a personal goal and a social goal each? I'll need to ponder this further.
On the character sheets provided with the 5e Starter pack, each character has a personal goal, so I figured it'd be a good thing to include. Also, it only stands to reason that goals, bonds, Ideals, and flaws must logically progress/change with the character? For example, my character's bond is to his dad. If his dad dies, no bond left right? Also, his flaw is drink and intoxicants. Fine at first, but eventually, monks become immune to that, and at that point my character no longer has a flaw, so perhaps a new one develops in the lifetime of my character?
Had this situation pop up. A player wanted to use Mage Hand to choke someone to intimidate them. I said that that was not within the realm of what Mage Hand was capable of. Did I make the right call?
Poster of Paladin. I was high and super tired last night so that did not come out like I wanted it to, but I've never seen Bleach, and I guarantee the character is as far from anime as possible.
>[sub]Though we also had a player pick Beast Master and he also seemed perfectly viable up to level 12 where his character died, so maybe we're some sort of weird anomaly group?[/sub]
Most of the beastmaster's problems are systemic rather than numeric. You likely ran it slightly off from RAW and he died when Rangers stop growing as martial characters/through class features.
A wandering con-man and opportunist who weaseled his way into a group of archaeologists in the hope that he might find some artifacts to pawn. The group blundered into the lair of a Sphinx and was annihilated save for the con-man who was the only one able to answer it's riddle. Because of this the Sphinx spared his life and made a contract with him, he was bestowed with powers over the mind (GOO warlock) but in exchange must "test" those he encounters and those that are found worthy (able to see through his illusions) are to be sent back to the Sphinx.
Escaped, surprisingly easily, from a prison in which all the prisoners wear an enchanted ring. Wearing this ring means the Warden knows exactly where you are. Prisoners are unable to remove the ring themselves.
Character is unsure why he hasn't been recaptured, making him paranoid, and is looking for a way to remove the ring.
I've never really played an RPG before(2x single sessions with premades), but this is the idea I have for my first character.
What if the magic of the ring doesn't bind the ring to his finger, but himself to the ring?
He could cut his finger off to find that his body falls over dead, and his consciousness is now inside the severed finger.
Paladin of an order sworn against undead. Died fighting a lich before the lich was destroyed by other members of the order.
Before death, he swore to return should the lich ever awaken again.
Now roams the land as an undead looking for the lich and generally doing good, using his full armor to conceal his true form
It's called the Sage Advice Compendium, which Wizards releases for rulings that are officially official, or sageadvice.eu, for people too lazy to search through Twitter themselves.
Oh, I didn't know about this.
>"Drawing the ammunition from a quiver, case, or other container is part of the attack.” The sentence tells us two important things. First, you’re assumed to be drawing— that is, extracting with your hand—the ammunition from a container. Second, the act of drawing the ammunition is included in the attack and therefore doesn’t require its own action and ***doesn’t use up your free interaction with an object on your turn***
What the fuck
To eat. And also to obtain the amethysts for this eventual army of trees.
It doesn't use your object interaction so that you can make multiple attacks with a bow in a single turn. Your point?
Homebrew revenant, google Awakened undead v0.2 or something for the full thing.
That's not the intention of the rule. Otherwise, heavy crossbows would gain the benefit of Archery Fighting Style when used as blunt melee weapons, and Monks would get their Martial Arts when they chuck clubs at people.
Based on the evidence provided:
>Tell other inmate or random passerby to pull your finger, and have them removed the ring.
That's making a big assumption.
Nah, Saw it on /dndnext on reddit.
If you like high quality homebrews like that, I'd recommend stonestrix's /monsteraday subreddit, has a bunch of sweet homebrewed monsters, even bundled in to a handy little pdf.
If you are thinking of awaken, that charms them. Charm means someone is friendly towards you. Sure you might be able to convince them to fight or lie to them to get them to fight, but you don't control them.
7 characters, I'm having to play 3 of them due to people not being able to make it.
>After a long grueling day of fighting, the players happen upon a hut in the middle of the woods, with a hermit inside.
>A bit eccentric, but he seems amiable and just wants to share stories
>Players notice he has a lot more gold than he should, and for a stick/mudhut, he has a lot of finery (dishes, goblets and chalices, candlesticks)
>No PC with a passive perception above 15
>Brews tea / shares moonshine with all the players
>6 players inside the hut, one player goes outside to sleep in the woods (ranger)
>I say the rogue goes with him, to scout out the perimeter
>Ranger says he immediately goes to sleep
>Everyone fails, everyone passes out
>While passed out, the hermit proceeds to rob them all blind, and begins piling unconscious bodies outside
>Ranger reminds me about the rogue
Did I do this next part right?
>Ranger is jolted awake by the rogue
>Jumps up and sees hermit face down with three arrows in him, gold coins scattered everywhere outside
>Rogue says he came back to the camp to see him looting everyone, and immediately put him down.
>Everyone gets woken up, and they end up taking all his valuables and sleeping the rest of the night in his hut.
My original plan was to rob them and leave them naked on the nearby road, but me forgetting about the PC that *I* had to roleplay, kinda foiled that (and a ranger with a good memory).
Is that about how /5eg/ /tg/ would have gone about that?
That's fine and dandy, but I feel perfectly comfortable with 7, and everyone is close enough friends / are good enough players to make it fun and keep the game moving forward.
Also literally not what I was asking, but ok.
Question: in PotA, one of the treasures the players can get is a +1 longsword, with rubies in the hilt that glow when near a dragon. What my players want to know is, does the effect happen near the dragon-blooded sorcerer party member? My gut says yes, but only faintly, but I don't know if there are actual rules for this.
If you're an AT, sure - your mage hand can interact with objects someone is carrying. Have to make a sleight-of-hand check though. Otherwise no.
Yeah that's fine, unless your rogue's regular player is a dick who would leave the party unconscious.
>>45371009 here. I left off the motivations in the interest of brevity. To tl;dr, her "partner" in the Order ended up secretly dabbling in magic, eventually diving head-first into the metaphorical deep end. So she's trying to find her partner to either rescue them or put them out of their "misery".
Would Inspiration be better served to be able to stack up to two? I've had a few newer players that need the gentle shove it is supposed to provide never spend it out of fear of not having it when they need it, but it seems like they might be more willing to spend it, and thus roleplay well to regain their supply, if there is a safety net to fall back on.
The way I run inspiration, is that you gain it by making a suboptimal choice that lines up with your flaw and you can only spend it on an action that lines up with your bond / etc.
Also, don't fall into the trap of just awarding inspiration for acting.
I'd ask why to sate my own curiosity, and also to see if there are interesting character opportunities behind his reasons for needing to talk particular to anyone into those races or that class.
Otherwise whatever, if your setting doesn't include something don't add them, and if you want to try trimming some options and seeing how the game handles without them as long as you tell me beforehand let's try it.
He was the best damn guardsman in the city. He always completed the job, no matter how much collateral damage there was. Of course this got him in trouble with the chief who was constantly trying to reign him in. He started feeling constrained by the all the chief's damn rules about how to do his job, so he handed in his badge (slammed it down on the table) and his sword. Now he strives to dole out justice to the bad guys, without the constraints of the law to hold him back.
He'll take down any criminal no matter how big/petty the crime is.
Human Rogue, Thief archetype - Urchin
Raised in the port city Spiranta, which was described as magic Las Vegas. Worked here and there at various taverns/cafes/restaraunts, but soon found his skills put to better use as a pickpocket for a gang of Kobolds. As he grew older he was put to more serious work breaking and entering and larson. He lied to his parents about his work, though they soon realized he was no longer working at an official establishment. The gang put him up to burning a large building while a gala was being held. Though he knew many nobles were attending he did not know that his parents had both managed work as servants during said event. Grew up on his own from 12-28 until a ship from the empire was hiring mercenaries and he took the job.
As a Battlemaster Fighter, if I ready an action to attack and it goes off, can I spend a superiority die on that attack? If so, say the trigger was an enemy attacking. If I use Trip and they fall prone, does that interrupt their attack?
Not too smart, in fact, he usually needs someone (hopefully someone good) to act as his handler. Doesn't know his own strength and that usually leads him to accidentally knocking someone down when he pats them on the back. Swings a big hammer and carries a Holy Book in his pack, reads a passage each night before bed and after rising in the morning. Quotes passages whenever it's applicable (or not) and enjoys singing in choirs.
>Share your character backgrounds, I don't care how shitty they are
Aric and his friend Lurien were exploring the old ruin on the outskirts of town as kids. They were told not to, the place is cursed. Curses are for old people and nerds. Aric and Lurien do it anyway because whoever stays the whole night gets a kiss from Relli, and she's hot af so the little teenaged cunts went for it.
Lurien was smart and about an hour into camping out in the old stone keep decided to get the fuck out when they both were pretty sure they were being watched and heard noises. Aric, however, had a set of pouty lips in mind and was not giving up on those. He decided to explore a little, see what was up. He found a secret door, and found himself in the underbelly of the ruin, a place overlooked for centuries.
He found a skeletal figure of a knight, chained by the wrists and helmet cast aside, covered in spiderwebs and dust. When Aric approached, it looked up, and before he could shit himself and run it begged him to stay. It had been sealed up there after the fall of its old kingdom, cursed with undeath and plagued by a spread of people who went mad with the curse, and begged Aric to kill it with the rusty spear hanging out on the floor. Aric, too freaked out to make sense of shit, did this. Some fucky voodoo happened and the skeleton exploded into dust, forcing the cloud of oh god help me into his lungs and soaking into his skin through his clothes and all that shit. This was, as you might imagine, unpleasant.
Aric is sick for a while and wakes up on the floor come morning. He runs home. He goes to the temple, because oh god help me I'm going to die. They have no idea what to tell him, records of that kingdom are at best foggy as hell. He doesn't seem to be a zombie since he doesn't get repulsed by healing magics, but they can't seem to pull the skeleton dust cancer out of him either.
It's worth doing unless maybe you're an archer. You might not get as much out of it at low levels, but advantage on Concentration saves is a big deal when you use Haste/Blur/Fly, and using Booming Blade as an opportunity attack is like a mini-Sentinel feat.
Any other DMs ever had to deal with power creep too early for your liking in game? My players are level 7, and I accidentally gave the barbarian (20 str) a Blackrazor like weapon early on before I really understood the Magic Item Economy.
But at this point, he pretty much drops anything he comes against. Any suggestions?
>Are you gonna throw a fit if/when your character dies that they would come back a second time? If not, I like it
That's in fact an ability of the Warlock Patron. I always build characters around mechanics if possible to lessen the divide.
Rolen the High Elf Folk Hero Fighter (Champion)
Was a simple woodworker until a shit ton of monsters came out of the mountains. Used a pitchfork and a large tree branch to kill a few protecting a noble. Noble then "recruits" (forces) Rolen into his guard. After several years, he escapes, heading west to Luskan and Neverwinter. He hopes to raise a force to go and kill said noble who is also a complete prick to his other subjects too.
Anyway, they lock him up because why give everyone boneitis if he might have the plague Skeleton Jones told him about.
He spends the next few years trying various meditations and medications as the clergy talks to clerics of other gods and consorts with upper level priests, not getting much of anywhere. Meanwhile he slowly learns he can /do things/. Not normal things either, creepy voodoos. He also has an impulsive desire to check out dead stuff, which he doesn't understand. Under observation ad in clothes designed to shield other people from his body (for fear of plague and shit) he checks out the graveyard and wanders the catacombs a lot, realizing he enjoys the company of the quiet dead and thankfully not spontaneously summoning skeletons.
Eventually he figures enough of his shit out to start hearing the voices; little whispers here and there, that tell him things he shouldn't know. Mostly about anyone in the village who dies (like Relli - he never did get that kiss) or things about their lives that they never told people about. These whispers lead to him controlling his shit, learning how to use it, and deciding he's the fucking ghost whisperer or some shit, and he needs to go study his powers and become a master of that shit because it isn't like he'll be starting a family or getting a day job any time soon anyway.
Eh, here's my primary character's backstory:
Ubertino Fabrón grew up in Neverwinter to alcoholic parents. His childhood was chaotic and unpredictable, but the boy found solace in the teachings of Helm. When he was old enough, he enlisted, and was sent to serve as a town guard in a remote part of the kingdom where he spent his entire life. He wed, had children, and altogether led a rather ordinary life. As he and his wife grew gray, she passed before him. Retired and now a widower, Ubertino quickly grew tired of the quiet in his home, so he set off to have a great adventure, perhaps a few decades later in life than most.
>mfw I've run 50 sessions of a 5e campaign now
It's been a long road, bros, but the edition holds up.
Can someone here help me with a stealth related question?
As far as I understand being hidden gives me advantage on my ranged attack, as I do not need to run out into the open and break stealth to loose an arrow.
Would the shot warn other enemies to my presence though, and if so, when would they actually notice me? Could I use a bonus attack on the same turn and still retain advantage? Is it a DM call?
Ran a 5e campaign (Zelda homebrew) for about 6 months every Sunday night but one (23 sessions all told). Had to end it because of scheduling conflicts but they did save Hyrule and fought Ganon (well... One guy got possessed by Ganon after trying to overthrow the "weak monarchy").
A half-orc barbarian. However his dark secret is the fact that unlike most half-orc barbarians he was born out of a loving relationship from a human father and an orc mother. They met on the battlefield as complete equals and fell in love. But for a half-orc this is kind of embarrassing so at the age of 15 he ran away from home and has been an adventurer from then on.
Well, the group held steady from April until about October, when one guy left. Then a couple weeks ago another guy left. Was a little bit of drama with the last guy, but whatever.
Hm...if I recall, four of the players had jobs (myself included), three of the players were neets and one player had a "job." Said he wrote erotica online for money, but...I didn't want him to prove it.
From oldest to most recent:
>level 3 barbarian solo'ing a wereboar
>PCs reenacting "The Sunless Citadel" as a theatre play in the city, except no player knew what the Sunless Citadel module was
>revenant of an NPC they tortured and threw down a pit killing the last "original" player character
>PCs pissing off an entire city of sea dwarves and being hated despite saving them from a vampire menace
>killing the king of the dragonborns, who was trying to save the world
>pissing off and disrespecting every high level NPC that they come across
There's more but I can't think of them off the top of my head.
I think this is in "fuzzy situational rulings" territory, but I'll take a stab at it.
I'd suggest that if initiative wasn't acitve, it would become so. They'd reflexively roll Perception to spot you, with people proficient in the use of bows getting advantage to be able to see your impact point, get a general direction ad look for good firing positions. Noncombatants panic once their initiative comes up, which makes spotting you harder if you can blend in.
If you're not spotted, your second attack still has stealth advantages. If you have multiple attacks in a round, you can get shot #2 off from stealth, but you trigger another automatic check to spot you each time you shoot, and I'd increase their bonus each time you took a shot.
Playing an Underdark campaign. I am going to be a drow wizard, mainly because I enjoyed Pharaun from the War of the Spider Queen books. He's a generalist wizard in the books, but we're playing 5e and I'm wondering, what school of magic would a male drow favor? Enchantment? Illusion? Necromancy? The drow in the party are Menzoberranzan renegades, so he would have studied at Sorcere.
Wizard 2 and going Bladesinger seems the sweetest spot to me if you want to stay as a rogue-y character instead of a sneaky wizard. Yo get the spellbook, ritual caster, and bladesinging, which plays to the strengths of the rogue: running around and smacking people for sneak attacks. Prolly pick whip for your weapon prof as you can make reach sneak attacks with it.
Well if he's strong enough to take down monsters of the current challenge rating send in some tougher monsters for the party to face.
If you're not comfortable with the possibility of TPK you can always just have the party encounter a swarm of rust monsters.
Would a "Spell Focus: Evocation" or a "Spell Focus: Illusion" feat that added +2 to spell attacks and save dcs for spells from that school be broken? Archery get's a +2 to hit fighting style. Would it be better to make it just a +1?
A good-hearted fighter/warrior who was a successful working soldier with a wife and a daughter. His daughter glorified fighting and warfare, which he was strongly against, but he wasn't able to be around much to raise her 'right.' The mother was okay with it, which also caused some arguments between the two. Eventually the girl grew up, and went off to join a mercenary camp. Shit Happened, and the father unknowingly ended up killing a helmetted mercenary who happened to be the daughter, and then abandoned the field. He blamed himself for 'murdering' his own daughter, as did his wife, who fucked off to who-knows-where. Having been marked a deserter, he lost his job and employment opportunities, as well as ties to staying in one place, so he's forced into adventuring. Now he desperately seeks for a challenger strong enough to give him a warrior's death, sending him to join his daughter in Asgard or whatever.
So you've got this experienced warrior who goes around doing good deeds for the fuck of it, praying to his daughter every night. The GM gets an important NPC to tug at the character with later on (the wife), as well as the very significant threat of non-combat death (e.g. falling off a cliff, traps, poison, assassination).
Apparently I'm lacking male human art, also. This is the best I've got.
Has anyone made a trove or list of worthwhile DMs Guild Homebrew to download?
If not, are there any you would recommend?
Oh yeah forgot about that. I thought the -1 penalties worked on all metal objects.
Well in that case, the DM should just stick to a higher challenge rating or find some kind of ass-pull situation where the barb wouldn't have his weapon on him.
is it? it would be very effective and make you feel like a true specialist in a certain school. it's the kind of thing id like to see, instead of the little perks you get from the schools now
You have expertise, just do things they can't do.
Although I think your DM might be running things a bit poorly, since you guys shouldn't be in a position to see who can make the skill check first.
I'm DMing for a rather large group and one player is a druid who "has a calling toward the city." Besides that, he has no real direction. I've put emphasis on this huge tree in the city where experiments are being done under it due to its magical properties. Once he gets near it, he's going to be getting voices in his head to come to the tree. When he's there, the tree will present him a Staff of Wild Surge. I was thinking about having his goal be trying to master this staff. I have a list of 10k magical effects. Using it at first will have him roll 4d10 and cast the first 4 number combination seen. As he progresses to master it, he'll be able to arrange the 4 dice how he wants to get a more desired effect (or less undesirable). Any thoughts about this idea?
If you take +2 to your casting stat, you'll get one half of that, but it'll apply to all schools instead of just one. I guess, technically, it's balanced. But it seems like it'd become a 'required' feat, and as someone else pointed out it's incredibly bland.
The real problem comes up when you stack this on top of a +5 caster mod. With the games current math, a save DC can't rise above 10. This feat'll allow you to go up to 21 This is important, because there are creatures that need a 19 to make a save, and this effectively makes it impossible for them to save.
Play is going to slow to a crawl if he needs to consult a table and choose from multiple options (Which are different every time.) every time he uses his staff. Even 2d10 is a bit much.
I've thought about that, but luckily the effects are somewhat bundled together like whether it's targeting himself, another, or inanimate object.
>3e was hailed as a massive improvement over 2e
>the classes aren't balanced
>"The gear grind is worse than ever"
holy SHIT lmao
>it's easy to fail character creation
>"It doesn't perfectly model a world in a completely unrealistic way like 3.5e tried to"
>building encounters is hard
Christ, you're right. This is the most wrong thing I've ever read. Not that hard when, going from the front page, that site is completely dedicated to shitty listicles.
Hey guys, im really new to 5th edition. Does this look ok? Doesnt have to be optimized, just usable and not breaking any rules. Also judge my backstory and stuff. Thanks /5eg/
Yeah, seems fine for a starting character. People will probably tell you to be a variant human and take a feat, but if there isn't one you want, don't bother.
I would say that you don't need both Healing Word and Cure Wounds. Swap Cure Wounds for Dissonant Whispers and swap one of your cantrips for Vicious Mockery
>Just do things they can't do
Can't. People roll for anything and everything regardless if they're not proficient, or even makes sense for them to do it. They always roll higher than me, too.
>Although I think your DM might be running things a bit poorly
he runs things "like 2nd edition" whatever the fuck that implies.
AFAIK it means
>rolling "saves" (literally just says "roll a save" that I'm not allowed to add any bonuses to.
>Handing out random magical items that get uses per session and not by day
>no magical item has charges that restore
>Stuff keeps happening and attacking us when the party hasn't actually done anything and is just deciding what to do.
>the party takes turns doing things -outside-combat for some reason and then it's "the DM's turn"
>Awarding experience based on getting an item divvied up by the party (ie, player 1 finds item he can't use. gives to player 2. Player 2 gets 100xp for getting the item, player 1 gets nothing and no exp)
>Granting exp based on who KILLS the enemy.
>awarding experience for (if he makes the entire party roll for it) rolling the highest and thus earning the best result.
>ignoring identify, detect magic, detect good and evils entire effect ("you detect evil"), Find familiars written effect that the player chooses their own familiar, and more.
Why haven't I fucking left yet this is awful i end every session mad or just dissapointed. sorry for the blog.
>a bard that isn't dex
>using additional features and traits to expand on the character
>human, non variant
But yeah, it's perfectly fine.
There's not a lot you can fuck up on at lvl 1.
Unsure about the following rule from SCAG about Bladesinger:
"When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice."
I only see a "two-handed" tag in the PH. A lance would be a one-handed weapon right? It doesn't have the two-handed tag.
>>rolling "saves" (literally just says "roll a save" that I'm not allowed to add any bonuses to.
Unless he's talking about death saves, every save should have an associated ability score. Even in AD&D 2nd ed. saves were divided into categories with different difficulties for each. The categories made no sense, but they existed.
>>Handing out random magical items that get uses per session and not by day
Seems annoying, but whatever, not that bad
>>no magical item has charges that restore
I kind of like that. I think the way wands work in 5e is too fiddly.
>>Stuff keeps happening and attacking us when the party hasn't actually done anything and is just deciding what to do.
Could be justified if your party squabbling was in-character or should have been.
>>the party takes turns doing things -outside-combat for some reason and then it's "the DM's turn"
That could be really bad, but I'll give the DM the benefit of the doubt and say that he's trying to keep everyone equally busy when you go into town and split up.
>>Awarding experience based on getting an item divvied up by the party (ie, player 1 finds item he can't use. gives to player 2. Player 2 gets 100xp for getting the item, player 1 gets nothing and no exp)
Awarding XP based on treasure was the stupidest part of old-school AD&D. Even then it was based on the party's combined wealth and not just what they happened to be holding.
>>Granting exp based on who KILLS the enemy.
That's not based on 2e; that's based on a fucking MMO and it's stupid.
>>awarding experience for (if he makes the entire party roll for it)rolling the highest and thus earning the best result.
I don't even understand what that means, and yet I know it's stupid.
>>ignoring identify, detect magic, detect good and evils entire effect ("you detect evil"), Find familiars written effect that the player chooses their own familiar, and more.
To be fair, Detect Good and Evil doesn't detect alignments anymore, so the name is kind of a misnomer.
Def will do on the spells there. Thanks mate.
Besides synergy with ac, what benefits does dex have over str? Also yaoi bard? Forgive my ignorance.
Yeah, about the features and traits, what am I actually supposed to put there? Would you say this sheet is acceptable?
it's not that bad really. dunno why I mentioned it.
it's not just wands. we had a chance at the eye of vecna, and it wouldn't have regained charges.
>he's trying to keep everyone equally busy when you go into town and split up.
we have yet to go into any towns.
We have 5k gold and he seems to be actively steering us away from towns despite us specifically wanting to go there.
but we aren't, just actively discussing where we should go next.
>MMO based XP
>I don't even understand what that mean
"everyone roll a perception check"
fighter then gets the best score, beating my 17 PassiveP and my roll.
DM awards 75xp to the fighter for spotting the enemy at end of session
>to be fair, Detect G&E
I'd have given him the benefit of the doubt if I didn't explain it to the group all three times the new pally has used it.
and I failed to mention
Apperently, sufficiently high arcana checks completely replace the effects of both identify and detect magic.
guess what spells I selected to start in my spellbook.
No No, what you've put there is completely fine and probably the correct thing to do.
I've just not seen anyone actually use it for what's probably it's intended purpose, except you. Looks Good.
Are these changes balanced? I'm trying to shore up the weaker feats. Don't stress too much over wording at this point.
Per PHB, but now also increases your base speed by 5. Prereq of at least 13 in at least one of STR/DEX/CON.
If you move at least 10 feet in a straight line, you may use a bonus action to Charge. On a turn you charge, you gain one free melee attack or shove against one creature you pass within five feet of this turn. This effect cannot be used against a target passed within the initial 10 feet of movement. Attacks of Opportunity have disadvantage against you this turn. Prereq of at least 13 in STR.
Per PHB, plus once per long rest, when an attack would reduce you to 0HP, you may make a CON saving throw to be reduced to 1HP instead. (I feel like this needs a "does not stack" modifier with whatever other sources of a similar effect exist, but I don't know them all offhand to know for sure)
Per PBH, but 1D6+4+HD is changed to 1D6+Prof+HD, and both bullet points are changed from an action to a bonus action.
>Heavy Armor Master
Per PHB, but the 3 DR is changed to Prof DR.
Arcana checks plus downtime should replace Identify in 5e, but you still have to use Identify unless you take a rest to examine the item.
Arcana shouldn't replace Detect Magic, though. Your DM sounds shitty anon
>all the pathfinder shills in the comments
There are already rules to cover that situation. Officially when you make an attack in combat while hidden you'll automatically reveal your location whether you hit or miss. You are not hidden for your second attack. The skulker feat lets you stay hidden if you miss. If you aren't in combat, or under special circumstances, I wouldn't be surprised if your DM counts you as still hidden.
Yeah if they like dumping their spell ability to take three feats or to set themselves back a level for slightly higher AC (and still need a feat if they didn't start out a fighter). Plus they're still squishy as fuck so the higher AC doesn't really help that much. They'd be better off using mage armor once a day and pumping dex for the same result.
>enemy mage throws a disintegrate at me
>my plate armor is gone in an instant, no save
>beaten to a bloody armorless pulp soon after
At first I was mad at the DM because I thought he was ignoring the clause that some spells have that worn objects can't be targeted, or ignoring that I get a save, or something. But that's actually how the spell works. Why?
Damn, that's brutal. The intent is either that 1. it's a high-level spell so it should be powerful, or 2. it's supposed to only be unoccupied objects and not work equipment.
Though honestly, if the DM did that he's purposely fucking with you. Even if it's RAW, DMs have the power to change how spells and NPC abilities work and swap them out anyway. DMs don't get any points for abusing RAW.
Used to be a guard that patrolled underground cave systems. His squad and lover were killed and he was one of the few survivors.
He was made lame from the event and lost his path. After witnessing a group of people beating a young girl he was filled with a righteous anger and ran off the assailants. The girl was an orphan and he raised her.
He is adventuring now that she has left the house to grow stronger and to protect others from cruelty. He hopes to return strong enough to protect the downtrodden and make sure his daughter will be safe.
Currently he is a level 5 paladin in 5e.
Thinking of making a homebrew noblebright setting for 5E. Any suggestions? Going to be the core races, Aasimar, Eladrin, Genasi, Deep Gnomes, Duergar, and Goliaths (also allowing for variant Tieflings). Gods are the PoLand ones.
What use are adventurers in a noblebright setting? Not as a sarcastic question, but as a serious one to think of for building one, since adventurers thrive in the midst of conflict.
Discussing where you should go next is something your characters would do in-game, and it's something that would take up in-game time. It's perfectly fair to have things happening while your party is talking in the dungeon.
I think he's referring to the ability to drop 1 level into one of the clerics that grants heavy armor prof. like life or war.
But he didn't read the rules for multiclass characters preparing spells, or the rest of the fucking rulebook for that matter.
Not him, and this is solely my own fictional structure, but:
There's two parts, one for the world (bright/dark) and one for the heroes (noble/grim).
Noble heroes do great deeds for great reasons. Grim heroes do great deeds for horrible reasons, or horrible deeds for great reasons. (Doing horrible deeds for horrible reasons makes you a villain, not a hero).
For the setting, the difference is the impact the heroes can have. A bright setting is one that the heroes can make better. A dark setting is one the heroes can't make better. In a bright setting, you slay the dragon, and the town is saved! In a grim setting, you slay the dragon, but the town is destroyed anyway (for related or unrelated reasons).
So, I would actually argue that a NobleBright setting is D&D's assumed default.
I think because the Noble <-> Grim / Bright <-> Dark setting alignment axes make pretty good sense all the way around. Unless you can explain concisely what a "jollydark" setting would look like, in which case I'm all for it.
There are similar effects, but otherwise seems fine.
Still kinda shitty compared to magical sources of healing. What about helping to heal poison or disease? It'd at least turn Healer from a shit feat to a situationally useful feat.
Probably fine. Maybe even a little too strong. HAM wasn't a terrible feat to begin with.
>Still kinda shitty compared to magical sources of healing.
I don't think it'll ever be able to beat magical healing, but the idea is to make it helpful for groups without healing magic.
>What about helping to heal poison or disease? It'd at least turn Healer from a shit feat to a situationally useful feat.
Yeah, that's a good idea.
>Probably fine. Maybe even a little too strong. HAM wasn't a terrible feat to begin with.
True, it's pretty good at low levels. But it doesn't scale, hence, proficiency.
>Burning hands only requires Vocal and Somatic
How exactly does this work with war caster? Does it fire out of the tip of your weapon or out of your shield?
True, but I thought you were trying to make it a viable option for any group. If you still just want it for magic-less groups, then it's perfectly fine.
Proficiency will help make it better at higher levels, true. It'll get to be negligible by high levels, but if you're just looking to make it a bit better, also fine.
Good on ya' anon. Feat's are very important for differentiating characters, and the more viable ones the better.
>I thought you were trying to make it a viable option for any group. If you still just want it for magic-less groups, then it's perfectly fine.
Well, ideally it'd serve a role in any group. But I just don't think that's super possible, and a free decent sized heal for every party member per short rest is pretty useful, just in a competitive function. Maybe it just needs more utility?
I've been thinking about paring back the classes and replacing most of them with alternate archetypes for the Rogue and Fighter base classes instead. So far I've got
> * Berserker
> * Champion
> * Holy Warrior / Holy Adept
> * Knowledge
> * Life
> * Light
> * Nature
> * Tempest
> * Trickery
> * War
> * Vengeance
> * Huntsman
> * Eldritch Knight / Arcane Trickster
> * Abjurer
> * Conjurer
> * Enchanter
> * Evoker
> * Elementalist
> * Hexblade
> * Illusionist
> * Necromancer
> * Shadow Shaper
> * Transmuter
> * Thaumaturge
> * Wild Mage
> * Open Hand Warrior
> * Thief
The spellcasting archetypes would progress as half-casters with access to spell lists according to the specialization selected (so an Eldritch Knight Evoker would have different spells than an Eldritch Knight Hexblade, with some overlap), and though they'd share spell lists, the archetypes would have different class features (so an Eldritch Knight Illusionist would have the same spells but different archetype features than an Arcane Trickster Illusionist).
Caralee Wayfarer is the second eldest of the seven Wayfarer sisters, a really important merchant family from Waterdeep. Since her parents, Ismael and Zelenin, couldn't conceive a boy, Ismael decided to treat her daughters like any merchandise: by sending them far across the realms to marry princes and important people. Caralee was sent to Thay, where she was supposed to marry a Red Wizards' initiate. Yet, Thayans are dicks, and she grew tired of her fiancé abuses, so she ran away. She knew her family would deny her existence, as she had insulted their honor. Yet she aspires to acquire fame as an adventurer, to once again be in the favor of her parents. She's a LE wizard with the "noble" background
Forever DM here.
A player has expressed interest in DMing.
However, when we started, all of us were completely new- I'm the only DM either of us has ever played with.
I want to help him out in some way, to ease/encourage his DMing, but I don't know how. Anyone that's ever passed the torch like this have input?
I almost want to co-DM, but I can't imagine a way to do that which isn't horrible. I can help him out with planning and designs inbetween sessions, but that's the easy part.
I practically am. You say it's terrible, I'd love to know why.
Because I don't like how the classes currently interrelate, particularly how new players have to commit immediately to running a mechanically-complicated tons-of-rules character or a mechanically-simple character right off the bat.
>You say it's terrible, I'd love to know why.
Because you're bending an existing system into a shape it was never meant to have, instead of starting fresh without the baggage
It's like when people say they're making a low-magic 5e. There's nothing wrong with low magic games, but... don't use 5e.
Heroes are there to perform sweeping and grand tasks. In a grimdark setting, those orcs will come back year after year, wear down the kingdom and see it's collapse. In a noblebright setting the Orc chief seeks vengeance from the humans for the death of his father who was actually killed by the goblins who were provoked by a dragon, heroes kill the dragon and tell the tale and present the head to the orc choef who decides not to ravage the countryside now.
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 me as 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
Both. I know it's typically not a good idea, I started doing it when it was just me and two younger siblings because for some reason a two person party seemed like a bad idea. And then going into the start kit campaign it said it was for 4-5 players so I kept myself in to hit the 4 player mark
> Senpai, my apples and oranges..!
> TH-THEY'RE THE SAME!
If you're really trying to compare setting-specific changes in thematics to a complete mechanical rewrite of the character progression system, you're already beyond saving.
You are an idiot. If a you fail your save AND the damage reduce you to 0 HP then and only then do you and all your non-magical equipment crumble to dust
If you had taken off your plate armour and then the wizard targeted it as it lay on the ground then yes it would be turned to dust automatically
Pray, how do you target the creature if it is wearing a full suit of plate armor? Can you only hurt the creature inside the armor once the armor is destroyed?
Does a firebolt damage the armor and not the creature? How about a sword or an arrow?
Because it's fuckin' magic you street-shitter. How do fireballs hurt someone in plate armor, the fuckin' armor's in the way. Get the fuck over yourself.
WotC is pretty damn good about their wordings and every other spell that does not intend for a creature's equipment to be targeted says so in the damn spell description. Disintegrate does not. You simply read it wrong and now you're pulling some asinine argumentation "U can't see his skin how you target durr?" Because it's fucking magic, asswipe.
You are a dumb cunt. When worn, the equipment can't be targeted.
If this wasn't true, then disintegrate wouldn't work on armoured creatures because the beam would hit the armour.
Or, shit, even people wearing traveling clothes or robes. The beam hits the cloth first right? Kill yourself.
Again, you're fucking retarded. If it targets the creature, it targets the creature. If it targets what the creature is wearing, it targets what the creature is wearing. You're probably one of those stupid shits who throws a fucking fit if an arrow misses so you have people roll to hit their allies. Stop being a sorry cunt.