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/5eg/ - Fifth Edition General

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D&D 5th Edition General Discussion

>Download Unearthed Arcana: Revised Subclasses:
http://media.wizards.com/2017/dnd/downloads/UA-RevisedSubclasses.pdf

>Official Survey on Unearthed Arcana: Revised Subclasses:
http://sgiz.mobi/s3/6a608a27c7c9

>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

Last time on /5eg/...
>>53169374

What changes have you made when running the official campaigns? Do you recommend it?
>>
>>53175356
care to elaborate?
>>
What are the rule around throwing multiple weapon with extra attack?
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>>53175409
I don't think giving levels is a good idea, since in the case of him coming back to the good side you'd just have an OP char.
What about this?
>give him some spellcasting, things from the Warlock list can fit thematically. Maybe change the cast time to 1 bonus action so he can still stab
>give +1d8 or so extra necrotic damage on hit
>give +2 or so AC and some temp HP as the dark powers reach out to protect him
All stuff that can be taken away if he atones
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Will I be doing any damage as an Immortal Mystic or am I there to soak up damage and not die? What kind of weapon should I go for?

From the looks of it I should pick up Psionic Restoration, Psionic Weapon, and Brute Force. What are some other good ones to round it off?
>>
>>53175370
Aren't the official campaigns meant to be changed and adapted to your own campaign?
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>>53175409
You give him access to spells and let I'm do smite for extra damage. Or you give him a Rakshasa like ability where certain level of spells and lower do nothing.
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>>53175491
Immortal just means you can be hard as nails without trying, but then you have yo choose between support or damage.
Since it looks like you are going for damage take Bestial form to smite and to get some sweet AC.
>>
>>53175492
Yeah, and I'm looking for specific examples of what people have changed and how it changed the experience, for the better or worse

>>53175411
You can only interact with one object per turn, so it would work like this:
>starting empty handed you can only draw a weapon and throw it for 1 attack.
>starting with a single weapon drawn you can throw it, draw, then throw again for 2 attacks.
>starting with two weapons drawn, throw first, throw second, draw, then throw for 3 attacks.
So from the second turn onwards you can only ever throw one weapon, as you need to draw it. Can't do a thrower build without GM fiat.
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I'm looking to use my desktop printer to make a map of LMoP's Redbrand Hideout for my session tomorrow. What's the best way to do this?
I'm currently planning on putting this on regular old 8.5x11 at standard grid size and taping the papers together. Are there any resources that can streamline this with maps already at printable resolutions? I also don't want to rape my ink cartridge and am completely fine with bare bones maps.
Any suggestions?
>>
I'm going to Dm a campaign of 2-3 players with minimal experience.

Any resources (besides OP links) that would be useful to starting out?

I want to do a post-apocalyptic world, but besides that, I have no real ideas.
>>
>>53175409
What he will need is back up, so some "helpful" lackeys whatever the dark force doing the corrupting (demons/devils or whatever). to help him, by buffing or just getting inbetween him and the no doubt pissed off party. Whats tipped him to the dark side?
>>
>>53175569
Why do throwing weapons always have to be so awful?
>>
>>53175609
If you're that inexperienced I'd start with Lost Mines or another printed module.
>>
>>53175602
noob
>>
>>53175609
If you're interested in post-apocalyptic fantasy, have you considered figuring out Dark Sun for 5e?
>>
>>53175602
I'd suggest you buy a gridded whiteboard instead. It's a sounder investment imo.

>>53175615
I don't know senpai, but if anyone at my table wanted to play a thrower I'd gladly ignore this ruling.
>>
>playing with a new group
>one player is obsessed with playing an honourable samurai
>one is a luchadour
>one is a transsexual rogue
>the last one is another rogue who told me they wanted to make their character as "edgy as possible"
Was this a mistake
>>
All Metallic Dragons party faggot here. One of my upcoming playtests is going to focus on humanoid stats after using Change Shape. Here's the description as it's written so far:

>A metallic dragon can magically polymorph into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form as a standard action. You revert to your true form if you die. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice).

>In a new form, you retain your alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistances (if applicable), and Intelligence, Wisdom, and Charisma scores, as well as this action. Your statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of the form.

>At 3rd level, this action can be used once per short rest. At 7th level twice, 11th level three times, and at 16th level four times.

TLDR -> A shape-changed dragon doesn't keep its Str, Con, or Dex.

There might be times where such a party might have to fight or otherwise roll in humanoid form. What I need help with is figuring out whether I should be stating out basic NPC stat blocks like at the end of the MM for each race, giving them all a blanket stat block regardless of race they change into, or simply let them keep their Str/Con/Dex. Any thoughts on the matter? I don't want to pigeonhole my players into taking "optimal humanoid forms" if I can help it, but I also don't want them to be cookie cutter humanoids.
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>>53175896
yes
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>>53175896
My condolences
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>>53175896
Why are the rogues such shit?
>>
>>53175896
Roll a new char and meme the everloving fuck out of them. Nuclear druid, lucky halfling diviner, melee crossbow for sharpshooter+GWM.
Go all out.
>>
>>53175896
No, try and make friends with all of them. What's your character? Is this supposed to be fairly silly? Serious? Or is this their first time?
>>
>>53176007
Absolutely subversive
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I know that homebrewing in and of itself is a hot-button issue, and this is a hot-button issue WITHIN homebrewing, but: for flavor and lore reasons in the setting I'm running, I want to create a race that's capable of flight. So I was wondering if I could get some advice on balancing that, and feedback on the mechanics I'm currently sitting with.

The skinny is this: can't take off without sufficient space. You also can't take off if you're weighed down, or if your hands are full or busy. If your hands BECOME full or busy, then you fall. Once you are flying, you need to keep moving or you fall. Gravity gradually pulls you down, and gaining altitude is difficult. Get hit, and you might fall. Fall, and you might take fall damage. I'll have the details in the next post.

Other traits: walking speed is 25. The ability score increases are +2 CHA and +1 DEX (good bards) and the only other innate skill is Drow-level darkvision (120 ft.).

I'm fully prepared to load up my encounters with flying enemies and ranged attackers to compensate for flyers; it's not that hard. I don't want flying to be a get-out-of-combat-free-card, but I also don't want flying to be so dangerous that it's the player never wants to do it. What I'm thinking is that it may be more useful outside of combat than in—vertically oriented dungeons become a complete breeze and large chasms are no obstacle at all...for the player(s) that can fly, so unless they want to split the party they'd still have to think of some other solution. Also, I can create dungeons with low ceilings, ceiling-dwelling creatures, and rising gases to discourage flying over every obstacle. But the potential for flight in D&D is probably limitless so I'm cautious—maybe flying too much in a given day should cause one level of exhaustion?

What do you guys think? I'm looking for feedback on these flight mechanics as well as interesting ways players may use flight. I don't want to totally miss some critical way to exploit it.
>>
>>53176029

The details:
>So long as 1) not wearing medium or heavy armor, 2) not encumbered, and 3) not holding anything in hands, you can cast nonmagical versions of Jump and Feather Fall on yourself at will, and these are also the requirements for flying.
>Flying Speed 40 ft.
>You need 5 ft. of empty space on all sides of you in order to take off and begin flying. If you take off from the ground, you automatically expend 10 ft. of flying movement to rise 10 ft. into the air.
>You fall 5 ft. for every 10 ft. traveled horizontally. If you reach an altitude of 0 ft. while flying, you have landed smoothly and may seamlessly transition into your walking speed.
>Gaining altitude counts as difficult terrain.
>You must expend at least half of your flying speed (20 ft.) on each of your turns in order to stay aloft. Otherwise, you will fall.
>If you perform any action that requires the use of your hands while flying (unsheathing a weapon, casting a somatic spell, catching something in your hands) you will fall.
>If you take damage while flying, you must succeed on a CON saving throw with a DC equal to either 10 or half the damage taken, whichever is higher. If you fail, you fall.
>If you are forced to fall to the ground for any reason (using hands, not using enough movement, taking damage, etc.) you must succeed on a DEX saving throw or take falling damage.
>If you voluntarily choose to fall while flying (to drop onto an enemy, for example) then you have advantage on the DEX saving throw. If the distance of a voluntary drop is less than your walking speed, then you may move the difference upon landing.
>>
>>53176029
Why don't you just look up the expansion races with flying speed you dunce
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>>53175899
Why would anyone use polymorph 4 times in a sr?
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>>53176045

I initially planned on just reskinning the aarakocra but I wanted to try and simply flight into a single mechanic instead of having "flight" and "glide" be two different things.
>>
>>53175896
In my experience, these kind of groups can be dealt with in 2 ways. You either leave or you play along. Every other choice never ends up well. And people can get good at roleplaying surprisingly quickly if you play along with their characters just a little bit

A good, documented example of this is the guy who went into a BESM game expecting SMT and got a slice of life magical girl game
>>
>>53175815
>>53175609
If you do this, use the 2e book for conversion. The 4e book entirely misses the point of defining. Plus, it's shit anyway, so use the 2e book.
>>
>>53176048
Maybe they want to pass themselves off as different humanoids? Like a paranoia type thing. Or maybe there's just no time for a short rest for whatever reason, and they need to shift between dragon and humanoid form to fight/solve puzzles/diplomance/etc.
>>
>>53176028
Join the madness.
>>
>>53176044
you make it too complicated
>>
>>53176029
>drow-level darkvision
>no drow-level sunlight sensitivity
welp
>>
So I'm looking for a fun fight-man character to make with the racial feats, and I haven't decided on which race I want yet. It's going to be a Barb2/ChampionX character.

Either:
Half-orc for that Orcish Fury +2d12 damage for one crit per rest
or
Half-elf for rolling three dice and trying to crit as often as possible

Leaning towards Half-orc just because I can max strength earlier and the game is unlikely to make it to later levels, but I do like the fluff of having an unorthodox elf barbarian type.
>>
Is a beholder a good BBEG? Has any of you guys done or experienced it? How was it?
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>>53176251
Can be if you play up to their lore and try and not give it away till near the end. It's best when they think it's some crazed wizard then it turns out to be some other worldly abomination with a fuck magic eye cone and fuck you in the mouth eye beams.

It's the one thing a couple of my players said they'd hate to fight, sucks to be them.
>>
>>53176324
Beholders are a blast to run, especially when lair actions are involved.
>>
>>53176029
>>53176044

Here's what I would do.

>walking speed is 25.
>ability score increases +2 CHA and +1 DEX
>darkvision (120 ft.).
>flyspeed 40 while not wearing medium or heavy armour
>if you fly less than 20 feet in a round, test acrobatic (dc 8+1 per feet less than 20) or plummet down to the ground
>if you use both hands in the same round, while flying, test acrobatic (dc 18) or plummet down to the ground

Done. These DCs are fairly high (unless you fly exactly 20 feet etc.) but that is to discourage doing these things.
>>
What are the best second level Wizard spells? I already have Hold Person from a scroll but I still need to pick for my level up.
>>
Shield master seems extremely good if have expertise or something in athletics.
>>
>>53176251

Just ran my first Beholder encounter the other day. It was seriously one of the best enemies I've run. A lot of enemies don't hold up to a swarm of PCs, but that Beholder did.
>>
>>53176330
Definitely and since they are smart you can run them to be challenging fights by being an asshole and using tactics.
>>
So if I'm running a Dark Sun game should I just ban any spells that create water?
That sort of seems like it would ruin it.
>>
>>53176448

It's so appealingly simple, but it just sounds too powerful.

The "empty hands" restriction thing may also be a functional necessity, because this race is kind of built kind of like a bat, where their hands and wings are the same thing.

When I mange to playtest this thing I might start with your suggestions, though. If it does prove problematic, then I can always reintroduce rules.
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Making an alchemy gun for an Artificer Alchemist instead of an endless bag o' fire flasks.

With this design as a base, how futuristic is too futuristic for a game in probably Greyhawk/Forgotten Realms, as that seems to be the "normal" setting? Should I scrap the futurey alchemy railgun look and go for a magitech flintlock instead?

I have a bad habit of overdesigning shit until it looks far too advanced to be anywhere near "pseudo-renaissance" tech
>>
>>53175808
lol turd
>>
Guys I fucked up.

I invis'd through the werewolf den in CoS with my monk (level 3 invis) and we got to a bunch of treasure. We stole two swords, but I am out of literal spell slots and sorcery points in the process. Our rogue (he came along too) greased the floor and made 5 wolves fall over, then did it again later and another 5 fell over. Now I have 2 more wolves following me but I feel like Im gonna die cuz Im the slowest. I have minor illusion, mage hand, prestidigitation, firebolt and acid splash as a red dragon sorc level 6. Im running through the forest with a 60 metre lead. How do i not die guys, or should I start rolling a new character right now.
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>>53176583
Let it work the first few times, gradually lowering the volume.
>>
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>>53176681
Look up the Caster guns from Outlaw Star.
Because that is what you made.
>>
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I'm gona stop trying to play DnD guys 'm just not cut out for it.
Bye I wont come back.
>>
>>53176695
It's fucking wolves, firebolt them to death
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>>53176760
Wow you aren't even cut out for a hobby maintained by disgusting neckbeards?
What kind of subhuman trash are you?
>>
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What's the best way to trick a vampire into drinking a cure for vampirism?

It looks like water, and the vampire is nominally on our side.
>>
>>53176759
Yeah that's somewhat what I based the look off, though I've never actually seen the series.
>>
>>53176817
"hey bro this will cure your vamparism"

Any vampire who turns it down is too far gone in evilness to bother saving.
>>
>>53176817
It depends on how much the vampire needs to consume, and how they usually get their blood (fresh from a warm body, from a corpse, from a barrel?)
>>
>>53176803
I cant do voices, i can't write or improvise on the spot and this is not to mention all theproblems i have in regular conversaiton
>>
>>53176181
The second one is certainly not as common as the half orc.
>>
>>53176881
I never do voices personally. Improvising isn't a huge problem if your just a player and not DM. Just write down a few guidelines for how your character should be roleplayed if you're really desperate.

You just gotta believe anon.
>>
>>53176448
>>53176598
"This race doesn't have hands, and thus can't use items that require hands."
That's a huge nerf by the way. It's not powerful at all. They probably need specialised armour, too. (and they can't wear medium or heavy armour).
>>
>>53176881
No way you are worse than some of the people I've played with and it was still fun. If it's that bad just join a PbP game, you'll have plenty of time to think. Working on your social skills in general is also a good idea
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>>53176881
You should play D&D and rpgs to get better at those sorts of things. What problems do you have in regular conversations?
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>>53176881
Autists and shitbags play this game, I sure you'll do fine.
>>
>>53176598
>>53176909
I would also like to point out that there's not a lot of classes these guys could play well. Singing bard. Sorcerer without use of magical items.

As to why it's a nerf; you can't really interact with a lot of things properly. You can't wear a lot of magical items. You are more vulnerable to silences.

Maybe give them a natural claw attack with their feet. Maybe even allow them to disengage as their bonus action if they deal damage in this fashion.
>>
>>53176857
>saving
Nigga first thing I do once he's got no powers and no control over the 20 spawn he's bringing to the battlefield is stab the fucker.

>>53176874
Unclear. I scooped up a flask of water from a fountain a while back, and only recently got it identified. DM just said "cure for vampirism".

Blood-wise, in his lair he has vast barrels, probably of blood, but he's out and about in the midst of a war at the moment, against undead and cultists.
>>
>>53176773
By wolves i mean werewolves and i cant firebolt 12 of them... probably? Maybe I can, but it would be hard
>>
>>53176935
I think the idea he has is that they can't fly with their hands full, not that they can't use their hands.
>>
>>53176942
My apologies, saw "on our team". purge away fellow murderman.
>>
>>53176969
"Nominally" on our side. He's helping us because it's expedient for all parties to be rid of the undead, but even then, only at the cost of giving him all the living prisoners afterwards.

We're not keen on letting him build an army of spawn and giving us a worse problem than we started with, though, so we want to deal with the issue before it is one. Unfortunately, while we can handle him and maybe one spawn, he's bringing twenty and there's no guarantee many of them will fall during the battle. So although I'm planning for a fight, I'm also working out contingencies - one of which is depowering him by trickery.
>>
>>53176962
Ah, okay. I just checked out his picture, and mothman doesn't have any hands.
Then they're probably reasonably balanced, because they have to land to use their hands safely, and they can't do much while flying (they can't rain down crossbow bolts, or use certain spells, nor can they hover (so they might be forced to provoke attack of opportunities).

Also, I'd suggest using the houserule that removes the cap from fall damage.

A problem I could see is that they would fly at 19 feet in the air to prevent taking damage. here you could add a houserule that says; "while flying, a character takes damage if they fall 10 feet or more, instead of 20 feet as normal". To represent momentum.
>>
>>53176942
I'm afraid that the only way to do it is by darts / forcefeeding, then. Unless you can wait until he's back in his lair.
>>
>>53177010
Forcefeeding did come to mind. We do have two grapple/restrain-effective party members (Barbarian and Moon Druid).

Are there any rules on forcefeeding or do I have to rely on my shithead DM to be not a shithead?
>>
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>>53176909
>>53176935

What >>53176962 said, they HAVE hands, they just can't fly with them full. This is more the look I'm going for—putting the "moth" back in "mothman," definitely.

>>53176997
Yeah, preventing nigh-unstoppable aerial assaults of spells and arrows was my principal motivation behind hands-free flying. It just seemed too cheesy. Even without an attack, I think it's hardly worthless: maybe it's my own DM style, but in most situations, I'd figure a drop attack on a Medium or smaller enemy could knock it prone. If you're a rogue, you can fly into hiding places. If you're a bard, then definitely, you can sing spells from up high. Opportunity attacks aren't too complex to work into this, either...if a bugbear can hit you five feet on either side of it, it can hit anything five feet above it, too.

The Constitution Saving Throw against falling-after-hit is basically the number one stopgap against reckless use of flight. Even a goblin is smart enough to pick up a rock and throw it at you.

That fall damage house rule might be good too, but within my group of players, I don't think we've ever counted movement outside of factors of 5. Obviously that makes things less precise but it's just much easier to calculate things that way. Honestly the only really tricky part about managing flight is just remembering "oh yeah this player is 30 feet up right now" when their figure is on the same flat plane as everyone else.
>>
>>53176929
Yes i have played with many of those
yet I cause nothing but displeasure in any campaign i touch (of which I am painfuly aware)
D&D is just another thing in life that I want to desperately enjoy but I'm unable to
>>
>>53177172
Are you positive that you aren't just projecting your own self-loathing onto others?
>>
>>53175409
>>53175486
>>53175499
>>53175612
I'm this guy, back after like a billion years. Not a lot of that stuff fits the flavor a whole bunch, since he's not a paladin. He's a wrestler turning heel essentially.

Seduced by demons after he lost most of if not all faith in humanity since every time he's tried to do good, it's blown up in his face.
>>
I miss weekly UA already, the frustration of being two bad ones in a row followed by a missing week has grown on me.
>>
>>53175370
I run a large party so I multiply mobs by 1.5 or add another die to damage to balance it out.

Anything else is done for their fun, I slowed down a collapsing tower in CoS because it would have been a TPK. I tend to not use Power Word: Kill when opponents have it just because it's not very fun for the players.
>>
>>53176695
Sew dissent amongst the werewolves, they're politically fractured as fuck.
>>
What do we think about Gnomish Monks, /5eg/?
>>
What's the best multiclass to pick up Blowguns on an Assassin?
>>
>>53175324
Give them minions. It's the only sensible way.

It doesn't matter if you bump him up 5 levels or give him a cool sword or what. What matters more is that they have minions.

1. It makes more sense that they don't suddenly gain superpowers, but instead gain command of minions.
2. It actually makes them more of a challenge to fight.
3. They don't have to personally show up to fight the party so it wont' be an immediate 'either you die or I die'.
>>
>>53177450
Barbarian 5 or Fighter 5 work.
Barbarian 1 also works.
Just note barbarian has 13 str 13 con requirement.
>>
Most illusions can be seen through if a creature rolls an Investigation check.

But the wording is usually that the creature "can" roll investigation, not that they do once they come into contact with it.

Should they automatically roll for it, or should they have reason to suspect it first?
>>
Any tips for spells for an Eldritch Knight? Im currently thinking of booming blade for a cantrip, and shield + absorb elements as 1st level - what is a nice non-evoc/abjur spell for utility? I've considered expeditious retreat, but that might be too situational
>>
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So commoners, how much HP do they have?

If an evil cleric wanted to take murderhobo-ing to the next level, what's stopping them from slipping Divine Word into the speech they were giving to a large crowd?
>>
>>53177450
What about some of the Cleric options? War Cleric gets you an extra attack to try and sneak attack when you miss and Divine Favor for getting the most out of crits.

One idea I had recently is an Assassin 3/ Dragon Sorcerer X. Use expertise and invisibility to sneak up on people with quickened/twinned Greenflame Blade and Booming Blade.
>>
>>53177480
Well, that was easy.
>>
>>53177470

This is one of those things where you as a DM ought to decide "rolls vs. roles."

Let's say you make an illusion of a tree. If you tell the players that they see this tree in a forest, they'd probably have no reason to suspect it and they'd probably not make the roll. If you tell them that they see it at the North Pole, they might suspect something and make the roll. It's finicky but if you're ever in a situation where you WANT your players to try and detect an illusion, provide some subtle clues that may suggest it is one. Let them come to that conclusion on their own.

If you have the roll be made automatically, then if they fail the roll, the PLAYERS would still know it's an illusion and I think it would just result in meta-gaming. You'd either get characters acting extremely doubtful of that tree for no reason, or characters trusting the tree with their life because they think they need to act as stupid as possible to prove that they're not meta-gaming.

The alternative is just having them all roll a d20 without telling them what for. Even just telling them that it's an Investigation check could give it away.
>>
>>53177480
Nothin really
Whats stopping the rogue from poisoning the food of the whole town?
>>
>>53177480
Can depend on setting. Some people don't like commoners having only 4 HP, myself included.
If I had a setting, I'd likely have commoners (Young adult/adult males in their best years) have 3d8 hitdice, like a level 3 but without good stats or abilities.
>>
>>53177480
>If an evil cleric wanted to take murderhobo-ing to the next level, what's stopping them from slipping Divine Word into the speech they were giving to a large crowd?
Well, why does he want to first? Is he the Cleric of a god that likes complete destruction of everything? If so he'd have to be careful not get caught and murdered because he's likely one of the top Priests. If I had someone who knew Divine Word I'd keep them as a bomb for when I needed an area wiped out.

That aside most Evil Gods aren't actually trying to just kill hundreds. They want more worship so that when those people die they go to their realm. Sure you could order Clerics to kill the entire farming town but what do they really gain?
>>
>>53177531
Yeah, 4 just seems abysmally low.
A housepet could instantly kill them in one round.
>>
>>53177591
Of course to make up for it if you have, say, 3d8 peasants, you should have players start at level 3 so you don't end up with the barbarian having as much health as a peasant. But who wouldn't start at 3 anyway?
>>
>>53177536
Doesn't sound like a bad, if cliché, plot device desu

Probably intend to leave a survivor or two as a warning not to challenge them.
>>
>>53177591
Nah, cats don't have multi-attack in this edition.
>>
>>53175896
Until you hit Tranny Rogue I was down. I mean HONORABU can be fun and also have epic moments, lucha is something everyone wants to do once, edgerogue could be fun(ny) if it's not being played seriously and is more a "Froznmithril" level of Coldsteel.

That whole transgender shit is just fucked. Like I get you're RPing but if you have some issues you need to work through go do them away from the chill fun of a roll some dice, kill some monsters, get some treasure game.
>>
>Throw anything as an improvised weapon or use anything as an improvised weapon
>Can instantly kill a peasant without even critting or having a +strength bonus

Fuck whatever 'The people are weak and vulnerable, only the heroes can save them!' guy made the statblocks. I want to see a commoner spear a goblin.
>>
>>53177666
You can't instantly kill them, just knock them down to dying. It takes a guy with 18 STR to kill a commoner with a bar stool.
>>
>>53177675
They don't get death saves.
>>
How many people there are in Phandalin?
>>
>>53177705
???
>>
Would the following ability from a 3rd party book "If the attack hits, it does the weapon's damage die (without any modifiers)" work with a Clerics Divine Strike or is that a modifier?
>>
>>53177705
Probably 100. It isn't a big town but people need to work the mines and farm.
>>
>>53177666
Well, I mean hitting someone with a Bar Stool, Rock or Kitchen Knife has at least a chance of killing them. You see that shit on the news all the time.

With the rules it gives a 25% chance which might be a little high but doesn't seem too bad.

Besides RAI Improvised Weapons are something that can be reasonably used as a weapon. So hitting someone with a deck of playing cards shouldn't do jack shit.

I'm more worried about Fighter's being able to kill them with one punch but I guess a really strong guy irl can do it to the average person with a good hit.
>>
>>53177975
Humans are much, much more tenacious than 'one hit with a barstool and 25% chance of dying'. It's not 'a little high', that's ridiculously high.
Even four punches wouldn't normally be enough to leave a human for dead.

You can also compare to other things. I think falling 20ft is 2d6 damage, isn't it? Or at least, 1d6. Falling only that distance will kill most commoners. And that's probably onto grass.

But, eh. It makes more sense when it's coming from a high level player character who could easily aim for vitals.
>>
Are Long Death Monks any good? Any advice for roleplaying one?
>>
>>53178100
Depends on where they're hit and how the person lands, the dreaded king hit can cause severe brain damage or immediate death.
>>
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Players are traveling on an airship from Point A to Point B after winning passage aboard from a tournament, /5eg/. Could take a day or two to get there.

What sort of stuff should happen on the way while they're in the air?
>>
>>53178153
Another ship pulls up beside them that appears to be full of pirates. Turns out it's just a pirate themed party and they get invited.

Then there's a murder at the party, but it turns out to be a Pirate Murder Mystery party.

Then there's a real pirate attack.
>>
>>53178153
They meet somebody on board who's seriously suspicious, shadey and all that, though nobody else seems to think there's much up with them.
Turns out they're using (Very subtle) magics to make themself inconspicuous, and they're actually escaping from a murder, with the intent that if nobody remembers they were aboard the ship they'll have the perfect alibi that even though they're a likely case for the murder, they couldn't have personally done it. So they get pretty pissed when they find the party noticing them.
They have imps in a box to help if they have to fight, or to cause chaos.
>>
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Doing fighter 1 / cleric for a Belmont-style character so I can have a whip + the con save proficiency, should I just go defence fighting style (AL rules so Mariner banned unfortunately) or dueling?
>>
>>53178251
Why not a Kensei with Whip and Crossbow?
>>
How you make combat more interesting for the classes?
>>
If I'm adapting Loremaster Wizard into a new Sorcerer Subclass, what would be a good 18th level capstone?
>>
>>53176102
>Join the madness
Magical girl warlock but all your disguise self forms are guys. if anyone asks, your GOO patron can't be bothered to tell the difference.
>>
>>53178269
Can't use UA man
>>
>>53178144
Long Death Monks are solid mechanically. As for rping one, just a dude who understand death is a natural part of life
>>
>>53178251
Why not Paladin instead so you can smite with your whip?
>>
Is there any way to make a spell more powerful by spending more time casting it? How would you homebrew that?
>>
>>53178312
Sorcerrer can use a standard action to "empower" the next spell he casts, lowering the total cost of applied metamagics by prof/2.
>>
>>53178357
where the hell does it say that
>>
>>53178305
Yeah true, saves me being a level behind all the time also.
>>
>>53178390
It doesn't, I suggest it as a houserule.
>>
>>53177263
Extra helpers fits, for abusing tag match rules, so would poisonous claws and extra limbs and shit. Demon steroids, basically.
>>
>>53178496
>house rule
Alright yeah that works then, poor sorcerers need all the bonus support they can get anyway
>>
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Is pic related Sehanine Moonbow?
>>
>>53178605
No, that's Diana Cavendish.
>>
>>53178621
Literally who?
>>
>>53177663
My problem with transexual rogue is it doesn't describe a character (at least I hope it doesn't). Transexual could mean either way, and for any reason. Is this Edwina? Mulan? Hoover? It's less of a description than "M Elf Wiz" because there's at least stereotypes for males and elves. When everyone else has suggested a character, all this asshole has is a class.
>>
>>53178176
>Pirate Murder Mystery party.
Pirate Mutiny Party.
>>
What are the most OP Mystic Disciplines?
>>
>>53178632
Diana from League of Legends. Heretic from a Sun worshipping cult town who decided to worship the moon instead. Though I feel like that other anon was talking about a different character from one anime or another anyway.
>>
>>53178634
Well my problem is that I don't think it fits the setting very well to describe them as that.

It'd describe them better to say 'They enjoy cross-dressing as part of their rogueish activities to swindle people out of their money.'

Because usually in these sorts of settings people don't have time to care about First World Problems. However, 'they seem to prefer pretending to be an elven female because it's so easy and they can use it to take advantage of men and run off with their money' works better because it's more subtle. They might actually be a transexual, but nobody needs to be told that. They might just have fun on both sides of life.
>>
>>53178144
I just read their level 6 again and honestly that looks fucking amazing. At-will 30 foot fear aura on a martial is pretty awesome in any fight with lots of enemies, gives you some control so you don't need to spam Stunning Strike.

I dare say it's the best level 6 Monk feature.
>>
>>53177096
>"oh yeah this player is 30 feet up right now" when their figure is on the same flat plane as everyone else.
Place a dice next to them stating how high up they are.
>>
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>>53175370
>tfw no arcana
>>
Sorry if this has been asked before, but when is the new UA dropping?
>>
>>53179086
next month
they stopped doing weekly because they're hack frauds
>>
>>53178689
There's ultimately just too much wrong with the idea to explain from one phone.
>>
>>53179138
What. Don´t they have enough time on their hands? Next thing they do is demanding money for them or what?
>>
>>53175370
>What changes have you made when running the official campaigns? Do you recommend it?

We played fairly fast and loose when it came to casting with your hands full, making War Caster less of a feat tax, but still useful.

Replaced standard zombies the infectious kind.

Drastically reduced the amount of magic items available, to the point where finding just one was a quest in of itself (I didn't really like this, I think it just made us feel a little less exciting)

Changed critical hit damage so that on a crit you did the max damage possible on a normal roll, THEN added your bonus dice on top. So a greatsword at Str 20 would be 12 + 5 + 2d6. Made crits feel a little more exciting, its always disappointing when you get a crit and roll terribly.
>>
it is normal for a new player to take about 45min-1hour to make a character?
also, i would want to know if there is some online character creator, app, or autocalculating sheet that does the heavy lifting.
>>
>>53179252
If it's a caster it can take awhile, if it's a noncaster than it should be much easier to make
>>
>Making magic items quest-chain only
It's shit
>Making magic items meaningless MMORPG-style drops everywhere
It's shit.

Magic items should be an extra reward to the players. Something with a story, not just 'I wanted something powerful so I went on a quest chain'.

An alchemy jug is mounted in a wall in a castle. At some point, the castle is buried and becomes a dungeon. Yet the mysterious mayonnaise tap in the kitchen still functions, and often slimes and other things try to keep control of it so they can have food.

Then the players come along. They figure out there's something weird about there being a mayonnaise dispenser. They could just leave it. Or, maybe they smash open the wall and find the alchemy jug.
And then they can run off with it. And do something interesting with it.

I suppose you could use magic items as a paycheck or an incentive, but I find the most fun doesn't come from following a railroad to get an item you expected.
It's a shame I see so many campaigns where this loot is something you're just expected to get in a loot pile or in a regular chest.
>>
>>53179315
MMORPG drops are fine if it's with common/uncommon items and not legendary coming out a goblin's ravaged asshole
Most are shit and a +1 sword will make the martials able to hurt higher level monsters
>>
I'm planning to run Sunless Citidel for 3 new players, I've got some experience in playing and DMing.

I'm wondering what I should do to prepare for the game? I'm already planning to do a 1-on-1 with each player to help make his character and give them the PHB pdf but other then that I have no idea what I'm doing as a DM.
>>
>>53179417
That's really just pointless, though.
It limits what weapons the maritals can use since they're going to use the +1 weapons, and you could have the same effect by just houseruling that all martials get +1 to hit and +1 to damage. The sword part of it is just lame.

And then the players end up with inventories overwhelmed with so much magical shit that they don't know what to do with all of it unless it's all just +X junk that really serves no purpose except for 'higher rolls', and that's not what a magical item should be.

Magical items should have meaning and purpose. I dare say a +1 weapon won't ruin anything much but it's just an extra thing to keep track of that isn't really necessary.

If you don't like the anti-martial resistance monsters, just get rid of the resistance or not include them, no reason to feel there's some sort of magical item tax everybody needs.
>>
Please, I need a bit of advice. Is there any creative or plausible way for fish-tailed merfolk adventurers to join the party in dry land? Without resorting to The Little Mermaid option, I mean. Could they smoothly slide their way on the ground like nagas/lamias do?
>>
>>53179524
Why do they absolutely have to?

The fact they can't go on land is a weakness, and you don't have to completely circumvent that. Perhaps the players will think of something creative themselves without you having to do everything for them.

They might make some sort of vehicle, maybe. The fishmobile. Though it wouldn't really be good for fighting.
>>
A ring that lets you cast Mage Hand as an action but instead of just one hand it summons hands equal to your Int modifier.
You can use your action to control all of them at once.
Yay or nay?
>>
>>53179524
Summon steed.

Ride a giant crab.
>>
>>53179315
Generally speaking, my players have uncovered magical items in the possession of enemies, one the corpses of long dead adventurers, or in grand tombs etc.
>>
>>53176451
Expelliarmus
>>
>>53179602
Feels kinda boring to just make it a ring. And also I don't know why you'd need all those hands when those hands can't even do things like attempt grapples or anything.

I'd make it a pair of gloves and have it so they can try things like grappling, with a strength modifier equal to your intellect or charisma modifier or something, but with the downside that it uses your concentration. Though you could use them to hold a sword and attack at a distance.
>>
>>53177536
It's hilariously trivial for any 13th level character to kill hundreds upon hundreds of commoners. You'd more need to ask why they're bothering than if it's possible.
>>
>>53179631
>Possession of enemies
Were the enemies even using it against the players, though? One of my biggest peeves is when a monster has a magical item but doesn't actually use it against the players.

And, I mean, I guess it's okay that where they find the items makes sense, but it's still not very interesting to say 'Oh, I found a corpse on the floor while I was walking along and picked up this sword'. The player put hardly any effort to acquire that item in that case, they might as well have been handed it by santa. I guess if the corpse was surrounded by traps or something.
>>
>>53179445

>Before the session rub a quart of tabasco sauce around your arsehole ,it will prepare you for when your players try to fuck you later.

>Add in an encounter with a balor for fun.

>Never forget your repertoire of memes , useful for any occasion in play.
>>
>>53179680
Yes of course, otherwise they wouldn't be carrying them around.

Although there are exceptions. Two sessions ago, the players ambushed some cultists that were to deliver an important artifact (magic item) sealed away in a box. The cultists didn't use this item.

As for your other comment, the corpses are usually in thematic places with clues and so on. Hidden rooms in dungeons where some guy was hiding from the abomination that roams the maze. He starved to death and wrote some shitty journal on the walls.
>>
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>>53179602
>>
>>53179725
Huh, well. Sounds pretty good.
>>
>>53179524
Bathtub with wheels
>>
>>53179524
Of their tails are long and muscular enough to work like a yuanti then yeah, but you aren't really making a half fish person, making a half snake person.
>>
>>53179252
>if there is some online character creator, app, or autocalculating sheet that does the heavy lifting.
Loads of them. The Fifth Edition Character Sheet app is a good bet.
>>
>>53179602
Instead of a ring make it a severed hand on a chain (to be worn around your neck).

Probably not very useful. You can't do much with the rings. I guess it could open/close several doors at once or something like that.
>>
>>53179655
>>53179780
Oh well, I guess I'll go with my original plan and just add that as an extra flavor ability on a legendary cloak.
>>
I'm playing a fighter 3/ arcane trickster x. Should I choose Champion more crits (on 19-20), or Battlemaster for battlefield utility. Note that Battlemaster can give advantage to trigger the sneak attack if there isn't an ally nearby.

For spells I have True strike, minor illusion, mage hand prestidigitation catnrips and silent image, disguise self and find familiar for first level. Should I change any of the spells?
>>
>>53179838
Yes pick a spell that adds flavor to your character that expresses something about him.

Battlemaster can give advantage and defensive but why not go full spells and pick EK? Gives you spell slot progression though slowly
>>
>>53179838
Grab one of the bladespells (booming blade, green flame blade), if you are allowed.

I'd go battlemaster, save riposte for off-turn sneak attacking.
>>
>>53179838
It feels kind of a shame to lose out on extra attack from fighter 5, even if you do aquire booming blade / green flame blade. In such a case you might as well just not multiclass out of rogue at all and if you want, say, shields, you can get that elsewhere.

Battlemaster if you want to use your reactions to sneak attack with riposte instead of uncanny dodging all day long, but having limited uses on a short rest.
Champion if you want extra crit chance all day every day.

Depends how often you expect to get short rests, really, but if you expect to get reasonable numbers of rests I'd say battlemaster is plain better. Otherwise champion is better.
>>
>>53179417
>+1 sword will make the martials able to hurt higher level monsters
Silver, I know, I know, but I always like to remind people that the jackalwere is a thing. Challenge 1/2.
>>
Heavy Armor Master feat any good or did I goof?
>>
>>53175411
Darts (ranged weapons) are fine with a free hand.

Weapons with the thrown property can only be done if you can get them in your hands.
>>
>>53179973
It's really good against mobs
>>
>>53179973
It's decent.
It makes you near invincible at early levels, but it falls off pretty hard against harder monsters. It's still one of the only forms of straight DR 5e has, and you still get a point in STR. You could do worse.
Probably best as a pick up for the variant human feat.
>>
>>53179870
I agree with EK, the level of spells makes up for being behind in rogue.
>>
>>53179973
It's great, but the reason it's not normally taken is because if you've ever got the chance to take heavy armour mastery, you should probably be taking polearm mastery or great weapon master or sentinel or whatever. Those are normally much more important than being tougher.

>>53180007
Even against harder monsters, they tend to attack multiple times instead of having one powerful attack and they don't really tend to use magical weapons.
>>
>>53179997
>>53180007
>>53180037
thanks kindly fellas! also chose it over other feats cause I didn't want too much cheese
>>
If a creature has limited spell immunity to 6th level spells and can only be harmed by +1 weapons, is that too insane?
>>
>>53175615
If your DM is nice try asking for a special kind of throwing knife, something that can be unsheathed and thrown without stopping you from using your extra attacks. Maybe give it less accuracy or power when used in melee to balance it.
>>
>>53180083
What level are the players that will be fighting this?
>>
>>53175615
Monks make throwing weapons great again. Bonus action throw instead of bonus action unarmed strike makes them the best of the DM allows it.

There is also always Way of the Knife Asshole
>>
>>53180048
I wouldn't call it cheese. If you don't take feats on a strength character rather than dexterity/intellect/wisdom/charisma, there really isn't very much point to being strength in the first place, though I suppose heavy armour mastery gives +1 and heavy armour needs strength so that's enough reason.

Of course, if nobody else has any clue what they're doing then not having any feats on a martial is probably okay balance-wise.

>>53180083
Just kinda feels like no-fun-allowed territory.
>>
>DM wants you to randomly generate your character
What do you get?
>>
>>53179680
>they might as well have been handed it by santa
Narnia, pls.
>>
>>53180122
As long as the stats aren't roll-and-assign.
>>
>>53180122
>A forceful female elf Bard with a background as a gladiator with a scar across her nose.

Actually doable I'm impressed
>>
>>53180083
>legendary resistance
>immunity to bludgeoning, slashing, and piercing weapons that are not magic
>>
>>53180101
>>53180120
At least 20 and beyond. So they aren't your run of the mill adventurers, they themselves are on the verge of becoming demigods.
>>
>>53180122
Careful female dwarf wizard with an odd accent and a background as a guild merchant.
>>
>>53180175
That's how it normally is, yes.
>>
>>53180122
Flashy male teifling sorcerer with a verbal tic and the sage background. Nailed it in one.
>>
>>53180178
Well assuming you are a typical DM and characters have +2 and +3 weapons that won't be a big deal. Sorcerers and Wizards basically will be burning their most powerful spell, which if the creature doesn't have legendary resistance, could pass, doing some damage and a condition. Earthquake knocks this creature prone, and needs to keep saving if they want to get up, the other members can have fly on them.

With all of this yeah even if the creature has 300 health 4-5 level 20s can still get it done.
>>
>>53180222
>300 health
A paladin could probably down that solo in two rounds.
>>
>>53179870
>>53180010
The spells already fit the character well. Maybe I'll get an attack cantrip.
I looked into EK, and although ekstra cantrips are nice, I'd get fuckall for spellslots since it's 1/3 of each class level rounded down.
>>53179924
Both fit the class and campaign maybe I'll go champion since I'm dual wielding. Rouge is already pretty bonus action heavy without manouvres. On the other hand, some increased battlefield utility would be nice, also for other party members. Hmm...
>>
>>53180222
>>53180246
Probably wouldn't likely have 300 health, and it'd be regenerating every round; it'll have max health at 30 Con. It also has a bunch of other abilities that will fuck their shit up.
>>
>>53180246
Yeah, honestly tarrasque has 676 so it needs to be something like that for level 20s to not crush it.
>>
>>53180255
Right, so 3 levels of EK = 3 level of AT. You keep your AT spell progression.
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>>53180265
You should take notes from the Tarasque.
>>
>>53180255
If you're using two-weapon-fihgting, absolutely go to level 5, since you can't use booming blade / green flame blade and the bonus action attack at once.
Heck, you might as well be a barbarian since barbarians add +rage damage to every attack, including the bonus action attack.

If you're using a shield.. You also kind of want extra attack because it's a second chance of getting sneak attack. So there's no winning unless you have a really high hit chance and think you can rely on booming blade and green flame blade alone.

But I guess, yeah, champion is slightly better for two-weapon-fighting than battlemaster.
>>
Actually, I've had a very interesting thought.

EK7/RogueX

The class combination is nothing new to me, but the concept is -
1. Ready an action: Booming blade / green flame blade, 'right after my turn ends I want to attack the guy within 5ft'.
2. Use your bonus action from war magic to make an attack, potentially getting sneak attack.
3. End turn.
4. Use your reaction to attack again, potentially getting sneak attack.
>>
>>53176681
Aesthetically?
Depends on how much of a purist your DM is and how much he loves/hates the fact that late 2e started to ignore, and 3e completely retconned a lot of the older D&D content.
Greyhawk used to have cross dimensional links that led to sci-fi stuff showing up, and Forgotten Realms used to be deliberately linked to Spelljammer to the point that the demihumans of the realms book introduced a kit for elves who were secretly space-aces either on infiltration missions or stranded.
>>
>>53180283
Or take notes from Tiamat or Orcus.
>>
>>53180279
Problem is I'll need three more levels, per +1 spell slot giving me two 1st level spells instead of three, then three instead of four, and one 2nd level instead two etc. I'd rather keep full spell progression given my already limited use of magic.
>>53180286
Champion it is then. I'll get to level three first and see how my damage does. Campaign is pretty RP heavy and DM rewards creativity, so maybe I'll be fine. Thanks for the help!
>>
>>53180372
When you ready an action you're turning your action into a reaction.
You wouldn't be able to use your reaction to attack again.
>>
>>53180283
>>53180377
Just combine all of the three. All their health, spell, abilities and attacks.
>>
>>53180396
Now now, there's no need for that.
>>
>>53180389
You don't need another attack from the reaction, and that would kill the purpose of it anyway. You use your bonus action after casting the cantrip as an action, which is when you ready the action.
>>
>>53180403
But how else are we going to kill the PCs?
>>
>>53180383
>some gibberish about spell slots
Your EK and AT levels are exchangeable for spell progression. They have identical spell progression.
>>
>>53180122
>3,3,5,7,8,4
A flashy female half-orc ranger with a verbal tic, who's an entertainer

blessed by the dice god
>>
>>53180419
As long as there's no meme twilight druid nonsense the PCs'll have an immensely channelling fight.

Even with that meme nonsense they'll still have a challenging fight.
>>
>>53180279
No. When you multiclass casters, you lose (1-[Rate at which you gain levels of spellcasting/level]) levels worth of spell casting for each class.
This is 2/3 for EK/AT, 1/2 for paladin/ranger, 0 for full casters.

So, in total, you actually lose 4/3 spellcasting levels for multiclassing AT with EK (Though note you can't go below 1 level of spellcasting).
>>
>>53180396
Tiarrascus the 5 headed Tarrasque Necromancer
>>
>>53180475
I meant with 'can't go below 1 level of spellcasting' that you can't go below 1 level of spellcasting on any specific class.

A level 3 EK that has multiclassed into other casters has lost 0 levels of spellcasting.
A level 4 EK has lost 1 level of spellcasting, but requires 2 more levels to get the next level of spellcasting, so it's essentially losing 2/3 of a spellcasting level.
>>
>>53180122
>2,2,5,2,2,5

A clever male half-orc bard with glasses and a rep as a folk hero.

I honestly think this might be a neat idea.
>>
>>53180421
Nvm, you're right. My reading comprehension/ math sucks
>>
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>>53180476
>5 bites
>5 swallows
>when you finally get out there's an undead army waiting for you
>>
>>53180492
Thing is you divide your class levels by three and add them togheter (rounded down). You then use the calculated level and the multiclassing spellcasting table. A level 9 EK would have 4 1st level spells, and 2 2nd level spells. A level 3 EK and 6 Arcane would count as a level 3 multiclassed caster (3/3 + 6/3) and would also have 4 1st level spells and 2nd level spells per the multiclassed table.
>>
>>53180533
What you say isn't wrong. Because you're working in factors of 3.
However, consider:
A level 5 EK has 2 levels of spellcasting.
A level 5 AT has 2 levels of spellcasting.
A level 10 EK5/AT5 has 2 levels of spellcasting.
Explain that, fucker.
>>
>>53180122
Forceful Male Dragoborn Monk with an odd accent who's a gladiator.

Crouching Tiger, Hidden Dragon
>>
>>53177663
The tranny straight up does not make sense in any d&d world with wizards.
Find a girdle of sex change, some potions of alter self, an amicable caster that can fix you, or learn how to fucking cast some magic!
Transexuals are a no-issue when there's magic around. They need an extra ritual every once in a while, big deal.
>>
>>53180566
Alright, so you get get a delayed, but not diminished spell progression.

A level 5 EK has three 1st level spells
A level 10 EK has four 1st level, and three 2nd level spells
A level 5 EK/ 5 AT has four 1st, and two 2nd level spells
A level 12 EK has four 1st, and three 2nd level spells
A level 6 EK/ 6 AT has four 1st level and three 2nd level spells.

Combined you have have more cantrips as well.
>>
>>53180633
>A level 5 EK/ 5 AT has four 1st, and two 2nd level spells
Two levels of spellcasting. (5/3)rounded + (5/3)rounded = 2.
Three level 1 spell slots.
>>
>>53180519
>>53180476
>>53180474
>>53180419
>>53180396
It'll be used to teach the adventurers humility.
>>
>>53180655
Actually let me double check that, because RAW it looks like it could be either way possibly, and I'm running off of probably half-year-old information I've remembered about spell multiclassing.

Unfortunately all the sage advice shit is like 'Do you round up or down?' rather than something useful.
>>
>>53180683
Oh, found it
"Multiclass spell slots: when dividing the levels of multiple classes, you divide, round down, and then add the results together."
4chan won't let me post sageadvice link, but google should find it using the quote from Jeremy Crawford above.
>>
>>53180656
>Here's your reminder to tell your new players that Tiamasscus the Evil visits murderhobos in their sleep and gives them crit fails.
>>
>>53180749
Tiarrascus* gotta settle on a name, need some art for this too.
>>
>>53180683
>>53180704
RAW when multiclassing AT/ EK it's better to level up in multiples of three e.g. a 5/5 would be a 2nd level multiclassed spellcaster, but a 3/6 would be a 3rd level, and so would a 5/6.
>>
The United Druid Forces are directed by the god of nature to destroy all civilization. What are some cool plots and scheme sand shit they do that the players can try stop?
>>
>>53180920
UDF! UDF! UDF!
>>
>>53180907
Yeah, but also it's not always the best idea.

You might want 5 levels for extra attack, or 7 levels for war magic/what battlemaster gets. The best features aren't on multiples of 3 all the time, so you then have to decide if you want to get, say, an ASI and a level of spellcasting or busy yourself getting key rogue features like uncanny dodge.
>>
>>53180920
You can do absolutely fucking nothing. They can magic your fields barren and free/kill all your animals, then just wait until you all die of hunger/turn to cannibalism to survive as society as we know it collapses.
>>
>>53175615
Becuase you're tossing your weapons at the enemy instead of whaling on them
>>
>>53180920
They're establishing contact with a necromancer, in the intent to create a 144-skellies Animal Shapes army.
>>
>>53180934
Mass awaken whole forests to cut of trade routes, perform a ritual to turn a town/city into a fucking jungle, summon elementals and animals to attack people and hold a DruidCon.
>>
>>53175896
>>53175999
Trips confirm you must do this anon
>>
>>53180934
True. Once you go past a dip of 1-3 levels, it's all trading one thing for another. I can see arguments both for more or less levels of each depending on what you want to RP or get out of combat.
>>
How do I make a dungeon that tests the PCs courage, loyalty and self-sacrifice? What if it's about testing only one PC? I think I got a decent idea for self-sacrifice, at least.
>>
>>53181222
Give them a room where one person has to willingly sacrifice themselves for the others to proceed.
>>
>>53181222
Cultists. Cultist books everywhere. Have the cultists all try to convert them. Have the cultists suggest they sacrifice them for the great Cthulu.

If the PC has a lot of courage, loyalty and self-sacrifice they'll make a perfect cultist.
>>
>>53181222
>courage
Tell them a trap has a DC 30 kill effect, and see if they're brave enough to do it anyway. Whether it's actually a trap is up to you.
>>
>>53181222
>loyalty
Offer something of value for betraying their party. The item is actually cursed, so if they take it they're fucked.

>courage
This one is harder. My thoughts are currently some sort of corridor that appears dangerous, but at the end of the hall is a lever or something needed to progress.

Current thought is maybe like
>When they enter the hallway, a pillar of flame rises up and follows close behind
>A hint outside implied they should walk.
>If they run through it, they trigger a trap.
>If they walk, they notice that the pillar of flame won't gain on them, it only matches their pace.
>>
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>>53181222
>>
>>53181365
>telling players the DC on traps
>>
>>53181493
Well in this case them believing you is the trap.
>>
I'm looking for a sort of "modular" dungeon; something where the parts and key rooms can be moved around as the party explores. Can anyone help me with this?
>>
>>53180418
That's not how readying an action works. Your action is readying, so you don't get War Magic, and "the end of my turn" is not a proper trigger, though you should be able to come up with something that actually works.
>>
>>53181659
"When you ready a spell, you cast it as normal but
hold its energy"

You have cast a spell AND used your action to do it. What's wrong?
>>
>>53181653
Pretty easy, just move the container to where you want.
>>
Full Wizard or Valor Bard?
>>
>>53179602
Do I permanently lose int for each hand that touching something I shouldn't?
>>
>>53181354
That's my idea for the last trial. The one PC will be separated from the party and their side will begin to burn. The PC will have to option to step on a pressure plate or something that'll make his side burn instead. All the while a guardian NPC tells him the party is an unfortunate sacrifice needed to make him strong enough to defeat the ultimate evil.

>>53181373
I like those ideas, thanks! Will be sure to use them.

>>53181362
Kek
>>53181365
Don't think I'd do it like that, but the idea to present an obviously deadly situation is good.
>>
What makes a feral tiefling different from a regular tiefling appearancewise/lorewise? Any good art of one?
>>
>>53181765
Depends on what your party needs, unless you'rejust after what's more fun
>>
>>53182021
I'm after fun.
>>
>>53181765
Depends what you like.
>>
>>53179524
Goliath bearbarian carrying a barrel of water on their back.
Play a mer-Ranger.

Or you made a deal with an evil Kraken and were magically transmuted to have legs when you're on land, but revert to fishform when submerged or doused with water.
>>
>>53182071
Valor Bard is fun
>>
>>53182071
>>53182282

Have a look at the mechanics, they're both full casters but Bard lets you support your team with inspirations and healing. Wizard can be literally anything, they're such a versatile class that you'll be hard-pressed not to have fun with everything it can do.
>>
>>53181773
Nope just wis
>>
>>53179576
It's not fair, sea elves, shalarin, nixies, tritons, sahuagin and even the kuo toa can join parties because of their stupid feet. ;_; Meanwhile the merfolk are stuck in salt water with their fantastic abilities as sorcerers and bards completely underrated.
It would be so delightful to see the merfolk kicking ass while keeping their beautiful fins even on land. They even have two unique classes called Siren; which is a VERY aggressive version of Bard, filled with deadly and maddening musical effects, and Sea Witch; which is a dangerous combination of Siren and aquatic Necromancer. Literally Dawn of the Dead meets Under the Sea.

>>53179611
This is glorious, thanks for your suggestion anon. You deserve a strawberry.
>>
>>53180372
Imo it's better if you add 2 levels of Warlock for Eldritch blast, and go longbow.

That said, your concept breaks action economy pretty badly and wouldn't trigger war magic as you're not using your action to cast a cantrip.
>>
Shepard or Dreams Druid for SKT?

Looking mainly for being a support really. Dreams has a really neat teleportation ability along with some nice hearth-protect thingy, though Shepard seems to be built around support/buffs etc.

Thoughts?
Thinking of making him a half orc aswell.
>>
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>>53182405
And yeah, I feel they are so more restricted than they deserve... ;_;

>>53182258
I contemplated an idea I found in Rumiko Takahashi's Mermaid Saga.

Basically, mermen and mermaids who want to stay in human form and prolong their own lives from centuries to millenia have to eat the flesh (or just drink the blood) of a human who comsumed their own flesh and survived. Which unfortunately is a VERY rare occurrence, since merfolk flesh contains the most dreadful poison in nature. Some explode in convulsions, vomit rivers of blood, become undead aberrations in constant torment called Lost Souls or worse. Just a few individuals eat their flesh and remain unscathed.
>>
What home-brewed rules and content have you added into your current games?

I have an exotic weapon inventory, slightly better than current PHB inventory but players don't start out with proficiency.
>>
Redpill me on mastermind. Is it any good? If I play a mastermind 3/battlemaster everything else multiclass, will I suck?
>>
>>53181598
Poke it with a multiple 10 foot poles tied together
>>
Do you let players long rest in dungeons? Also, how do you track in-game time?
>>
>>53182978
It's playable, just make sure master of tactics is useful for your party. You as a frontline with a ranger standing 100 feet away and two casters, it isn't going to be great. Loses effectiveness if you use flanking rules.
>>
>>53183015
They can I just roll on the encounter board so they get attacked in the middle of it before they get their full rest.
>>
>>53183059
What if they find a small room and bar the door?
>>
>>53177501
So I need to kill only 90 peasants to get to level 3 is what you mean?
>>
>>53183015
Depends on the dungeon and how well they hide their resting place.
>>
I know it's more of a creativity thing, but can anyone suggest some cool uses for the Medicine skill? Diagnosing wounds/treatments/poisons obviously, but what about some more unusual options?
>>
>>53183015
If you want ideas on tracking time, there is this
https://www.youtube.com/watch?v=ZtFfq_yQQR4
>>
>>53182584
Sounds like you fucks need to get chummy with dwarves or yuan ti
>>
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>>53183088
Poisoning your enemies.
>>
>>53183077
Enemy has to constitute an actual threat for you to gain XP from them. Which is why you can't grind out gobbos until you hit 20.
>>
>>53183121
Like figuring out how to poison someone in lieu of having actual poisons?
>>
Has anyone tried the samurai fighter ua? Fighting spirit seems pretty damn good. Seems like it could be fun thematically as well, I'm thinking a half orc samurai with some sort of oni vibes going on.
>>
>>53183094
Thanks buddy.
>>
>>53183132
Funny thing about medicine too much of it and it's deadly.
>>
>>53183072
Then whatever lives there probably notices and either tries to get in, or bars the door themselves. So now the PCs are trapped.
>>
>>53183088
Telling how something killed a corpse. More useful than you think if it's shown.
>>
>>53183175
Medicine, the forensic autism skill.
>>
>>53183157
Went retarded for a moment and forgot you could over-medicate people, thanks kindly
>>53183175
I'll file that under diagnosing wounds
>>
nub dm here, do you guys let all the players roll when it comes to skill/ability checks?
I mean it makes sense when different people are trying to kick down a door, but seems a little cheesy when seven players are just rolling t'ill one of them gets it right
>>
>>53182984
Nothing appears to happen.
>>
>>53183274
Depends on the check. Sometimes it will require training. When they have all the time in the world to do something physical, like kicking a door down, and they can keep trying until they do it, don't make them roll, just have it happen if they have training in the skill required.
>>
>>53183274
Here's a better tip: if time isn't a critical factor in the situation, and at least one character has a significant chance of accomplishing the task, don't ask for a roll in the first place.
>>
>>53183274
I don't actually DM but As for kicking a door in I wouldn't even let a spell caster attempt it, unless they have athletics profiency. And that shit makes a lot of sound, if they fail it, and keep trying whatever is on the other side will strengthen.
>>
>>53182521
EB doesn't get sneak attack.

You are using your action to cast the cantrip as you cast a spell as part of the 'ready' action.

I mean, it seems to adhere perfectly fine to the wording, but I haven't seen a sage advice thing.
>>
>>53183336
>>53183348
>>53183619
Thanks!
>>
>>53183216
No problem, with how med happy America is at least I can understand how people would forget. Because they want you to so you keep buying and not ask too many questions.
>>
>>53183642
Also you might want to consider that a single ability check isn't necessarily one single action, like a kick or a pull.
Like someone swimming in treacherous waters doesn't need to roll athletics for every stroke of the arm
>>
>>53180566
and at level 10, a BM 5/ AT 5 has 2 levels of spellcasting too. But at level 11, the EK 5/AT6 has 3 levels, or EK 6/AT 5 has 3 levels, but BM5/AT6 still has 2 levels of casting.
>>
Any advice on building an AL character for the first time?
I'm torn between going full munchkin, or just running with a fun/silly character concept
>>
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What would be the best way to run a diablo 1 style dungeon crawl?
>>
>>53183275
Bag of rats
>>
>>53183957
If memory serves - spamming Teleport and indirect attack spells.
>>
>>53183904
Something fun makes people like you, munchkins don't do you any favors.
>>
Anyone have experience with Arcana Domain Clerics? Finally got my hands on SCAG, and the class looks really intriguing. Finally a chance for Potent Spellcasting to be useful (eventually), but does cleric have enough spell slots to make use of the domain spells while still having some healing in reserve? Or is Arcana Cleric just a blaster caster with a different spell list?
>>
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>>53183957
>>
>>53181697
Casting Booming Blade isn't taking the Attack action either, but you have made an attack and you have used your action to do it.
>>
>>53182005
Google image search DiTerlizzi Tieflings.
>>
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>>53176695
Two little words, anon.
>Forest
>Fire
>>
>>53183957
Tales from the Yawning Portal is right there waiting for you.
>>
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Is there anywhere I can get a bunch of free roll20 assets?

I'm running Storm King and I don't want to use the shitty, tiny and underdetailed maps for indoor settings.
>>
Do you think a villain can be a technical pacifist, I.E. someone willing to inflict great amounts of harm, but, never kill, and still be effective? I kind of wanna try writing one and want some ideas. I was thinking of making him a Cleric with a personality between Shaft from Castlevania and
Enrico Pucci, but, I'm free to any ideas.
>>
nufag here, how many posts until a /tg/ thread stops getting bumped?
>>
Melee cantrips won't work with the UA beast conclave pet reaction attacks right?
>>
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My gaming group who I'll be running through Storm Kings Thunder have gone a spoiled that Iymrith is a dragon.. Is this a total spoiler that ruins the story? Should i just rename her so they don't catch on?
>>
>>53183274
I have to say, it's an uncommon door that can be kicked by seven people at the same time. If it is that big, maybe it takes all of them to get it open. Some alternate opening methods are "X total strength score among the characters, max Y characters at a time"
>>
>>53184420
300
>>
>>53184420
300, but we don't make a new thread till page 9 or so
>>
So how would you allow a character who would want to take 2 monastery monk traditions? How would you balance it or make it viable?
>>
>>53184464
>>53184489
cool cool
>>
>>53184411

>What are slavers?
>>
>>53184411
The biggest issue is what are they doing that makes them a villain? Usually stopping thingns from killing a lot of people is what the typical party does, what is this villain gonna do that won't hurt anyone?
>>
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>>53184437
Have her be a demoness instead

>inb4 bad crop
>>
>>53184437
You can rename her, or you can change the story
>>
>>53183088
>Forensics and analyzing remains.
>Torture.
>Diagnosin ailments and perscribing cures.
>>
>>53184503
Depends on the traditions and if the enemies and campaigns are balanced around that.
>>
>>53184527
Haha what the hell is this from?
>>
>>53184503
Choose 1 the character starts with, let the character earn features of the other as an alternative to treasure.
>>
>>53184574
Has to be Dwarf Fortress. It gets pretty ridiculous.
>>
>>53184428
Correct. The melee cantrips use the Cast a Spell action. The Beast Conclave pet reaction looks for you to use the Attack action.
>>
>>53184523
Well I was envisioning him as someone who wanted to summon his god back to the mortal realm. He wants his god to forge the world in chaos again since he believes mortals are beyond saving. So he won't do the killing specifically, since that is his god's job, but, he'll still maim, cripple, and order others to do the final blow for him. As long as he doesn't specifically sully his own hands with the final blow he's okay consciously.
>>
>>53184503
Which traditions?
Generic suggestions: must be in stance to use a tradition's ability. Enter or exit a stance as a bonus action. Switch to a new stance while in a stance as an action.

Or homebrew a tradition that gets some feature from either.

Or homebrew a tradition that uses stances in a way and has features that are thematically similar but balanced for being swappable.
>>
>>53184503
Make one of them Wot4E
Balance solved

>>53184610
>killing is his god's job
>lets others do the final blow for him
Sounds a bit inconsistent there m8
>>
>>53184647
>Not having an avatar of your chosen god to strike the final blow
>>
>>53184647
Read technical pacifist from above. It's not true pacifism I know, but, as long as he doesn't end their life specifically he feels safe, even if that's bending the rules for his own mind.
>>
>>53184695
My point is, if the reason he doesn't kill is that so his god can do it when he arrives, it makes no sense to let his minions kill people, because they're KSing from his god.
>>
>>53183088

Grab an Herbalism Kit, make your own health potions.
>>
>>53184730
Ah, sorry, I misunderstood your point then. You're right, I'll take that out since it doesn't make much sense.
>>
Would you allow a beastmaster pet to take a feat instead of an ASI? I'm not talking things that make no sense like magic initiate, but things like toughness or mobile
>>
My party's spellcasters include a paladin, an artificer, and myself as an archfey warlock. We just hit level three and I am debating whether I take pact of blade or tome. There's two other melee classes.
>>
What kind of spell would be responsible for perfectly preserving a corpse?
>>
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>>53184437
Make her be an actual helpful NPC and put someone else as the dragon.
Or change her type. She could be a devil in disguise.
>>
>>53184748
Not him but are there even any rules for that in D&D5? I find the lack of rules to craft items aappalling
>>
>>53184826
Gentle Repose, you moron.
>>
>>53184796
>Not having your bear cast booming blade

>>53184798
You can go for Blade and the Moon Bow invocation or whatever it's called and rain down ranged smites once per battle.
>>
>>53184826
Gentle Repose, lvl 2 necromancy, a classic wizard and cleric spell. It lasts 10 days.
>>
>>53184864
Needs a weapon. An ape could do it I guess
>>
>>53184796
I would let them take some feats like Alert and Charger.
>>
>>53184891
Talking about apes, lv20 Ape companion can have 16 INT. Pretty rad.
>>
>>53184830

Sorta? All crafting is lumped under downtime activities, but it takes forever to make anything you'd actually want because you can only advance in 5gp steps per day, so a healing potion takes 10 days to make, and you need proficiency in the tools you need.

My group's DM houseruled that the time required depends on the size and complexity, not on the value. So a suit of armor still takes a long time, but someone could brew a potion of healing in an hour and a half.
>>
>>53184932
You could actually get any animal with 3 int or less to 16 int if you have a druid to cast awaken on it at level 9-11. Find a druid that will cast it on it at level 3 and you can get it to 20 int, but I doubt a DM would ever have that happen
>>
>>53184988
yeah that's what I thought, so you basically can't craft stuff
>>
>>53184829
That's a pretty good idea, or make her seem really helpful (with another name), then reveal her as the big bad a little more discretely.
>>
>>53184864
Is it worth taking eldritch blast and the associated invocations if I'm going the bowlock?
>>
>>53185143
It's always worth taking eldritch blast and the associated invocations. No warlock will ever use a weapon as their sole means of attack - not in this edition.

>>53185003
Awaken is a sweet spell. Back in 3.PF I proved conclusively that it makes playing a duck perfectly legal and my DM allowed it.
>>
>>53184891
>not giving your bear a helmet with a wicked-ass unihorn so it can make a weapon attack with its charge
>>
>>53185012
>>53184988
There was a UA for downtime stuff last month you faggots
>>
>>53185499
Calm down, nolifer.
>>
>>53185518
Wow man you sure showed me
>>
Guys, I want to introduce a magic item that starts kinda lame but progresses into something more interesting. Tell me if you think I should start like this or lamer.

Pike
>whenever this weapon is wet (with water only), you can use your bonus action to project the drops up to 10 ft. as a ranged attack. They cause 1d4 piercing damage. If you attack a creature you've done damage like this in your turn, that creature loses its dexterity bonus to AC.

I'm thinking about dropping the second half of the effect.
>>
GMs, what's your go-to strategy for making +1 Weapons/Armor interesting?
>>
>>53185587
The second half makes it not lame at all against lightly-armored folks.

>>53185628
Make them exceedingly rare and always have some other effect.
In fact, in my campaign, all magic weapons were +0 except the legendary artifact macguffin, which was +2. My players got to use it for one battle and the dude was super stoked about it.
If magic + items are on a premium, they become interesting.
>>
>>53185628
You could always add minor properties and quirks from the DMG. If you want more, some of these are decent.
http://www.lordbyng.net/inspiration/index.php
>>
>>53185628

LOTR style, make it a historically significant weapon/piece of armor. Its the Longsword of General Aberforth, and running up the length of the blade is an engraving showing the general's many victories over the vicious orcs that plagued his land.
>>
>>53185628
Grab a few minor enchantments for it.
>>
>>53185672
So maybe add the second half later?
>>
>>53185685
Divines bless your kind soul, anon.
>>
>>53185628
It's broken, but still good enough to be a +1 weapon
It's possessed by it's last owner/generally sentient
It's needed for a quest
It's known to be infamous in history, or heretical in design
It's cursed!
It allows you to be tracked by a greater entity
It lets you have safe passage with normally hostile enemies
>>
Does anyone know of a chart and/or program that can generate random environmental features based on a terrain type?
>>
New thread lads >>53186359
>>
>>53185672
>Make them exceedingly rare and always have some other effect.

I think the issue here is that it will front-load the cool factor on to the casters.
Melee characters are already very light on the cool factor unless you shove in some homebrewed feats or neat magical items.

Except paladins. Fuck novadins.
>>
>>53180122
>Flashy Female Gnome Monk with Noble/retainers background and a verbal tic
Reminds me of the Xingese characters from Fullmetal Alchemist, I could work with it
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