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/5eg/: 5th Edition General

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D&D 5th Edition General Discussion

>Unearthed Arcana: Downtime
http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf

>Official survey on Unearthed Arcana: Starter spells
http://sgiz.mobi/s3/db43d70dde08

>5etools:
https://astranauta.github.io/5etools.html

>/5eg/ Mega Trove
https://mega.nz/#F!oHwklCYb!dg1-Wu9941X8XuBVJ_JgIQ!pXhhFYqS

>Pastebin with resources and so on:
http://pastebin.com/X1TFNxck

Previously, on /5eg/ (Bear elves edition)
>>>52642315

Players crafting magic items, yes or no?
>>
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1st for romancing minotaur NPCs
>>
If they put in the time and effort, and work together with their DM to make a magic item, then why not?
>>
>>52646202
>four arms
he could fist four people at once.
>>
>>52646208
He's probably packing a second set of knockers between his legs as well.
>>
>>52646185
>Players crafting magic items, yes or no?
Only if they have a talent for it, and only at a rate as slow as their normal progression. So they end up with a specific magic weapon, but that's their only advantage.

Question of my own - how do you guys handle certain checks, like History or Arcana? Do you let the whole party roll to see if they can pass it, essentially ensuring that they will because it's multiple advantage?

I'm thinking of having it so only players with proficiency in Arcana can roll to identify a magical artifact (and if no one has proficiency, just whoever has the highest stat for it). Likewise History, Nature, etc.
>>
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>>52646215
oh shit. hextuple fisting capabilities. Can anyone even stop this beast?
>>
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>>52646203
The argument is that allowing the creation of magical items kinda trivializes going into dungeons or ancient ruins and such to get them.

There's also the argument that if humanity had the secrets to creating magical items, all of society would then logically run on magi-tech or be in the process of moving in that direction... and so magitech and magical item creation should be reserved for the ancient civilizations of the past that fell for one reason or another and took their secrets with them.

I still find a good compromise is to allow magic item creation, but require that it takes rare materials like dragon-scales and such. The key here is to NEVER allow the players to buy these things, so they have to go on kill-quests themselves. Or make the final step in the item-creation to be to coat the sword in the blood of a still-living mythical beast or somesuch.
>>
>>52646284
the solution to that is that the dungeons or ancient ruins are the ones that contain the REALLY GOOD magical items, whereas the ones that are currently craftable are either not able to be pumped up to that level of power, or if it was possible to make them as powerful as the ancient magical items, they'd need to be made through some insanely expensive, multiple days long ritual, that needs many material reagents and people for it to work. Or enormous amounts of human sacrifice, depends what your fluff is.
>>
>>52646185
If they have the reasonable skills, level, money and materials. Sure.

Just make sure they ask you if it's okay to start working on X before they decide to do it. So you can stop certain items you don't want to appear from coming up.

Also offering to have someone else craft it for them at 2x the price is a good one. It allows them to get some stuff done while they're away from home.
>>
>>52646284
>
>>52646291

A belt of giants strength +! could be reasonably crafted by contacting someone with the appropriate skills and vast sums of wealth.

A belt of giants strength +3 is probably only going to be found being worn by some viking looking motherfucker living with frost giants and will give it up to you if you can send him to valhalla.
>>
>>52646284
If they can't EVER buy reagents, why have gold? As long as you control the currency the party gains in the same manner, it lets the party trade in gold for things with a lower total value.

>Loot includes 3 X, 2 Y, and 50 gold
>X is worth 200 gold, Y 500 gold, but selling monster parts requires a license so the party can only do it in shady ways/at an extreme loss.

It makes the party feel like gold actually matters if they can directly compare it to the special stuff.
>>
>>52646390
precisely. Players can craft magic items. They're just gonna need effort, and not be as good as something they could kill someone for.
>>
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>>52646404
Buying some of the regeants =/= buying ALL of the regeants.
>>
So is it bad if my Sorcerer only has 11AC and I don't plan to take Mage Armour or Shield anytime soon?
>>
>>52646436
Sure hope someone in your frontline has sentinel
>>
>>52646447
So it is an issue? Fuck, I guess I could take one at level 2 but my level 1 picks were Guiding Bolt and Cure Wounds (I'm a Favored Soul).

Mage Armour would be better at low levels though right? -2 AC but it lasts 8 hours.
>>
I found it strange that elves have immunity from magical sleep and resistance to charm effects as a result of fey heritage, yet no actual fey beings have that trait. It's almost like elves don't necessarily have to be connected to the Fey. Furthermore the way that they trance instead of sleeping it's like they have a vendetta against sleep.

Im thinking of playing with this concept more.
>>
>>52646460
Honestly, it depends entirely on what your dm decides to throw at your party. If its undead then theyll just mindlessly run at whatevers closest and you wont give a fuck but something with intelligence is going to be on your ass like you wouldnt believe, Doubly so if they have a ranged weapon(Bandits/tuckers kobolds)
>>
>>52646472
I like to imagine its because elves are afraid of sleeping. As if some powerful fiend or outergod haunts the dreams of elvenkind
>>
>>52646202
>>52646208
>>52646215
>>52646272
What the actual fuck? Is it too much to ask for you to act like a normal person?
>>
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I'm new to D&D and my friend who DMs got me into it. He gave me what you see in the picture and I looked it up and it doesn't seem to fit into any edition though he mentioned he likes to homebrew. It's somewhat close to unearthed arcana but obviously the paper he gave me has many abilitys that the other doesn't and vice versa. Is this his homebrewing because I because I can't find where this came from through google. Also what is HD D8?
>>
>>52646488
We're doing LMoP and I've been through it before so I know there's a lot of things that will fuck me up. The DM's changing it a little to fit in with his setting and to throw my memory off a little but he doesn't mind that I know it because everyone else is completely new and won't know when to run.

I haven't played anything below d8 Hitdie or without medium armour in this edition so I don't know how much the 9HP and 11AC at level one will hurt.
>>
>>52646509
This is what you get for allowing /pfg/ to get into our great /5eg/ country. It's too late to build a wall now. Enjoy your second /furryfetish/ general.
>>
>>52646284
>>52646291
>>52646390
I think the solution has already been present to us? You need a formula to create magic item. You need to delves into dungeon to get that formula.
>>
>>52646510
HD 8 is your health. You roll a d8 each level for health (normal rule allow you to take the average of the dice too, but your DM seem like a "special" kinda DM).
>>
>>52646510
Definitely hombrew. Feat or Attribute at level 4,8,12,... seems to indicate that it use 5e as a base.

But the math seem to indicate other wise (DC using half level instead of proficiency? That sound like 3e or 4e).

I think you should stay away from the heavily homebrew content like this.
>>
>>52646510
This doesn't look like D&D honestly.

If it is it's some kind of 3e clone or something, sure as hell ain't from any official source and none of the editions use rules like this. Would you mind asking him what edition this is?
>>
>>52646502
Or like they know about some malign purpose sleep has and they seek to avoid it.

Some reason they have a goddess of the moon that's associated with dreams despite not being able to sleep and thus dream. This could be an oversight, or the moon and dreams have a more sinister purpose.
>>
>>52646564
>>52646580
>>52646583
Is it really that bad? Also I'm wondering if this will be too over powered. What he made for me seems way better than unearthed arcana plus for my feats I'm getting crossbow mastery for the extra attack but hes letting me use a composite bow instead. The other feat is sharpshooter but instead of the +5 -10 he changed it to be more consistent but either way its a damage increase.
>>
>>52646619
We don't even know which edition this is brah. He might homebrew that rule too and everything has 9x health or something.

Actually since Free Action doesn't exist in 5e, I'm pretty sure this isn't for 5e (or your DM is shit at system mechanic and shouldn't be allow to homebrew anything until he actually read through DMG and PHB).
>>
I know this is probably a cliche topic from what I've read, but is it possible to do dual crossbows like Diablo Demon Hunters? I hear they edited the feat of Crossbow Expert to remove it. I don't mind having to invent something or magic, but just curious how hard THAT is.
>>
>>52646510
>>52646619
Standard and Passive also doesn't exist in 5e.
And +1 movement? What the heck is that? 1 square? 1 feet??

This is literally another kind of system.
>>
>>52646645
Nope.

They didn't edited Crossbow Expert, they edited ammunition quality to require free hand.

It could work if you get both Crossbow Expert and a self reloading crossbow.
>>
>>52646645
RAW and RAI it's impossible I'm pretty sure.

If you ask your DM it shouldn't be hard. Crossbow Expert lets you take 2 attacks with a single one and there's no mechanical difference to saying you're using a second one for the attack.

It's edgy and gay though, but if you find it fun then ask him.
>>
>>52646673

I know its kinda edgy, I just am curious to see how its doable. I'm curious of how to make a Monster Slayer from UA.
>>
>>52646645
Essentially, you can hold one in each hand and shoot each of them, but to reload, you need a free hand. But as mentioned in >>52646673 you can still shoot twice and reload using Crossbow Expert and your DM will probably allow refluffing.
>>
>>52646254
I also want an answer to this.
>>
>>52646254
It's kind of arbitrary but my rule with stuff like this is the two characters with the highest bonus get to roll
I tried the "only proficient" way and it basically meant the party always failed knowledge rolls and always passed perception rolls
You could also try group skill checks (everyone rolls but you need multiple successes (half successes I think?))
>>
Surprise round doesn't exist in 5e!
>>
>>52646652
Might also mean +1 Initiative as some game systems kind of use movement/speed as initiative as well.
>>
>>52646825
Is there context for this?
>>
Reposting from old thread:

How would you make encounters with drow casters with summoning magic? Specifically the priests or whatever they are that have a 30% chance of summoning a CR10 Demon. Do you balance the encounter around them summoning the demon or not summoning it?

Also planning to have a campaign where some sort of elves (drow/high or both allied as 'elvish race') are basically committing ethnic cleansing in the world and it's up to the PCs to stop them. The higher ups of the elves have demons granting them power and fueling their plans. How would you make elf BBEGs. The leader of the order of elves would be the biggest bad guy and he would send an assassin after the PCs after they cause his plans trouble. I also want to make basically swordmages for them, so guys with medium AC (13-15), shortswords and access to spells like lightning bolt, fire shield or flame blade and some other random spells. Just grab the drow stats and buff them up a bit?
>>
>>52646652
>>52646827
I'm pretty sure it means +1 square, I know at least my group writes speed as both ft and squares because we use a grid a lot
>>
Hey, I picked up a ring a few sessions ago and I was wondering what it could be.

It was pretty ordinary looking, silver, it had a very basic eye shape engraved on the outside of it.

When I put it on it tightened around my finger, not too tight but when I try to pull it off it tightens even further, though it relaxes when I stop.

My current DM is a little forgetful so he often misses checks and stuff, but every now and then if i'm near one of my party members he'll be required to make a charisma roll and I roll for perception, i've rolled both high and low and so has the other party member, but the DM just says nothing happens and to move on.

Any ideas?
>>
>>52646840
Well that's what it most likely is, but +1 square of movement is completely useless when you most likely have 30 at level 1.
>>
What's the reason to use a sorc over a wizard and vice versa? Sorc's seem kinda bad in comparison unless it's purely for damage, but even then wouldn't Warlock beat them out consistently?
>>
>>52646853
It's a ring of fairy fucking. You stick your dick in it, and then get to fuck a random fairy in a random hole.
>>
>>52646825
The extant surprise rules are all dumb. Makes Assassin the worst Rogue Archetype.

Either everyone has to be stealthed, making rogue characters reliant on their party going along with it, or you read it as only one person has to be stealthed in order to make enemies surprised, making stealth characters super overpowered.

It makes much more sense to say that stealthed characters get a surprise round if they go undetected by all the enemies.
>>
>>52646860
Depends if the +1 square is added to your base movement speed or total movement/turn.

Also helps breaking ties. No "as long as I have a headstart I can't be caught, since we all move 30 anyway".
>>
>>52646865
Twin spell haste
Twin spell polymorph
Heighten Banishment
Enhanced Ability

Bonus action GFB meme build.
>>
>>52646865
To multiclass with Warlock and >>52646883

Also, they got some nice archetypes in UA. The stone sorcerer is pretty great.
>>
How much of a CR increase would it be if a creature becomes permanently hasted?
>>
>>52646829
Immigrant from 3.pf never actually read PHB and doesn't realize how surprise work in 5e.
>>
>>52646875
>movement speed or total movement/turn
Aren't these the same?
>Breaking ties
I agree here. It's pretty infuriating that practically everyone moves 30ft by default.
>>
>>52646890
How far do you multiclass into Warlock?

>>52646883
GFB meme build?
>>
>>52646873
> what is a group check
>>
>>52646898
+2 AC, double movement speed, extra attack.

Just stat for that as you would for anything else.
>>
>>52646911
Favored Soul (the one with extra attack at level 6)
Cast haste on self

Use Attack (with extra attack)
Haste Attack
Then bonus action quicken GFB or BB.

Laugh at fighter as you get 4 attack at level 6.
>>
>>52646898
Depends on creature.
If it has some kind of charge or fast movement getting double movement is very powerful. (100ft fly x2)
>+2AC
At early levels kind of a big deal as PCs have +4-+6 in attack rolls. Later it's pretty much whatever.
>Advantage on Dex saves
Depends on party. If you have a lot of dex save spammers via spells this ability is a lot more powerful than if theres only one spell.
>Additional action
Only one weapon attack so not that op. It's nice.
>>
>>52646911
2 level of Warlock. You only need agonizing blast and use warlock spell slot as your Sorcery point rechargeable battery.

Quicken Eldritch Blast to your heart content.
>>
>>52646907
Your movement speed is 30, but you can often move more or less by using your standard action for more movement, or giving up half your movement when standing up, etc.

If you had an ability that was essentially a free 1 square of movement every turn, regardless of everything else (I'd probably write it like "as a free action, you may move 5 feet once on every of your turns") that'd be different than adding +5 to your movespeed.

Also, just a note "squares" are usually "5 feet squares". So +1 square is 5 feet, which is still significant with 30 movement speed.

Also also, chases should be handled with athletics rolls, not movement speed.

>>52646911
I'd go 2-3 levels into warlock, depending on if I want to pick up a pact benefit or not.
>>
> 2017
> D&D 5th edition
> Standard Action
> Free Action
GET OUT
>>
>>52646968
no u
>>
>>52646872
Helpful
>>
>>52646968
Standard is useful to denote that it is not a bonus action.

Free action is shorter than the 5e nomenclature of "without action" or whatever the writer is feeling at that point.

Natural language was a mistake.
>>
I'm a 9 INT commoner and I'm playing an 18 INT wizard. How do I step my game up and play smarter?
For instance, I've been in possession of an ancient amulet with inscriptions for a whole session and didn't think of using Comprehend Languages to read them until now.
>>
Does anyone else feel that there's a rebalance needed for the lvl 6 features for monk archetypes.

For example take the LvL 6 feature of Sun soul monks , casting burning hands as LvL 1 spell for 2 ki.
At that level burning hands is allready in the same usefulness range as cantrips.
Would lowering the ki cost to 1 ki break anything?
>>
>>52646999
Continuously pester the DM with rolling knowledge checks to see if your character thinks of something smart.

Accept that you'll never be as intelligent as your character.
>>
>>52646943
That's 8 1d10+5's right, that's kinda nutty consistent damage. I imagine you wouldn't want to go the dragon magic then, right? You seem covered for raw damage already.

>>52646945
The tome pact is looking good, or is that pointless considering I'd already have sorc?
>>
>>52646284
read the UA faggot
>>
>>52647016
>Does my character think of something smart?
>I don't fucking know play your character you dumb shit
>Thanks DM
>>
>>52646917
What's the value in doing that as opposed to an individual surprise round, though?
>>
>>52646999
>I'm a 9 CHA commoner and I'm playing an 18 CHA bard. How do I step my game up and play more charismatic?

Just roll charisma checks instead of roleplaying duh.
>>
>>52647017
>That's 8 1d10+5's right, that's kinda nutty consistent damage. I imagine you wouldn't want to go the dragon magic then, right? You seem covered for raw damage already.

Yeah, you are a lot more free.

>The tome pact is looking good, or is that pointless considering I'd already have sorc?

Tome pact is good to pick up some spells not available to either, such as Shillelagh (if you want to cover melee as well). Also rituals.
>>
>>52647006
It is also let you cast Burning Hand as a bonus action. Something that Sorcery would need 2 Sorcery point to cast.

And AoE is stronger than cantrip (if you hit more than one target)
>>
>>52647040
Unless you hit 3-4, you'd have been better off attacking and flurrying.
>>
>>52647031
Less mess of a rule.
Heavy armor character get to have fun too, it is a group game after all.

Make Assassinate work as intend, instead of being a munchkin wet dream.
>>
>>52647050
So use it when there's a group around and if not then use your Sun Bolts.

Are you arguing that the AoE ability should be used over the single target ability when fighting a single target?
>>
>>52647038
Like all invocation, Tomepact ritual only scale with Warlock level.

So you won't get fun stuff like Divination or Tiny hut
>>
Does anyone use lego figures for your characters?
>>
>>52647088
Yeah. Also toy soldiers, chess pieces and cut out cardboard.
>>
>>52647064
>Heavy armor character get to have fun too

But in a group check, ALL the enemies are surprised, unless you do it for each individual enemy. In that case, it's essentially a surprise round anyway. Just for everyone, rather than for an individual stealthy character.

Plus -

>"Cool, so as the Rogue, I have +10 to stealth, I pass."
>"I'm heavy armour man. I fail."
>"Wizard here. I fail too."
>"Cleric. Fail as well."
>"Fuck you guys, being the only stealthy guy sucks."
>>
>>52646860
Squares are 5ft. So it would go from 6 to 7.

>>52646853
Charisma rolls like that are measuring the force of personality, usually to resist banishment or, more importantly, possession.
>>
>>52647038
>>52647072

Ah, gotcha. In that case would 2 Warlock/18 Sorc into wild magic be a good move? I was looking at the pseudo cleric sorc path also, but wild looks like way too much fun, especially mixed with the fact I'll be tossing two spells a turn doubling my chance of activating it.
>>
>>52647126
I think wild is basically a 0 sum archetype for the most part... but it's still not weak enough to be useless, just not really much of a benefit.

If you like the idea of random spell effects, it's playable.
>>
>>52647141
It's more based on removing everything that's useless for me or I don't like. Dragon and water looked iffy, stone could be useful but I don't want to be doing melee combat and it seemed like I'd only be using pheonix for the res. Are there any cleric spells which would make the pseudo-cleric sorc path worth it? I've never played one before, I've mostly just stuck with paladins and rogues.
>>
>>52647106
O right that's correct on the squares. I was being retarded.

Which type of character should I play:
Half-Orc Fighter/Warlock
Fallen Aasimar Fighter/Sorcerer
>>
>>52646999
Try to take lots of notes and create contingency plans and such. You'll never have 18 INT, but you have lots of time to make up the difference.
>>
>>52646202
Nasty !
>>
>>52647106
>usually to resist banishment or, more importantly, possession.
Yeah, I had an inkling it could be the latter.

I was thinking possibly it could make the other person aggro or something at me?
>>
>>52646433
The difference is irrelevant, you control the flow of gold regardless.
>>
Is there any real reason to play a Rogue in melee and not use a bow? Just seems extremely silly and a quick way to get yourself killed.
>>
>>52647162
Fallen Aasimar can easily become crawling in my skin tier edgy. Half-Orc Hexblade seems like a cool guy to have around.

>>52647173
Yeah, good idea. I'll make a journal for my character.

>>52647188
Your guess is as good as mine. It could be a LG ring compelling people to do good stuff, it could be the fucking One Ring making you guys deliver it to daddy.
>>
>>52647213
Swashbuckler's can get Sneak Attack without an ally, it can stop an archer or caster from attacking with their favored tricks and Arcane Tricksters can BB/GFB. Also depends on what magic items you get because +1 to hit is pretty good on a Rogue.

Other then that, flavor.
>>
>>52647213
Bow or hand crossbow? Hand crossbow is the best weapon for rogue but you need to invest in 2 feats to make it work.

Melee rogue is easy to survive since they can use cunning action to disengage.
>>
>>52647213
Swashbuckler or AT with Booming blade or Green flame blade.
>>
>>52647213
Depends on what your build is. If you can pull in an Extra Attack from multiclassing, you get the advantage of dual-wielding. Sure, you can get that with Crossbow Mastery, but there are other ways to end up with things.

>Roguelocks with Blade Pact can't get ranged weapon unless Fey Patron
>Swashbucklers can dive in and out without risking themselves, especially if Hasted
>BB/GFB
>>
>>52647213
It's a little easier to get sneak attacks. If you go arcane trickster or grab magic idept you can grab summon fimilar and have them help action every round so you never don't sneak attack with a ranged weapon.
>>
>>52647251
>Hand crossbow is the best weapon for rogue
Why is it better than cantrips?
>>
>>52647282
>>52647264
There's also Zephyr Winds or whatever it's called from the previous UA, in case you multiclass into bladesinger.
>>
>>52647296
Can't sneak attack with cantrips.
>>
What are the best optional rules in the DMG or common good houserules?
>>
>>52647306
You can with melee ones
>>
Faerun is a kind of shitty setting. What do you think a 5e needs? What holes should it fill?
>>
>>52647329
It should get its own PoLand.
>>
>>52647329
S P E L L J A M M E R
>>
>>52647245
>Fallen Aasimar can easily become crawling in my skin tier edgy. Half-Orc Hexblade seems like a cool guy to have around.
I know Fallen is edgy.
I'm probably going to keep with my warlock build then. I started with Fighter and was planning to go champion but hexblade lets me crit on 19 anyway so should I go battlemaster instead? Playing sword and board. Also how many levels of hexblade should I get? The level 10 trait of cursed missing on 4+ seems really good but I don't want to sacrifice too many fighter levels.
>>
>>52647312
I forgot about GFB/BB, you can sneak attack with those. I guess they're better unless you're trying to be quiet.
>>
>>52647309
Banning the Lucky feat and the Contagion spell
Requiring an Identify spell or a good Arcana or History check to identify a magic item, not just sitting around with it.
The optional rules in the DMG for climbing large creatures and for accidentally hitting cover.
>>
Question about dual wielding.

If i'm wielding say, 2 axes and have the dual wielding feat. do I get to attack with both weapons? Then what happens when I level up and get 2 attacks a turn, do I end up getting 4 swings of the axes?
>>
>>52647213
At that point you be better off playing an Archery Fighter. Pick Battle Master and Precision Attack. Pick Variant Human as your race and have your 2 feats be Crossbow Expert and Sharpshooter. Pick Lucky as your next feat when that's available. Unless I'm mistaken that is the strongest combat oriented character you can make in 5e.
>>
>>52647366
What's wrong with Contagion spell? You do know that the disease only happen after 3 saving throw right?

http://www.sageadvice.eu/2015/06/13/contagion-effects/
>>
>>52647369
You attack with the first, then you spend your bonus to attack with the second. When you get 2 attacks, you attack twice with your action, then spend the bonus for an extra again.
>>
>>52647369
No. You are swining your off-hand axe using TWF rule. It cost you a bonus action to attack with off-hand.

Extra Attack only happen when you attack with attack action. Not a bonus action.
>>
>>52647369
extra attack specifies the attack action

a two-weapon fighting attack isn't the attack action

you get two attacks with the main-hand, one attack with the off-hand

>>52647378

the strongest combat oriented character would be the warlock/sorcerer multiclass, GWM fighter, or sorcerer/GWM paladin multiclass

don't forget nuclear druid for that one motherfucker who absolutely must die
>>
>>52647378
I mean, the same argument can be made for melee rogue.

Fighter just deals more damage, period, melee or ranged.

Rogue has the advantage in mobility but that can be gained with a 2 level dip or you can realize mobility ain't shit in 5e
>>
>>52647393
Okay that makes sense.

So I can't run up and then swing both axes (when I'm not levelled enough to get 2 attacks)

I have to be engaged to swing the first one, then the second?

All the bonuses to my rolls and damage stay the same then yeah?
>>
>>52647369
Yes and no.

When you have a weapon in each hand, you can use a bonus action to make a single attack with your off-hand weapon. You don't need the Dual Wielder feat to do this if both of your weapons are light. Unless you have the Two-Weapon fighting style, you don't add your ability modifier to the damage of the second attack. Even after you gain the Extra Attack feature, you can still only make one attack with your off hand as a bonus action - in that case you'd be making a total of three attacks, two with your main hand and one with your off hand. This is why they say that two-weapon fighting doesn't scale well.
>>
>>52647411
You seem confused.... like really confused...
>>
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>>52647369
>>
>>52647401
>warlock/sorcerer multiclass, GWM fighter, or sorcerer/GWM paladin multiclass plus druid

If you don't mind would you be able to explain these? And of you had to pick which would you say is the best, also assuming better than archery fighter?
>>
>>52647411
To put it simply, Extra Attack class feature only apply on your main hand.

At first level, you can run up to your enemy (movement) and swing main hand axe (attack action) follow my off-hand axe (bonus action to TWF).

At 5th level, you can run to up your enemy (movement), swing your main hand axe twice (attack action and extra attack) and then swing your off-hand axe one (bonus action to TWF).
>>
>>52647411
You can move without spending an action so if you want to attack with both weapons at level 1 you can:
>Move as normal (probably 30ft)
>Attack with main weapon (normal action)
>Attack with off hand (bonus action)
>>
>>52647366
I remember once almost everyone in my group had Lucky except one guy who said we picked it because we have 0 originality.
>>
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So I started DMing a game 2 days ago, and all of us are new to tabletop RPGs. Party is a Barbarian, Cleric and Warlock, all level 3. Based on Kobold Fight Club, 2 Minotaur Skeletons (or 1 Minotaur and 2 Shadows) is a "deadly" challenge, but how do you take damage vulnerabilities into account when you design encounters? The Barbarian is wielding a maul and could deal some major damage to the Minotaur, and the shadows would be vulnerable to the cleric's sacred flame, not to mention turn undead.

Basically my questiin is: do the encounter difficulty calculations in 5e assume no niche advantages in the fight, or is the party expected to exploit weaknesses?
>>
>>52647435
not him but..

warlock / sorcerer
Eldritch blast for 4x(1d10+CHA) then another Quicken Eldritch blast for another 4x(1d10+CHA).

GWM Fighter:
Attack action for 3x(1d10+STR) + 1d4 + STR. You can action surge to repeat this once.

Sorcerer / GWM Paladin
Attack action for 2x(2d6+STR) then Haste for another 2d6+STR then Quicken GFB/BB for another 2d6+STR+3d8

Nuclear Druid:
Magic missile for 10*(1d4+1+8d10) = 475 average damage. Action Surge for another go.
>>
>>52647455
They assume the usual resources available to a mixed party of four adventurers. Most parties will be able to deal radiant damage somehow, for example.

An important thing to remember is that the CR system assumed that the party will be getting into 6-8 fights between long rests. If they're going to only get into one fight in a day, make it a lot harder.
>>
The 5e monster manual is pretty fucking great.
>>
>>52647440
Got it.

Cheers.
>>
>>52647467
Oh I forgot +40 damage for GWM and Sorcerer.
>>
>>52647467
>Nuclear Druid:
>Magic missile for 10*(1d4+1+8d10) = 475 average damage. Action Surge for another go.
You have got to explain this one.
>>
>>52647467
>Eldritch blast for 4x(1d10+CHA) then another Quicken Eldritch blast for another 4x(1d10+CHA).

Forgot Hex.
>>
>>52647484
Is it the best one yet out of all of the editions?
>>
>>52647487
Unearthed arcana isnt balanced, surprise surprise.
>>
>>52647484
This one is pretty fantastical
>>
>>52647487
Magic missile is one damage roll multiply by the number of missile.

For example: Wizard with Empowered Evocation (+INT mod damage to their spell) would do 3*(1d4+6).

Twilight Druid has the ability called Harvest Scythe to add xd10 damage to their spell, to the maximum of half their druid level.
>>
>>52647496
If you want to really fuck up their day, take the level 5 Warlock Invocation for a once per day Bestow Curse and cast it at level 5+ so it doesn't need concentration.
>>
>>52647467
You cant multiclass UA though. You might as well just compare damages with dndwiki homebrew shit
>>
>>52647532
Worst case scenario: Magic Initiatite Druid
3*(1d4+1+10d10) = 175.5 damage
>>
>>52647532
Nobody expects Nuclear Druid to ever see play where the DM won't just say that he won't let it do that.

Nothing is inherently wrong with multiclassing UA as long as you agree with your DM that he holds the rights to change anything that's too broken if it has unforeseen issues. People make houserules all the time for PHB classes and it should be the same for UA.
>>
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>>52647435
warlock sorcerer multiclass
>take eldritch blast, agonizing blast, devil's sight invocations
>sorcerer quicken spell, any other invocation
>4d10+charisma mod*4 + quicken spell for 8d10+cha mod*8
obvious downside is 8 attack rolls.

>GWM fighter
>8d6+str mod*4+40
>action surge to double that, becoming 16d6+str mod*8+80
obvious downsides are 8 attack rolls at -5

sorcerer / GWM paladin are as anon stated but add +10 to the damage of all those attacks and 5d8 to each of them, he's got enough spell slots to smite at max power over and over again, especially when considering he has sorcery points to spend on conversions as well

nuclear druid
>twilight druid 10
>evocation wizard 10
>twilight druid adds 5d10 necrotic damage to a magic missile dart
>evocation wizard 10 adds int mod to a magic missile dart
>you roll damage for magic missile once and use that damage for all darts
i.e:
>1d4+1+int mod+5d10 necrotic damage
>or, at first level, 3d4+3+int mod*3 force damage + 15d10 necrotic damage
>use 7th level spell slots to achieve singularity status by adding that damage 6 more times, or
>9d4+9+int mod*9+45d10 necrotic damage
>>
>>52647411
>So I can't run up and then swing both axes (when I'm not levelled enough to get 2 attacks)
False. You can do that even at level 1.

>I have to be engaged to swing the first one, then the second?
No, you don't. Moving up to your normal speed does not affect your ability to attack.

>All the bonuses to my rolls and damage stay the same then yeah?
No. Your attack rolls will have the same bonus with both hands, but you don't add any ability modifier to the damage of the off-hand weapon unless you have the Two-Weapon Fighting style, which is available to fighters and rangers.
>>
I actually very much like the UA idea of managing your enemies through Downtime rather than PLOT

It's kind of what I wanted to do with Strahd, and the injustice league of barovia but never really gotten the timing or the swing of it down
>>
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>>52647435
as for the best, i'd honestly say i wouldn't play any of them

paladin is the best class though
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>>52647587
>injustice league of barovia
>>
>>52647513
I wish there was more monsters in this one, but yes. Is pretty great.
>>
>>52647634
You know, Lady Wachter, Arrugal and Luvash, Morganfa, the Archdruid of Yester Hill, the Abbot, the Werewolves, Rahadin, and the vampire Brides.
>>
So, if you want to run a wizard enemy, MM+Volo offer a good range of options. There's Wizard Apprentice, a laughably weak enemy, there's a Mage, who's pretty strong, and there's Archmage. Who has time stop.
But druid only has, well, Druid (super low CR) and Archdruid (9 level spells). Is there something I'm missing?
>>
>>52647484
90% of the monsters in it are boring meatbags, glass cannon wizards, or something in the middle with sneak attack.
>>
Would an Ancap innawoods type of character be anything other than ranger?
>>
>>52647673
I have no idea why would you want to deal with them through downtime, though. Combat is much more satisfying, especially against powerful people like Arrigal and Rahadin.
>>
>>52647674
You can get a behur hag and reskin it as a druid
>>
>>52647683
Hag?
Seriously though, maybe druid.
>>
>>52647683
Yes, your stereotypical druid is very ancap.
>When villagers cut down a tree in your sacred forest, thereby violating NAP, so you turn every animal against them, destroy their crops, poison their well and kill their firsborns.
>>
>>52647692
It's more like, "I want them to have goals that they try to achieve during the background while the party is busy doing something else"

Like, if Strahd means to kill Rudolph, what does he know, what does he have, and how does he uses those tools to achieve that goal? And how long does that take him?
>>
>>52647683
mystic, now. They're canonically autistic woodsmen who don't like social interaction, detest normal people, prefer their own company and that of the wild, not to mention the Immortal fits perfectly, being completely about enhancing their own body and surviving, just a lot more extreme than a ranger would. Unsure about the ancap part though, they're so autistic they usually don't have a use for money, considering they have mind shattering powers, money seems a little trivial in comparison. Though if you're good enough at fluff you can make any class fit that ideal.
>>
>>52647565
9*(1d4+1+5d10+5) = 9*(36) = 324
Investing in more druid level for more d10 benefit you better. 1d10 is already giving you more than +5 INT on average.
>>
>>52647742
it depends on the intelligence modifier you have, but you're generally right there--the average on a d10 is 6 anyways, so all you really need is magic missile in general which you can achieve with a single level dip.

it's been a while since i've read through the build and i'm sure there's a better way to do it, but that's still a large amount of damage considering the amount of effort put into it

(as an aside, druid 17 fighter 2 wizard 1?)
>>
What sort of damage can a level 8 druid do?
>>
On a Favored Soul which is better? Guiding Bolt for range, advantage on quickened attacks and no spell components. Or Chromatic Orb for good damage types and better scaling?
>>
What determines if a creature has saving throws and their suite of skills? Do you just eyeball it?
>>
>>52647837
It should say so in their statblock.
>>
>>52647804
Cheese? Polymorph yourself into a Half-red dragon Tyrannosaurs Rex. Use breath weapon to do 16d6 damage.

Non-cheese? Polymorph into Giant Ape for 3d10+6 twice.
>>
Are enemies outside of the BBEG worth humanizing/characterization or does it just slow down the flow of the game too much?
>>
>>52647411
If you have a weapon in each hand (both have to be light - if you have the Dual Wielder feat, they don't have to be light), you may use your Action to make an attack, and your Bonus Action to make an off-hand attack.

The main Action is your weapon damage + STR/DEX modifier, the bonus action is just your weapon damage.

If you get an Extra Attack from a class feature of some sort, you get your main Action attack (Weapon Damage + STR/DEX modifier), a second attack as part of that (Weapon + STR/DEX modifier), and your off-hand attack (Weapon damage only).

You have to make a normal Attack with your main hand in order to make the second attack with your Bonus Action. So you can't use your main action to Disengage, for example, and then your Bonus to attack.
>>
>>52647848
I mean when you're planning on creating creatures yourself.
>>
>>52647831
Guiding Bolt. Radiant is a reliable damage type and you will end up replacing this spell later anyway.
>>
>>52647873
Probably no point in characterizing every goblin or drow elf the players kill. Just slows down the game.
>>
>>52647880
Use extant stat blocks as a starting point, even if you then ramp their abilities up.
>>
>>52647866
>>52647804
extra cheessy? polymorph enemy into a tiny creature and put it into a bag of devouring.

Instant dead.
>>
How's the ac determined in a creature's statblock?
>>
>>52647873
I try to follow the following principle. Each villainous faction in my games (such as druids of the Twilight Grove) has a "face" with a set of distinct character traits. Every time the party interacts with a faction, they mainly interact with that "face", who represents his entire group.
>>
>>52647899
>>52647804
Oh and suffocation

http://www.sageadvice.eu/2016/07/04/if-a-polymorphed-reverts-due-to-suffocation-do-they-now-have-full-lungs/
>>
Can you twined spell Maximilian’s Earthen Grasp?

Because it conjures the hand and then you can crush something with it I thought no but when you cast the spell it does Target one creature within 5 feet of the hand.
>>
>>52646185
Here's a question that came up last session (and fuck off we are not PF players): What's the legal INT of consent?
>>
>>52648114
7. an ape has 6, and they're considered the smartest dumb thing. 7 int is enough to consent.
>>
>>52648114
6-7 and they have to be able to understand and speak at least one language.

Any humanoid with INT lower then that would not have the right mental capacity to make a decision and it would be taking advantage of them.
>>
>>52648114
>But your honour, my client is far too stupid to consent to sex! It is clearly rape!

People with Downs get laid too. If they're capable of action and not comatose, there is no lower end limit.
>>
>>52646185
Im fine with it given i still control it as the GM via the required ingredients needing you to slay a monster i decide on. I think its just as cool going out to slay a dragon to craft a flame tongue as it is to find it.

The amount of time it takes to craft tho is kind of shitty, you pretty much need to be planning for it day 1 and or have your background include working on the item.
>>
>>52647162
I play a Horc Fighter/lock of the Fiend and have a great time. Honorable low int warrior possessed by smart and cunning oni.
>>
>>52648137
Downs people can also have near-normal intelligence, cases totally have been made before that consent requires the ability to think ahead, knowledge of how each component works, an ability to judge character and a means to effectively communicate.
at 5-6 INT, you are liekly missing some of those things
>>
>>52648243
what about officially mentally retarded people. Can they consent?
>>
>>52648264
In my country the laws are that if you're declared unfit to make your own decisions (Live by yourself, hold a job and etc.) you require permission from whoever makes decisions for you to have sex.

So not many tards get laid here.
>>
>>52647866
>Polymorph yourself into a Half-red dragon Tyrannosaurs Rex
I don't think my DM would let me turn into that.

>>52647899
>bag of devouring.
Wouldn't know how to get that
>>
>>52646203
Because there is a sacred cow on the lawn.
5e faps to it's TSR days and is trying to discard any player agency that may have arisen during WotC's previous two editions.
Even if the players work with the DM, there are plenty of anons here who hold Gygax's loathing of house rules to heart and will condemn such games as not being "real D&D".
In "real D&D" PCs are homeless land privateers who make a marginal living by exterminating non-pc humanoids... Until they get so good at it that they are forced onto a political stage they will never be able to impact other than with brute strength or magical mind control.
Magic items are a handy way to ensure players feel helpless in the face of monsters at higher level. Only hit by +2 or greater weapons, ect, were an easy way to make a monster invincible to the general populace and ensure that the PCs could only defeat them by DM Fiat.
Taking control of magic item availability away from pure DM Fiat reduces the DM's ability to arbitrarily fuck over the players while still maintaining a veneer of fairness. It gives a line of text some power tripping pimple farm can point out triumphantly to show how much better they are than the "friends" they are running game for.

In a setting where it is easy to turn a pinch of sand into knock out gas, keeping item crafting nearly impossible is fundamental to maintaining the mandate to engage in murder hobory.
Without a complete inability to create for themselves, adventures would have to have real plot hooks, or admit how absurd they are.

Keep in mind, it's a DC 25 downtime action to steal a spyglass and failure lands you in jail and there's a 10% chance a noble (who may have never existed before) appears to demand you sell any magic item you make, no matter the circumstances you make it under, to them. Forget the fact that there is much text about how selling magic items is nearly impossible. This is about fucking over the PCs for not following the one true way.
>>
>>52648352
Too be fair 1000gp is a fucking fortune by most folks standards. I agree with everything else you say but a DC 25 is so you have to be high level or you can suddenly have more money then your DM will be able to handle you having.

Also why the fuck are Spyglasses so expensive?
>>
Concerning Multiclassing, I want to have your opinion on a dip of 3 point in the new ranger (beast conclaive) class.

It would give you a companien, that effetictivly can't die (revieve costs are minimal), is pretty strong in a fight, can help out in non fight situations and it scales up with you, even if you dant level your ranger class anymore.

Is it a mandatory dip or did I read the rules wrong? (I am Figther EK 8/ Rogue 1 btw)
>>
>>52648449
Revised Ranger is one of the most broken dips and any DM will tell you no.

It should clearly scale with Ranger level.
>>
>>52648233
>Low int
Reporting, 7 here!
>>
>>52648449

>>52648469
This anon speaks the truth. Revised ranger is one of the best dips in the game bar none--there's a reason you're generally not supposed to multiclass in and out of UA materials.
>>
>>52647901
10 + Dex modifier
Some creatures have natural armour
Some creatures wear armour/shield
Some creatures have features like Unarmored Defense
Some creatures have magic items
>>
>>52648500
Most of the issues would be fixed by adding the class name in front of something.

Same as Twilight Druid. IT would be fine with multiclassing if they made it Druid only spells.
>>
>>52647837
Whatever you want it to do
>>
>>52647565
>nuclear druid
You add the extra damage only once
>>
>>52648519
pretty much. but there's a reason why it's called "playtest material," by the time there's an official release for these UA pdfs they'll most likely have fixed the issues.

screenshot this for when anon lied to /5eg/ that one time

>>52648567
i read that as "disregard me, i suck dicks"
>>
>>52648567
That's neither RAW or RAI
>>
>>52646254
>Question of my own - how do you guys handle certain checks, like History or Arcana?

Here's how I'd do it.

1. Certain skills that would require a degree of expertise (history and arcana among them) are rolled at disadvantage when not proficient.

2. If the check is something big that all the party members are seeing (like a big monster shows up), everyone gets to roll. If you ask the guy with the highest arcana skill to examine a magic ring, and he rolls low, it would be metagaming to have someone else look at it. In character, your smartest guy just looked at it and couldn't figure it out.
>>
>>52648567
You also only roll once and apply that damage to all darts.
>>
Has anybody ran or played in The Master's Vault and Lost Mine of Phandelver both? Is Master's Vault as good for introducing a group of people, both players and the DM, to D&D as LMoP?
>>
>>52647356
Anyone?
>>
>>52648601
It's not RAW, but I'd be willing to bet an officially published version will use the wording on the Stone Sorcerer's level 14 ability to nerf the shit out of the magic missile combo.
>>
>>52648352
I wonder where the adversarial DM shit comes from. I don't need crafting rules because I'm not an asshole who starves my players of magic items and other such cool shit.
>>
Can anyone think of a way to make soap production in DND interesting? I want that to be part of my city's "thing," but it's not a very exciting thing with the normal procedures. Wackymode suggestions welcome.
>>
>>52648844
Don't. Make it the most boring thing in existence, but have the entire city still somehow be really excited about it
>>
>>52648844
Does industry really need to be exciting? What interaction would your players have with it that would require this?
>>
>>52648096
I don't know the answer, but even if you could, you generally won't have 2 actions to continually control both hands after the first turn anyway.
>>
>>52648844
What are they making the soap from? Traditionally it was animal fat. What's the local fauna, and what challenges does that represent? Does the soap have some special property because of the original ingredients?
>>
>>52648873
This is a good one, but it does mean that I will need to find out how exactly how soap is actually made to roleplay the NPCs, huh? Oh well, if it can't be helped.

>>52648877
Oh, I just want something to make the city a bit sillier than "this is the market district, this is the rich district, this is the poor district."
>>
>>52648844
>>52648911
Harvest the fat from trolls. Don't kill them, just have them chained up and continually cut pieces off since they'll just regenerate it back anyway.

I did the same set up for sausage in a monster-run nation.
>>
Mid magic

Need some neat/funny but not retarded random encounter ideas
>>
>>52648799
Doubt it. Stone Edge has unlimited used compare to Harvest's scythe.

Harvest's scythe also intended to be use with AoE.
>>
>>52648844
They make soap from the fat of citizens in the city. People go missing for a week then mysteriously show up (they look exactly the same) but they act differently and seem weird. They are replaced by some kind of doppelganger monsters.
>>
>>52648928
I like this idea
>>
>>52648927
You can always bullshit it and create your own process based on magic
>>
How good is marvelous pigment?
>>
>>52648844
Have that they harvest the best fat from some monster, hill giants come to mind, but you could work with trolls as previously mentioned.
There's an entire guild focused on hunting down the tubbiest monsters around.

Or for a more arcan twist the process is intensely magical, needing access to the elemental plane of fat (a demi-demiplane of fire, earth and water).
The process for making the soap is highly dangerous so if it is messed up during production the plant is liable to explode. Rival businesses sometimes employ less than reputable folks to shake things up and that's just a fact of life in Soapsville
>>
>>52648941
I'm referring to the "creature damaged by the spell takes [insert extra damage]" line. If Harvest Scythe was "creatures damaged by the spell take (x)d10 extra necrotic damage," it would sufficiently nerf the magic missile combo and still work with area spells.
>>
>>52649011
Depends on how much Looney Toons you've seen
>>
>>52646185
Most magical items are upgrades a player will never part with and it's unlikely to be relevant to the plot.
So you get players with a hoard of magical items all over them, of which they don't really use creatively but just routinely for more damage every round or whatever.
>>
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>>52647438
This is wrong, you can use your extra attack with either hand, you can attack with your Main hand axe then attack with your other hand axe, then use your bonus action to attack with the other axe. Also you are only affected by the two weapon fighting feature when you use your bonus action to attack with the other weapon.
>>
>>52646185
How high level is the player and how common are magic items in the setting? If it's magic rare, then it seems like a magic item is something a very high level, legendary master craftsman might make once, _maybe_ twice in a lifetime.
>>
Whats generally the best favored enemy for a ranger, is it humanoid? Does that count humans, elves, orcs, gnomes, dwarfs, etc? If not humanoid what are a few other popular options?
>>
>>52649357
YOU DON'T HUNT A MAN
>>
First time DM here, with a few questions:

My party is interested in doing theater of the mind for everything except combat, and going full on minis and grid for that since there are so many mechanics that need to be handwaved out if we don't use a grid. My question here is, how do you transition between the two? Do you guys literally just throw the mat down on the table when it's time for combat? or do you have the general area already drawn out and the bring out the minis when the time comes?

I'm also curious as to how you guys handle the actual maps. Do you draw them up at the table? especially for when the party goes off the rails and starts a fight in a place you did not have planned? do you have other mats with maps predrawn?

Really, any kind of general info on this kind of thing would be appreciated.
>>
>>52646510
Overall this looks like 5e with some elements from previous editions; it's a mixture of buffing ranger and mixing it with battlemaster at the expense of spellcasting. It looks a bit overpowered so your DM might be planning on cranking the difficulty of the campaign up from what's normal.
>>
>>52649408
The onky game I've played in person was Pathfinder. For that, we had a whiteboard with evenly-spaced dots that we just put down on the table and drew maps on. If you can find one of those, that would be my suggestion. You can also get little decorative magnets to use as markers for enemies you don't have minis for.
>>
>>52648932
A knowledgeable but old and senile wizard won't come out of his Mordenkainen Magnificent Mansion. His granddaughter, a wizard initiate, asks the adventurer's for aid.

They must brave the labrynth of a mansion made by a madman and take him down none lethally. Plot hooks could be her mentioning of magic items in his possession and she will give them one.
>>
>>52649408
A few companies make pre-made maps that are dry-erase and wet-erase compatible. You can have your generic tavern, dungeon, forest, cave, etc. and still alter them as needed. You need to be improvisational as a DM regardless of using the miniatures or not. Some of those maps I bought are blank on the other side but have the grid squares, so I use those when I want to make a customized location with dry-erase markers.

I put the map out when I have people explore an unknown place or once they start a fight and initiative rolls are imminent.
>>
>>52649408
Literally as you described, maybe have the map open before hand and just say roll initiative and put your minis on the board.

I bought one of those maps where you need a wet erase marker for them. It's like a fabric but let's you draw on it. They are very good, just remember to wipe them down with water, and dry erase will stain them.

Just so you know, I've played a full campaign in complete theater of mind and we made due. You just have to be specific and know what you are doing.
>>
How would you guys handle this?

>group has a date/time
>most players have difficulty showing up now, months after setting up time
>2-3 hours late, preoccupied doing homework, kids work, tons of last minute cancels
>decide to change schedule so everyone can play
>m-f is what 5 of the 6 players agree to
>one guy can't play m-f


Only 2 players show up on time currently and he's one of them. What should I do?
>>
>>52649504
DM picks the time that best suits him and the majority of players (or the ones he likes most) and other people can plan around that. Without the DM you can't do anything and it's a commitment like everything else in life.
>>
>>52649408
Our DM uses a combination of a whiteboard for improvised maps and predrawn maps on paper for big fights that are coming up. The paper ones are usually just there on the table or left to the side. Depends on context really
>>
>>52649504
>6 players
Split up the group. Pick 3 or 4 to play on the weekends with the guy who actually gives a shit about the schedule.
>>
>>52649504
Depends on how much you like that guy, kudos to him for being on time all the time. But the change to M-F are so the others aren't late.

Change it to M-F, and go all out to try to get a time where the guy can join, even late if he has to. If they all aren't late anymore then good, but if it's same shit different day then tell them you got busy and need to change it off M-F
>>
>>52649546
I am the DM

I really don't want to drop a player because of most of them can't make Sunday anymore.
>>
>>52649504
6 people is too many. 3-4 is ideal. Make 2 groups if you have to or just tell the least committed people sorry.
>>
>>52649504
Maybe do the west marches meme?
>>
>>52649589
A group that large will always have issues with planning. Is there literally no way for him to make M-F?
>>
>>52649579
Also, if you want to soften the blow, offer the ones you're kicking out the opportunity to play guest characters now and again if they get a chance to show up. If they don't show, hardly a problem, they just become NPCs for you to work with.
>>
>>52649579
>>52649585
It's not a matter of caring, one got a job, other has kids and custody issues, other has his grandmother.

Life kind of pushed Sunday off the table - whereas the other guy moved his work schedule around Sunday - mostly for his kids, but he shows up. He is just as guilty of being late though.
>>
Just a reminder

-How to Play a Warlock Effectively-
1. Take Eldritch Blast and Agonizing Blast. It's good to always have as a fall back, but don't use it every round. Spamming Eldritch Blast is sub-optimal.
2. Take spells and cantrips that allow for varied effects and out-of-combat utility or spells that outshine EB, like scorching ray, Evard's Black Tentacles, or Phantasmal Force. Also, use your reaction for spells that aren't eldritch blast in combat. Hellish Rebuke packs a punch.
3. Take either Pact of Chain or Pact of Tome. Chain tends to be better for shorter low-leveled campaign, and Tome is better for more drawn-out games where you know there will be lot's of time to hunt down scrolls and magical tutors. If you really want to pick Blade, EB becomes less necessary, but pick up Fire Shield, Armor of Agathys, and Hellish Rebuke. You'll be getting hit a lot, but with these spells in your wheelhouse, getting hit in melee becomes a good thing.
4. Play a variant human and grab hex as a one/long-rest spell via magic initiate to conserve your spell slots. Hex probably should have been a free class-feature for the warlock anyways, but no use crying over spilled milk
5. Convince your party to take short-rests after most combats. A good deal of other classes get benefits from short-rests and everyone likes to heal wounds. Short-rests aren't as uncommon as everyone makes them out to be, you just have to motivate the party to take them when you need them.
6. Have fun and don't expect to feel like a wizard or a cleric. You are playing a warlock. Expect to feel like you're playing a warlock. You get less spells and a smaller list, but you can blow your load every fight and be much more cavalier than the other casters.
>>
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>>52648628
>It's metagaming for #1 Arcana PC to look at a magic ring and have no clue what it is and hand it to #2 Arcana PC to see if maybe he's read about it
>>
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>>52647431
Also, don't forget this fighting style
>>
>>52646509

>He doesn't admire shoving footlong bull-schlong into the various holes of the party Paladin girl.
>>
>>52649062

so you could still have the missiles hit separate targets and have each of them take an additional 5d10 that can't be saved against
>>
>>52646185
Posted asking for advice on this matter a few days ago, had our resolution last night.

>Playing in a Homebrew setting, ultimate evil is demons. They're invading and trying to crash the abyssal plane into the material plane.
>Party is, naturally, the only people that can stop their onslaught.
>Chaotic neutral party wizard is typical 0 morality paint by numbers PC that only cares about learning and gaining power.
>Exercises this attitude by, among other dumb shit, merging bodies with a demon (it manifested as metal armor).
>Every time he goes down he gets consumed by the demon more.
>His metal glove had become a metal chestplate in a few weeks.
>Even through all this, PC claims that the demon is a "good demon", despite all evidence to the contrary.
>None of our characters buy it. We all have reason to completely revile demons.
>I speak, in private and in character, to the rest of the group and we all decide that the demon has to go.
>After an intense boss fight last night where the wizard was downed and brought back to single digit HP, the party received an item that guaranteed to resurrect a player once upon death.
>We were trapped in the boss room but safe, so we decided it was time we took care of our problem.
>Everyone surrounded the wizard. Once again explained our qualms, and promised that when we did what we had to do, we'd bring him back.
>Reacts by throwing a tantrum and attacking us.
>I kill him in one hit, he is reborn as a demon Lord (surprise surprise) but he wasn't ready yet so he's relatively weak.
>We kill him again
>After cutting off the body we ressurect the player

It was neat and fun, the player was really upset because he was planning on betraying us after the final boss fight. He pouted for a while. Everyone else is pretty relieved. We also thwarted one of the DM's other antagonists. Good session.
>>
So I finally read about a West Marches campain and it actually sounds pretty good. I've only got about 5 players and normally only 2-3 can make it to a session. I think I'd include other towns and maybe a city or two on mine for urban adventures but have them all close enough that people can meet up for adventures.

Anyone have any ideas for good starting points to have on the map? I was thinking of making the area rather mountainous and cold with woodlands on the outskirts.
>>
Is it better to go 12 CON 12 WIS or 14 CON 10 WIS for arcane trickster?

I don't think I'll get hit that often but more hp might be nice...
>>
>>52649699

If you had 2 guys with high arcana, no. If you had one guy with high arcana, he fails the roll, I'm not going to risk the 8 int barbarian getting a EPIC NAT 20 though, fuck him.

If your character is known not to trust the shifty wizard guy or something it might be reasonable to have him second-guessing.

What is metagaming though is "our high arcana guy rolled a 3, let me try"
>>
>>52649725
I don't see a problem with that. I think the only issue is when all the missiles hit one target and the d10s get multiplied.
>>
>>52646185

Going to be playing a warlock soon.

What's some neat shit they can do I might not see?
>>
>>52649777
DEX > CON > WIS

Both Constitution and Wisdom saves are important, but you eventually get proficiency on Wisdom, and Constitution gives you more HP. 14 should be minimum for all classes.
>>
>>52649678
I am shocked to see this opinion on /tg/

Would DM for this guy
>>
>>52646185
god its good to see the discord staying out
>>
Holy shit how do I kick friends out of a group?


>that guy
>fallen assimar
>monk
>always has to be doing something
>"I'm going to cast sanctuary"
>you are a drunken master
>"can I use evasion as a reaction and dodge that sword attack?"
>what? No read the skill
>"I walk behind him, fake and snap his neck"
>roll initiative
>"no no, this is before combat"
>roll initiative
>"dude this is before a roll, cmon"
>no
>"This guy is just standing there during my turn, I should be able to hit him once in awhile"
>"yo I'm using stunning strike on that stupid asshole, thinks he can boss us around? How is he not stunned fuckhis save"
>"so this merchant isn't going to give me free potions for killing those bandits?"
>kills merchant
>"wooow a guard killed me?"

All actual quotes and not the worst
>>
>>52649678
>Not grabbing repelling blast as a required thing
>Going variant human for a hex once every long rest even though you have it on short rests twice and can just eldritch blast spam
>Denouncing the eldritch blast spam
>Including pact of the blade in an 'effective warlock' guide AT ALL
4/10
>>
>>52649854
Why kick him? Just laugh. Explain that he's bringing it all on himself if necessary.
>>
>>52649861
>Going variant human for a hex once every long rest even though you have it on short rests twice and can just eldritch blast spam

This is the only questionable thing he said. People will try Pact of the Blade no matter how much you warn them.
>>
>>52649854
>Drunken master
A meme archetype that should literally just be called 'Monk that took mobile' instead.
>>
>>52649822
thanks
>>
>>52649854
Just force him to play a cookie-cutter personality class like Paladin. Much harder to fuck that up.
>>
>>52649891
They'll go for it, but then they're automatically ineffective.

If they use the UA pact of the blade shit then they can be actually pretty okay, but it's still kind of a stupid 'Throw away all your invocations in order to melee' thing. And hexblade is overpowered anyway, even if you're blasting with it.


Variant human for moderately armoured would be better, to be honest.
>>
>>52649909
You've never seen what That Guy does with a paladin, have you?

>>52649919
I agree with all that except hexblade being overpowered.
>>
>>52649854
Casting sanctuary's retarded, he should feel bad.

Evasion is a mistake that a newer player could make. He'll learn sooner or later.

Neck snap is him winning initiative and an Advantage attack roll and if he hits say his hands left clear bruises and the man shouts before pushing him off.

Stunning save bitching is stupid.

Ask him why doesn't he go kill a salesperson in real life for not giving him stuff. When he says police, say that's exactly what happened here.

Or just kick him out and say never come back
>>
>>52649854
Tell him he's a disruptive meme and it wastes everyone's time when they have to watch him getting beat to death by guards. He doesn't have to play nice but he does have to recognize it's a group activity and he needs to make his next character act like less of a spaz.
>>
>>52649938
I automatically hate all paladin PCs anyways, so I haven't really noticed.
>>
>>52649811
Devil's Sight + Darkness for advantage on all your Eldritch Blasts.
Fiendish Vigor means you always have 8 tempHP whenever you have a chance to refresh it between combats.
You get Polymorph at 7th through an Invocation. Polymorph.
There's a Pact of the Tome invocation that lets you get all rituals in the game. Many very useful ones, starting with Find Familiar.
Pact of the Tome also lets you pick cantrips from other classes, notably Guidance which is always useful, and Shillelagh. Shillelagh is suboptimal for a pure Warlock, but as a 3 level dip, it's an attractive option for Paladins and gish Sorcerers.
Speaking of multiclassing, Sorlock (Warlock 2 / Sorcerer X) is just about the best blaster in the game through quickening Eldritch Blast.
2 or 3 levels of Warlock is in general a very nice way to add utility to many classes.
>>
>>52649874
Except he's fucking annoying

When I monologue as an npc and give out information or BBEG threats, he pops in with chatter. Or if anyone says anything.

He slows the game down constantly asking stupid questions (how many feet can I move, etc)

I've worked with him for months, I made his newest character because he wouldn't make his own

Is that bad enough? Here's more. If he frequently doesn't interrupt, then he isn't paying attention, so he will want a rundown. Say no? He will just argue and complain

Aso he wants to be the group leader and makes the worst decisions

Did I mention that everything he says is basically "hey Holmes" Cholo accent? Which is thicker when he tries to actually RP and uses street slang
>>
>>52649357
>is it humanoid?
Depends. I believe you only choose two subtypes of humanoid, like orcs and goblins, which limits the usefulness. But I suppose it's no more limited than choosing dragons and barely ever fighting dragon-type enemes.
>Does that count humans, elves, orcs, gnomes, dwarfs, etc
Yes.
>If not humanoid what are a few other popular options?
Undead is probably a good one.
>>
>>52649979
Just because he's your friend doesn't mean D&D is an appropriate hobby to share with him.
>>
>>52649938
Not him but Hexblade's pretty freaking good.

Using all the on hit boosts make them pretty awesome even though Curse-Bringer's pretty shit. You're normally better off going Sword and Board so you're SAD.

Fey Bladelock or finding a magic bow early can be decent as well because the range suits the Warlock much better.
>>
Can anyone tell me the strongest proper gish(as in arcane not divine)

Is it arcane trickster?
>>
>>52649979
>I made his newest character because he wouldn't make his own
What? If he's annoying as fuck why make him a character?
>>
>>52650016
bladesinger with simulacrum.
bladesinger with magic jar.
still bladesinger.
>>
>>52648911
Lye was traditionally made from white ash from hardwood.
That could cause issues with local druids and treants.

/tg/ - soapmakers
>>
>>52649919
Fighter 1 / Bladelock X is okay. It's not the best martial, but it puts out good numbers while providing different kinds of options than Fighters and Paladins.

Pure Bladelock is garbo, though.
>>
>>52650016
Hexblade or Stone Sorcerer. If you can multiclass UA then both.
>>
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imagine building a nuclear druid and encountering someone who can use Counterspell more times than you can use Twilight Harvest
>>
>>52650027
Because he had an excuse that would make me look like a shithead for not helping him, even though I know he's lying.
>>
>>52650016
Probably Stone Sorcerer, possibly any of the three melee oriented Mystics if you include them as arcane.
>>
>>52650006
Agreed, I just don't think good is the same thing as overpowered. Like the best warlock you can make still doesn't approach wizard or bard power.
>>
>>52650016
Depends on what level. Early levels, I think Arcane Trickster may be better.

Later levels, Eldritch Knight has haste+4 weapon attacks or Fly+4 weapon attacks.
>>
> Best gish
> not valor bard
Is it that forgettable?
>>
>>52650016
Stone sorcerer. Mix in a level or 2 of hexblade or paladin potentially.
>>
>>52650045
Don't forget Shield automatically stopping Magic Missile.
>>
>>52650083
>>52650039

>multiclass UA
>>
>>52650095
If you want to DQ that, it's straight valor bard.
>>
>>52650094

yeah but only if he targets you. Counterspell could stop him from hitting anyone. What if it's not even an enemy,but a teammate counterspelling you?
>>
>>52649938
Hexblade:

Level 1:
Gives moderately armoured for +5 AC
Gives something that's pretty much as good as hex on a short rest (Has upsides and downsides. +Critrange, variable damage instead of 3.5, hp regen, no concentration, no transferring, can stack with hex)

Level 6:
A hound to help you eldritch blast better. Compared to other features, it's an all-day thing instead of once-a-day, though it's not as strong.

Level 10: Improves your hex-a-like to halve the chance your curse target can hit you at all.

Level 14: Now you can spam curse, and it still retains the 'target has half chance of missing you' deal, not to mention it'll be dealing +5 or +6 damage at this point.


The level 1 ability is essentially two ASIs worth of content. It's like a better version of magic initiate for hex (That a normal warlock would actually bother spending an ASI on) and moderately armoured (which is actually great for warlocks)
The level 6 ability is honestly not too strong, though it can be used to temporarily gain part of sharpshooter's ability. I'll accept this maybe helps balance it out.
The level 10 ability is great on bosses, but otherwise not too crazy powerful until you get the level 14.
And then the level 14 is pretty damn powerful that's always useful, rather than once/day or a more conditional ability.

I wouldn't say it's extremely overpowered, but just a bit higher up than most of the other archetypes. And it really doesn't feel 'hexbladey' at all.
>>
>>52650016
Paladin 2 / Sorcerer X
Paladin 6 / Sorcerer X
Stone Sorcerer
UA Hexblade

I wouldn't classify Arcane Trickster as a gish since they have such a limited spell selection and only 2 or 3 of them will be combat relevant across their career.

Bladesinger is also different from all of the above, in that it really is just a wizard that has the option of going into melee if they want and not be shit at it... but have absolutely no reason to, because they're a fucking wizard and are better off casting spells.
>>
>>52650064
Wizard's so over rated it's not even funny. Most other classes can shut down a Wizard or kill them before they act. Not saying they're bad because it and Paladin are the second and third best in the game, but it gets a lot more credit then it deserves. Diviner is retarded levels of good though.

Bard's most likely the best because it get so many abilities alongside full spellcasting and stealing spells.

>>52650095
>if you can
I wouldn't allow it in my games but some people do. If you don't like then don't play with them but it's like sperging out they're playing UA in the first place when it doesn't hurt you.
>>
>>52650045
>>52650094
That's why you only build nuclear druid when you have subtle sorcerer counterspell support.

Also Shield is okay, your magic missile disappear before you roll damage, so you haven't use your harvest's scythe yet.
>>
>>52650016
valor bard is an easy pick that doesn't require jumping through too many hoops, you can steal any smite for melee or swift quiver for ranged, and still get battle magic for when you need a spell being casted.

if you want something with more numbers stacked on top of your attacks, hexblade is your best bet, you can solo CHA and just stack hex with hexblade curse with lifedrinker and the pact weapon invocations, or you can use the invocation smites and a greatsword but you need godlike ability score rolls to make it worth. or just multiclass paladin for divine smite and heavy armor if you can convince your dm to let you.

mystic also has gish stuff but it isn't very big on damage iirc.
>>
>>52650034
Fighter1/Bladelock fills a very tight niche of 'three quarters caster who also outputs consistent damage but not as good as other people', but in the end all they end up being is they're trying to be a paladin and a caster at the same time and they're great at neither while also putting themselves in tactically disadvantageous positions (melee) AND wasting a pact option on it that could've been used for something nice.

Eldritch blast with agonizing blast and repelling blast will always be better.
>>
>>52650132
What makes paladin so good? Is it purely off that charisma bonus to every save on every party member?

Because thats about the only thing that comes to mind, fighters are single target dps kings and barbarians(and moon druids) tank better than they do
>>
>>52650045
>They use counterspell
>They just used their reaction, so no shield
>Your friend counterspells their counterspell
>Counterspeller fucking dies

>>52650133
Not to mention if you magic missile everybody then each and every one of them would have to have shield.
>>
>>52650080
Not bad, but Bard is essentially the Hemsworth class, and Valor is the Liam to the Lore's Chris.
>>
>>52650132
But you don't fight other classes. NPCs aren't built like PCs, and wizards fuck them up.
>>
>>52650177

>their friend counterspells your friend's counterspell
>>
>>52650132
lol rating paladin above cleric

maybe at level 2
>>
>>52650110
dip in 3 level of sorcerer instead. Subtle spell magic missile!
>>
>>52650175
Paladins deal DPR a bit below a fighter (Unless they're an oathbreaker, in which case they have the highest DPR around because fuck everyone) and they have crazy burst damage which is always useful to have when you want to fuck something over in particular. They have decent health, a heal, good armour and finally they can cast spells such as bless or use channel divinity for support, along with passive auras like 'half damage from spells' or '+ fucking 3 to 5 on all your saves'

The wizard and bard are the utilitarians, the paladin is the powerhouse and the druid is a utilitarian-tank hybrid.
>>
>>52649979
>>52649854
This is the worst "player" I have ever read about. It sounds like he just wants to hangout rather than play dnd though.
>>
>>52650175
Charisma bonus to all saves, magic resistance if ancients is also fucking huge.

on top of that, they have a respectable nova and overall survivability and utility. prepared casting is pretty good and their spell list isn't awful, they get a couple of unique spells that are pretty abusable.
>>
>>52650175
Smite lets you do retarded damage, huge boost to saves and the fact most of the oaths get another kickass boost.

>>52650185
A Wizard can control spell things. They rely pretty much entirely on other people around them.

Also the only thing Wizards have over Bards is more spell choice and that's honestly not a major deal, as long as you know what spells are good you can be find.

Once again, Wizard's not bad and is amazingly good but they aren't the complete kings of everything ever like people rant about.
>>
>>52650200
>It was a sorcerer hiding around a corner or in darkness or using subtle spell or standing slightly over 60ft away from the friend, so it can't be counterspelled
>>
>>52650175
they are king of nova.
they get ability to heal, which can be use to burst heal or heal just 1 hp to get people up from unconsciousness.
they are great at social pillar (CHA) and exploration pillar (divine sense and find steed).

Pretty much useful at anything.
>>
>>52650230
>This is the worst "player" I have ever read about

hol up then I'm pretty sure I played with a guy that was worse
>>
>>52650052
It sounds like you're trying to play RL diplomacy with your group. You already fucked up, anon.
>>
>>52650244

>the original counter speller was invisible
>>
>>52648736
Anyone?
>>
>>52650279
>I teleport behind you just as you are about to strike me
>nothing personal
>>
>>52650268
>RL diplomacy

I say no, he shows up and wants to play. No character, then tells the group that he thought I was going to make the group because of X reason. Then everyone would think I'm a shithead.
>>
>>52650310
Anon, I'm sure the rest of your group can figure out That Guy is That Guy too.

Stop being a pussy.
>>
>>52650310
Unless X reason is you telling him you were going to do that, that's bullshit, and if that is the reason then you're not in any place to be complaining about it.
>>
How would you rank the paladin oaths, /tg/?

Ancients > Vengeance > devotion
>>
>>52650279
>the invisibility was counterspelled
>>
>>52650343
The core 3 are really close.

Vengeance > Devotion > Ancients >>>>>>Crown
>>
>>52650343

Is ancients only good for the magic warding thing? I played a low level one but the fact that his entangle lets enemies choose which save to use struck me as nigh useless
>>
>>52650279
You can't cast magic missiles on an invisible person.

But

>Cast magic missile from over 60ft away
>Cast magic missile from darkness
>Cast magic missile from around a corner if you have means to see around
>etc
>>
>>52649357
For revised ranger?
Yes.
FE humanoid counts all the races that have the humanoid part in their descripton...So elves, humans, dwarves, orcs...all fall under this.
And it's the most usefull because you can be sure you will be interacting with other humanoids at some point.

Undead is the second best one.
>>
Should I play an old Favored Soul for twinned and quickened BB/GFB or a new one for twinned Guiding Bolts and Healing Words?
>>
>>52650343
Depend on what you want to do in the game. DPR is Oathbreaker, Controllish/High Survivability is Ancients, Goody Two Shoes is torn between Devotion and Redeemer, and so on.
Avenger + 1 level Mystic + 2 feats to completely stop enemies in their tracks
>>
>>52650343
At level 3,
Vengeance > Devotion > Ancients
At level 7,
Oathbreaker >>>>>>>>>>>>>>>>>>>>>>>>>>>> Devotion > Ancients > Vengeance
>>
>>52650403
Magic warding thing is straight busted and they have the best oath spells easily.
Their capstone also blows the fuck out of the others by a godamn mile but you know, thats a level 20 capstone and all.

Devotions channel also feels pretty worthless since it only lasts a minute and costs your entire action to buff your attack in the edition where monsters have very low AC
>>
>>52650456

who says the invisible guy was the target of the magic missile? How do you position yourself around a corner or 60 feet away from a guy who you don't even see?
>>
>>52649854
Have him play a Champion fighter.
That's about as rules heavy as he will understand.
>>
>>52650499
The original counterspeller was the target of magic missile.

>You don't even see
Just because somebody's invisible, doesn't mean you don't know where they are.
>>
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I'm playing with a group for new players, and I'm a relatively new DM myself. On session 5 and just realized that the two spellcasters haven't been abiding by the "spells prepared" rule. They've just picked spells they want to use from the main list, but keep track of their spell slots.

They've been having fun and haven't been breaking combat (yet), so should I call it to their attention, or just let them keep playing this way?
>>
>>52650545

I think it's a bigger assumption on your part that you know where the invisible guy is than that you don't.
>>
>>52650489
Is it even fair to consider oathbreaker? That shits fucking busted
>>
>>52650580
Probably not gamebreaking to let them continue considering that new players aren't likely to fully abuse spells.

>>52650609
This is 5e. You only don't know where they are if they take the 'hide' action.
>>
>>52650464
new one and multiclass Undying Light Warlock.
>>
>>52650580

they're making sorcerer even shittier than it already is,fuck them
>>
>>52650580
When I was new I did a lot of stupid stuff and new players cheesed

Basically between sessions I would talk to them and tell them what I learned.
>>
>>52650619

>"I hide"
>"how?"
>"by being invisible"
>>
>>52650629
Normally I wouldn't just because I'm not a fan of the Warlocks flavor on my characters. The pact thing really gets played up in our games and I dislike it.

This seems remarkably similar to what a Favored Soul already is though. Plus twinned Guiding Bolt with the +5 damage is too good to give up.
>>
>>52650654
Read the freaking PHB.
> The creature's location can be detected by any noise it makes or any tracks it leaves.

You need to use hide action to intentionally cover those.
>>
>>52650654
That's not how it works.

Invisibility qualifies you for the 'hide' action because you cannot be seen.

If an enemy turns a corner, you still know where the enemy is unless the enemy uses an action to 'hide'. They can 'hide' because they are not in view, and remain hidden until seen. Until you see them, you cannot work out their position.

http://www.sageadvice.eu/tag/hide/
"Being hidden is the by-the-book way to conceal your position. The DM may decide that other methods can also conceal it."

And I hate to quote mearls but I can't find any of crawford's answers, "how an invis creature could not be hidden, you can see its footsteps, hear it move, etc. You know where it is but can't see it"
>>
>>52650654
You can attempt to hide and maybe get Advantage on the check is your thinks you'd be hard to hear.

Invisibility's really good on Rogues and that's about it.
>>
>>52650755
It's under invisible condition in PHB.
see >>52650724
>>
>>52650580
Yes, you should talk to them about it. Since you're on session 5 I assume they're what... 3rd level? 4th? Either way they don't have a lot of powerful spells at their disposal yet. Preparing your spells for the day is supposed to be kind of a "educated guess" of what they might need. If you allow them to use whatever spell from their list, that gives them a HUGE boost in versatility that casters really don't need.
>>
Is there any notable penalties I'd have to suffer for missing an arm other then climbing and weapon use? I'm planing to play an Arcane Trickster but with flavor closer to the Swashbuckler and having my mage hand be a ghost limb I can summon and detach.
>>
>>52650724
>>52650755

you two seem to think you're contradicting me but you're not
>>
>>52650826
People often mistake that for 'Oh, you can try to find it by perception' instead of 'No, you can already work out where it is, you just get disadvantage because you can't tell exactly where it is while fighting'
>>
>>52650724
>>52650755
That's all fine and cool but it gets weird in certain situations. Say the party is fighting Will-o'-Wisps and they turn invisible. The things are fucking floating balls of light, they leave no tracks, they are probably very quiet. What then?
>>
>>52650852
You can hide, yes, but the person has to take the hide action to hide, which means they've used most of their turn. They can't just hide in reaction to someone casting magic missiles at them. So they either don't do anything for the entire fight or they come out of hiding. And at that point, even if they're invisible, you can stay at over 60ft away from them and then cast magic missile.

If the DM wants to leave enemies hidden throughout combat with counterspell ready, then sure. Simply by existing, you're making enemies unable to do shit and having to stay hidden on the sidelines.
>>
>>52650878
Follow energy or warmth or whatever, predict where they are based on where they were before, kick up dust and see what happens to the dust and we don't know if they really are entirely quiet. If they're attacking and doing things, they'll leave hints that they're there. If they go invisible at the end of their turn, you can probably guess where they are. If they go invisible at the start then do nothing, then they have their action free to hide.
>>
>>52650900

If you're invisible,what other actions are you going to be taking without breaking invisibility? If you're trying to remain invisible until the counterspell, using your action to hide makes perfect sense.

I also disagree with the "you automatically know where an invisible person is unless he's hiding." thing. PHB says you can hear them and notice tracks. What if you're in an area with loud ambient noise? What if it's too dark to easily notice tracks on the ground?
>>
>>52650933
They use their action to turn invisible, but then they can fly 50ft away with their movement without provoking opportunity attacks. How are you supposed to predict where something this fast moved while invisible? More importantly, how can you do that accurately enough to be able to target the right location/square?
>>
>>52650970
Then, unless you're at a close range, your DM might have you roll perception to work out their location.

For the most part, it's part of 5e's simplicity where they don't want stupid shit arising from invisibility alone, and they don't want to make invisibility too powerful. Already, you don't quite 'automatically know where they are'. You know their rough general location, enough to put them within a 5ft cube and fight with disadvantage. As part of 5e characters are assumed to have 360 vision and full awareness during combat with characters trained to deal with invisibility in the sense of keeping track of them. Unless the enemy starts using their action for things aside from flailing about full-combat you should be able to keep vauge track of them.

Honestly the idea is more to do with following sound and intuition than tracks on the ground, though tracks are sort of a possible tell. It's not supposed to be 100% realistic in any case, and players are assumed to have good training.

>If you're trying to remain invisible until counterspell, using your action to hide makes perfect sense
Yes, it does, but again, the DM is having enemies do jack shit for the sole purpose of you existing. Just by existing, you have effectively automatically locked down an enemy without even knowing they're there, because the DM is that afraid of you. You might as well say as a DM, 'Yeah, as you walk into combat, one of the enemies just kills himself in awe of you.'
>>
>>52651032
> implying PC aren't super human with years of combat training
>>
>>52651032
They'd turn invisible as their action over the course of their movement, and thus they'd move 50ft while fading out. Your attack takes place in the same 6 seconds that they're moving 50ft and fading out, so you could be attacking them at any point along there, really, though you'll presumably be shooting them at the end of their movement where they're invisible or else the invisible condition wouldn't apply.

After that round, I suppose you could say not using the hide action might leave a faint wispy glow or various tells because they're not actively trying to hide themself if they don't use the action.
>>
>>52651081

Is that you do attacks in your games? If an enemy moved 30 ft away, and you shot him with an arrow on your turn, hit him at 15 ft of his movement, possible incapacitating him halfway through?

I know turns are abstracted and supposed to be happening roughly simultaneously but I've never seen it done like this.
>>
>>52650848
Probably the most of it, strength checks for something over your head in general, maybe push and drag checks. Strength checks in general may be disadvantage.
>>
>>52650848

swimming?
>>
>>52651135
Well, not really. I said it should really be at the end of their movement, but it's a possible abstraction that you could attack them part-way through their movement. I guess normally you'd do that as a readied action for an enemy moving from behind cover.

So.. Yeah, not really.

But it's fair to say that you can attack them just as they finish going invisible at the end of their movement, giving you disadvantage but still letting you know where to attack.
>>
>>52651081
>They'd turn invisible as their action over the course of their movement
That's really not how it works. You can break out movement in-between actions, the creature or PC decides in which order. Thus
>Will-o'-Wisp in melee range -> turns invisible while in melee range -> flies away invisible, no opportunity attacks allowed
>>
>>52650848
You should probably expect disadvantage on all strength related checks that require both limbs or any dexterity related checks that require two hands.

Also you only have one hand to grapple with.
>>
>>52651146
>>52651164
>>52651204
I agree with all of these but after searching the DMG the only penalty it says is "You can no longer hold something with two hands. You can only hold one thing at a time".

Obviously I want as few penalties as possible so I guess I'll just ask if that's acceptable. I'm going to try and ask if I can use the Mage Hand for basic tasks involving two hands as well, so stuff like climbing and putting on armour in the morning.
>>
New thread >>52651231
>>
>>52651198
In reality, what the turn is representing is what each character does over the course of the 6 second round. It's fine to try a slightly different abstraction if you need to explain the mechanics, and in this case we're saying that the action is combined with the movement, rather than the wisp sitting still for 6 seconds while turning invisible and then moving 50ft.

Of course, again, it doesn't say that going invisible is 6 seconds, but it's an action and we can assume that's definitely not instant.


If a swashbuckler rogue attacks someone, they don't attack them, do a little dance and then move away, they attack them and disengage-move-away as part of that attack. Nothing says that it works like that, it's just the most logical explanation.
>>
>>52651235

mage hand can only lift 10 pounds so it can't really fully replace a hand. Also mage hand is somatic so RAW you'd be using the other hand to control it.
>>
>>52651285
Exactly why I'm going to ask my DM to change it a bit. I really want it to function like an replacement limb but only becomes the actual Mage Hand if I cast the spell. I won't have it summoned all the time though because it would be obviously magical.

It's one of those cases where I made the character before figuring it out in mechanics. Hopefully my DM will humor me.
>>
>>52651349
>I won't have it summoned all the time though because it would be obviously magical.

Arcane Trickster mage hand is invisible so that would actually probably not be a problem
>>
>>52651365
Oh true. I'd still like to have it be a thing I only summon when needed though. We're doing a homebrew setting and my characters race generally has mental issues around spells and magic items but a very high immunity.

Basically the human stat block except a Yuan-ti's magic resistance and a penalty to Intelligence when directly touching magical items.
>>
Should DMs tailor their magic weapons to fit the party builds? I'm asking because I feel like I've sunk a lot of extra stuff into my current character that's now mostly worthless on account of a recent weapon find.
>>
>>52651419
>a Yuan-ti's magic resistance

wew lad
>>
>>52651540
All the races get a rather big bonus in exchange for a small penalty. Just the way the DM likes it apparently.
>>
>>52651517
Some do, others just roll randomly and/or slavishly adhere to the premade campaign
>>
I'm trying to make a mind flayer arcanist that's attempting to become immortal by tapping into the plane of positive energy to basically give it constant life support.
What spells/extra abilities should they have?
>>
>>52652024
Lightning damage spells and healing spells. If you were looking for theme.
>>
>>52651559
>You get a penalty to an attribute that's almost always used outside of combat and even then sparingly, when you touch a magic item when you could just remove those magic items to make those checks
>Small penalty
More like 'flavour penalty'.
>>
In my fluff goblin reproduce in spawning pools with the organic material taken from other (usually dead) humanoids.

In my campaign a goblin horde conquered a small group of trolls and are now harvesting their organic material of the trolls to have an infinite supply of new goblins. As a result of this the goblins have started developing troll-like qualities.

What do you think of this stat block? Should I give them more of a bite?
>>
How literally should the "sold my soul for knowledge" bond be taken? I'm making an elf wizard who was exposed to magic as a child when he found a magic tome. I was thinking maybe the book was enchanted or possessed somehow, and that's how he ended up selling his soul.
>>
>>52652835

I'd suggest one on one sessions with him to establish goals given to him by his master. Let the player choose whether or not to share this info with the group. If he fails to do these tasks to the best of his ability, ramp up the penalties bit by bit. Increasing the DC of int checks for him, to maybe even imposing disadvantage on them. If the player continues to be adamant about refusing, I'd even suggest docking Int by a point or two, even. Make the pact meaningful. Like, these should only be looming threats, but even suggesting them should fill the player with a sense of looming dread that would mimic what his character feels. This could even be used to create a little party conflict, but be sure not to overdo it.
>>
>new group
>nobody has played before
>party meets up and introduces themselves
>rogue says he's a thief
>paladin player places him under arrest
>wizard starts hitting on the male dragonborn ranger while they watch the fight from the sidelines

And then they killed some giant rats. It was a mess, but everyone loved it. It's kinda refreshing; I usually play with people who are serious about roleplaying. I mean, these new guys are good roleplayers, but I think the tone was more lighthearted than usual. Maybe I can finally use some of the meme encounters I cook up in my head sometimes.
>>
>>52653404
>>rogue says he's a thief

like "hi everyone, I'm a thief"? What's wrong with him?
>>
>>52653116
But _I'm_ the player, This is my first character so I don't really know what I'm doing.
>>
>>52653404
nice blogpost Nick!
Thread posts: 381
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