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/5eg/ D&D Fifth Edition General

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>Official /5eg/ Mega Trove, contains all official 5e stuff:
https://mega.nz#F!UVkTnT5b!FJ34UZ98BMY2mEtexenS7g

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

>/tg/ Character Sheet
https://mega.nz/#F!x0UkRDQK!l-iAUnE46Aabih71s-10DQ
>>
This is what we have of CoS so far...

>First 20 pages
https://mega.nz/#F!4hxnmbbC!b4VJCYBTKvNN4FJ1zQU2uQ

>Chapter 4
https://mega.nz/#!TgJQgZwa!OZw13Eb6BLAtQJ-SaRd18CgSTUHH6m-FsFwDwajEYBo
>>
>>46153967
What happened to all the homebrew stuff that /tg/ had made? The Downtime Activities and stuff. I can't seem to find the link in the pastebin, though perhaps I'm just blind.
>>
>>46153967
>>46154004
Oh, while I'm here and on that subject...

Races of Ravenloft

>Caliban
Hideous people who were exposed to fell magic while still in the womb. Comes in two varieties: Hulks, which are big Frankenstein-looking motherfuckers, and Runts, which are tiny Igor-looking motherfuckers. Directly updated from Ravenloft.

>Dhampirs
Half-human, half-vampire, usually created as a result of a pregnant woman being attacked by a vampire but surviving the encounter, rather than sex. Though that's possible. Comes in three varieties; Dread, Noble, and Feral. Based off of some homebrew I found online, but toned down significantly from said homebrew.

There's also variant rules for Dhampirs still being able to turn people in vampire spawn (which the dampirs don't control and who proabbly won't be happy), as well as dhampirs becoming vampires by 9th level.

>Half-Vistani
Half-gypsies who are basically the half-elves of the setting, but Wisdom-based rather than Charisma-based. Also get a lesser Evil Eye.

>Human
Mostly there for explaining patronymics. Directly copied from standard D&D

>Shifters
Imported from Eberron, but I think they actually fit the setting. Directly lifted from the Unearthed Arcana.

Also includes variant rules whereby they still carry the lycanthropy curse and can become full lycanthropes by level 9.

>Tieflings
More in line with the original Planescape version in that they look basically human but with a random number of devilish traits. Also includes the variant traits from SCAG.
>>
If anyone remembers me from the last 5e general thread, I've updated my Oathbreaker variant homebrew based on input, and would love to get some more feedback on the latest iteration (What needs rebalancing, etc.):
https://www.dropbox.com/s/srs6pucafjrejrf/Oathbreaker%20Variant%20v2.5.rtf?dl=0

(I posted this in a thread someone made about death knights, but got no replies)
>>
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>>46154061
>Caliban
Yes please
>>
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I accidentally a whole post. Meant to post it here.

http://pastebin.com/8xXXujGU

How does my Rogue Blood Magic/Gunslinger variant archetype look?

The way I want it to work is a class that takes careful planning and patience to reap the most rewards. A regular gunslinger would easily win in a one on one fight, but this archetype I want to capitalize on the rogues sneak attack strengths, for a one shot-one kill sniper that uses their own blood.

I'm gonna make my CoS game feel very Bloodborne.
>>
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>>46154172
>I'm gonna make my CoS game feel very Bloodborne.
Don't forget about the Great Old Ones!
>>
>>46154238

Of course. But they are going to be very hidden and distant, with only whispers of madmen even acknowledging their presence during the entire 10 level CoS adventure. But we'll likely keep going after that and find out all there is to learn about the cursed land.

In any case, is the class archetype too OP?
>>
>>46154172
The lines
>the power they hold is simply an art form, unconnected to gods or the magical weave, that it comes from themselves and themselves alone
and
>The sigils they create can often times seem....otherwordly.

Seem to contradict eachother. If the power of bloodtinge is otherworldly, it has other points of origin besides the caster themselves. And, if you're going with Bloodborne themes, it certainly should have some connection to the Great Old Ones. If the hints spread throughout the game are anything to go by, the beasts started appearing because the healing church was mixing blood of the Great Ones with that of mortals. Take that into consideration.
>>
>>46154172
Also,
>Bloodtinge ammo can be made from scratch as if one were making a common magical item
And essentially the entire "Gunsmith" part, there should be a monetary cost specified for creating such weapons and ammunition.
>>
>>46154286

Yeah I kind of changed my mind mid-paragraph while writing that. On one hand I don't want it to be blood magic, which is connected to the weave and what have you. I'm still doing the campaign in the forgotten realms setting. So at first I wanted it to be a personal art that granted power. But then the more I thought about it, the more I wanted there to be influence from the Old Ones. Much like how in Bloodborne, the guy that made all the runes had massive insight and could read their language. So maybe this could be the same concept, but written in blood.
>>
>>46154303

I took the entire first half of that straight from the Gunslinger homebrew in the DM's guild lol.

>>46154316

And thats straight from the homebrew Blood Magic in Unearthed Arcana. Basically you lose your hit die that you'd normally use to heal yourself during a rest with.
>>
>>46154172
It looks like you have to spend hit die to get any bloodtinge points, if I'm understanding this correctly. It sounds like a very rarely used ability.

It describes that bullet creation is done as a magical item, so spending 8 hours in a day just for two bullets that can miss, and also cost hit die to shoot, extremely hard to use.

Madman's knowledge, gaining short-term madness, at this point, whoever is going to play this archetype, also has to have the DMG on their person, to look all this shit up unless it's intended to be this obfuscated. This is also really player dependant, because it's a mechanical benefit for roleplaying circumstance, it sounds like things you wouldn't want to mix together. Then again, I'm the kind of person who thinks madness is kind of an 'eh' concept in DnD.

That's all for now, continuing reading.
>>
>>46154322
>I took the entire first half of that straight from the Gunslinger homebrew in the DM's guild lol.
I would say the same thing to them, then. No one gets to create weapons for free.
>>
>>46154172
I think Madman's Knowledge should be something a player can choose to activate whenever they make an insight check, rather than a passive trait. Otherwise, it seems like too negative of a feature.
>>
>>46154061

Which setting does this actually refer to? The more recent and expanded AD&D setting with the Lands of the Core and the Islands? or is this the 1980s Ravenloft that CoS takes after?
>>
>>46154325

It would be pretty rarely used. Considering you can spend a turn to using the second action in the First Blood perk to give yourself two major wounds, and then get an attack thats pretty much a guarenteed crit if it hits, and a nat 20 does maximum damage, im really trying for a sniper type class. You can still use a gun and other rogue abilities outside of this, remember.

As for Madmen's knowledge, thats more of a flavor thing. With advantage, failing the insight roll would be pretty difficult, but I wanted there to be some sort of drawback to keep it from being too strong. I figured short term madness would work, especially since it fits with the archetype concept in my mind.

>>46154359

This sounds like a good idea. I'll put that in.
>>
>>46154172
You should specify what sort of action performing a Bloodtinge ability requires. If it requires a bonus action, I think that would be balanced. If it requires no action, I'd say they're too powerful.
>>
There is a room in Ravenloft where Two iron golems come to life and kill the party if they mess with a brazier

I have players who love just smashing random shit. They are going to get raped
>>
>>46154172
>>46154379
In addition, can you stack some of them?
It sounds like there's no limit to minor wounds, so if you get a good several rounds to prepare a shot, it's going to be ludicruously good.
>>
>>46154396

My god. I can't wait to see my party go weeks into the book and then get fucked by them..

I--is that too evil of me?..
>>
>>46154379

Enhancing the bullet costs a bonus action, and can place any amount of currently stored Bloodtinge points on that piece of ammunition. However, creating the wounds costs a bonus action for a minor, or an action for a major. With this, you can theoretically get off an attack with advantage using the Bloodseeker bullet every other round.

>>46154401

You can only have as many bloodtinge points as your Int mod, but in one action can place any amount of bloodtinge points you've created with wounds on that round.
>>
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>>46154172
Reaper seems badly in need of a nerf. Many creatures have very few hitpoints for their CR, like Demiliches, and rely on other means to survive. If you want an instant death attack, consider something similar to the Death Cleric's Touch of Death ability, or, as I prefer, the Cleric of Kelemvor variant's Deathtouch.
>>
>>46154421

>Contructs and undead are immune.

I figure by level 17 it really wouldn't matter much.
>>
>>46154086
Any feedback on this?
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>>46154416
The only way I see them surviving is if they use the brazier or destroy the doors. Although they might not even then because of two 45 damage poison breaths
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>>46154440

Honestly it's a pretty cut and dry variant. I don't see any problems with it right offhand.

I could probably go in depth and look at all the spell differences and see if necrotic damage is stronger or weaker than what those spells would normally do, but otherwise nothing is catching my eye as being too strong or weak. The oath of vengeance paladin in my campaign has a companion stronger than those shadows with a little bit of DM leeway, and he's still not the strongest in the group.

I'd give it a pass.
>>
>>46154418
Someone with no or minimum Int modifier cannot gain any benefit from Major Wound.
>>
>>46154440
whats the point of learning vampiric touch when he has hungering smite
>>
>>46154475

Basically, yes.
>>
>>46154485
So the only Bloodtinge abilities he can use are just two bullet enhancements?
>>
>>46154479
Vampiric Touch is infinitely superior to Hungering Smite. Hungering Smite provides half of 2d6 temporary hit points, Temporary hit points do not stack. If you gain more temporary hit points from a new source, you keep whichever are higher, you do not combine the two.
>>
>>46154440
keep in mind that evoke shadows is 5 CR 1/2 summons so you are giving your paladin a 3-4th level summoning spell every rest

my main question apart from
>>46154479

Is why. whats the point of this archetype over oathbreaker
>>
>>46154494

3 at level 3, and 5 at level 13.

From the feedback I've gotten I feel like in my quest to make it not too powerful, i've ended up making it underpowered.
>>
>>46154508

Sorry, 6 at level 13
>>
>>46154508
Whispering Bullet costs 2, someone with low int modifier cannot hold 2 points.
So does Nightmare bullet and blinding bullet not to mention Old Bonedust Bullet.
>>
Are the stirge and flying snake the only 'fantastical beasts' that are actually classified as beasts in the MM?
>>
>>46154504
>whats the point of this archetype over oathbreaker
Oathbreaker, as an archetype, is focused on mind control (crown of madness, dominate person, dreadful aspect) and undead management. I love the concept of a dark/fallen paladin, but not in the way the current Oathbreaker portrays it, and wanted to create something a bit different.
>>
>>46154524

Ah yeah, well i was keeping in mind that whoever's picking this archetype would be putting points into Int, especially because the rogue gets so many ability score ups.
>>
>>46154528

No
>>
>>46154524
In addition, to even use Old Bonedust Bullet, you need a minimum of 18 Int.
No other archetype locks stuff behind minimum modifiers.
>>
>>46154501
Not really

Vampiric touch is heal half of 3d6 damage using 3rd level slot so average of 5 damage healed

Hungering strike is 4d6 damage at 3rd level (plus your normal weapon damage) and average 7 temp hp. It's also a bonus action so you can also do your other attack damage

no one is ever EVER going to use vampiric touch when they can hungering strike
>>
>>46154504
>5 CR 1/2 summons
That's only if they have 20 Charisma, which they shouldn't until late game. Also, keep in mind that, even at 20 Cha, 5 is the maximum, and they disappear after 1 minute. It's meant to be used in combat, and making it a Channel Divinity forces a choice between shadows or Baleful Blade.
>>
>>46154533
This seems stupid. If you can't make preexisting mechanics support your fluff, then play a new game.
>>
>>46154549

You've got a point. I may need to rework this a bit. Perhaps I could make it so they just keep gaining more Bloodtinge abilities as they level up at certain intervals. Make a nice little chart like someone would do with spells.
>>
>>46154556
I'm not dissing you I'm just hoping that you are aware that you are gifting them a 3/4th level spell a rest
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>>46154551
The temporary hit points gained from Hungering Smite are only half of the additional necrotic damage (2d6) not the entire attack's damage.
>>
>>46154570
Cast at 3rd level (vampiric touch is 3rd level) hungering strike does an additional 4d6 necrotic damage. The average of 4d6 is 14 and half that is 7
>>
>>46154570
>>46154551
Should I nerf Hungering Smite to 1d6?
>>
>>46154539
I haven't even gotten to the potential theory of a one shot sniper kill, but the conclusion to this homebrew archetype I'm coming to is "locked".
It might be really fun or overpowered or underpowered when you do unlock the abilities for real but you have to pick ASIs in a certain way to even access them.
It's the creating the MMO-issue where there's only one build that works and doesn't let you go wild with your own imagination, you can't be a feat-heavy Hoonter.
>>
>>46153967
Alright spoilers about Out of the Abyss

My group is running is right now and we just had 2 fatalities

we just got to sloobludop, did that evil priestess of the deep father rek anyone else?
>>
>>46154585
I have no problem with it, I'm just asking WHY would you give them vampiric touch when it is useless to them
>>
>>46154558
I'm sure I'm not the only one who wants there to be an antipaladin that's not just a mindraping armored necromancer.
>>
>>46154596
Good question. To be honest, I'm not quite sure. I could replace with a different spell, but I don't know which. The lifedrain seemed thematically appropriate to the archetype I was going for, but the only reason I put it there is that I originally intended Evoke Shadows to be a spell, and put it there, but considered that too overpowered and made it into a Channel Divinity.
>>
>>46154599
>>46154558
Also, besides what I said, the Oathbreaker is essentially still a regular Paladin. I'd expect a dark knight to have a bit more necrotic damage.
>>
>>46154616
Hunger of Hadar, Bestow Curse or Gaseous Form
>>
>>46154588

Im re-doing it now so that creating the bullets and enhancing them is more like a wizard preparing his spells during a short rest. Will post the revised version in a moment.
>>
>>46154638
Standard Oathbreakers already learn Bestow Curse at level 9, and so does my variant. Hunger of Hadar's not a bad idea, though.

Also, do you think I should change Hungering Smite so that the temporary hit points it provides are equal to the caster's CHA modifier instead?
>>
>>46154547
ok thanks. What else is their, aside from giant X and dire X
>>
>fucking around at home
>roll high
>on game day
>roll terribly

I'm cursed.
>>
>>46154685
r u strahd
>>
Remember to remind your players to return all undead slain to life!

Especially power archmages who are in love with Strahd and will TOTALLY help the party slay him
>>
>>46154004
Do ya'll really want it in there? It seemed rather pointless, everyone has their stuff up on DMsGuild I thought.
>>
>>46153967
In the tg 4 page character sheet in the player reference it says a player has to disengage before hiding. Can't find this backed up anywhere in the Rulebooks. Has anyone an explanation for that?
>>
>>46154722
Charsheet anon fucked up.
>>
>>46154657
>Also, do you think I should change Hungering Smite so that the temporary hit points it provides are equal to the caster's CHA modifier instead?
No more feedback on this?
>>
>>46153967
>thinking about multi classing
>not enough stat

wake me up
>>
>>46154787
It's best to plan out your multiclassing at character creation so that you don't run into problems like this.
>>
>30 point buy
y/n?
>>
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>Sorceror likes casting Catapult
>He tends not to shoot away from the party, and instead towards the party
>The rogue lost their horse as the magical railgun puts a hole through.
NO SENSE OF SAFETY
>>
>>46154820
>Hunger of Hadar
WARLOCKS
NO SENSE OF SAFETY
>>
>>46154812

It's only 3 points more than the variant listed in the PHB, so it shouldn't make too much of a difference. If you're going to tweak, why not make it a substantial tweak? Give 'em 35 and throw mobs of nasty creatures at 'em.
>>
>>46154787

That's why god gave you ability score advancements.
>>
>>46154819
i keked
>>
>>46154885
thank you
>>
>>46154759

I think that a maximum of five temporary hit points is not worth losing a lot of sleep over.
>>
>>46154890
As in, it's underpowered, and I should leave it the way it was? I'm not sure what you're saying. Also, I'm considering replacing the Oathbreaker's 7th level "Aura of Hate" with Evoke Shadows, and have it recharge on a long rest, because I think having it as a Channel Divinity might be overpowered. What do you think?
>>
>>46154558
Ah, it's Mr No Wrongbadfun
I was wonder when he would show up...
>>
>>46154834
>Fireball in an enclosed room
Arcane Casters, no sense of safety!
>>
>>46154915

I haven't read through your whole homebrew, because I don't really give a shit about you. Apparently it was 2d6, or 1d6, and now you want to make it CHA bonus? It's a pretty small change, honestly. Use whichever one is easiest to run at the table.

What is your goal in making all these changes? The Oathbreaker as written seems fine to me.
>>
>>46154952
Unless they are Evocation
>>
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Heres version 2.0 of the bloodtinge marksman rogue.

I also added in some new spicy bullet abilities that are pretty broken, but at this point i'm just having fun.

http://pastebin.com/2iu4xnpH
>>
>>46154958
>What is your goal in making all these changes?
I'm not satisfied with the current Oathbreaker's status as an armored necromancer with mind control abilities, and wanted to create an antipaladin with different themes, like the ebb and flow of life energy, for instance.
>>
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charasheet anon, if you're here I've got a thing to ask.
I was looking through your mega and I didn't see a Favored soul Sorcerer.

It's probably really complicated and dumb to implement since it intersects with cleric but I was just wondering if it was possible that you would be willing to make one.
>>
>>46154983
Rookie mistake. The sign was a trick, HELLGATE KEEP WAS TOO THE NORTH THE WHOLE TIME
>>
>>46154983
It looks great, but you didn't need to nerf Reaper THAT hard. It is a level 17 ability, after all. I'd suggest making the DC a little higher, and possibly allowing to affect undead. (This homebrew will often be fighting undead if it's used in Ravenloft, right?)
>>
>>46154996
Is that from Little Witch Academia? I loved it.
>>
>>46155008

You've got a point. Upping the DC a bit.
>>
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>>46155019
yeah.
they got a second one out, if you weren't aware.
>>
>>46154812
Yes.
with normal human, it allows 16 in 3 stats with 10 in the other 3, or 14 in every stat.
Nowhere near unbalanced, and even makes normal human a better option IMO.
>>
>>46154983
Hey, I like it. It reads like fun.
Needs some gun stats, bullet creation cost for ease.
I was thinking that maybe Madman's Knowledge on a critical or restoring on a long rest or an upgrade at a higher level can allow one casting of True Seeing on self without needing to provide material components or a spell slot.
It sounds like a Bloodborne thing to happen.
>>
>>46155045

http://pastebin.com/DZKYMchj

Now we're going places.

Did I mention this is my first ever homebrew class?

I'm pretty proud of it.
>>
>>46155088

Yes that sounds great. Adding that too.
>>
>>46155045
>upping DC

DC is based on 8 + proficiency bonus + ability modifier
>>
>>46155088
There are gun stats in the DMG. They're not too different from crossbows.
>>
>>46155113
Spell Save DC typically is, yes, but this anon listed a specific DC for the ability in his homebrew. Come to think of it, using standard spell save D
>>
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any archetype of Blood Hunter (including the lycan one) is a fine class to let a player run for Death house/CoS, right?
How about spelless ranger?
I've got players that are interested in both.
>>
>>46155126
meant to say "Come to think of it, using standard spell save DC would probably be an improvement."
>>
>>46155126
well that shows what kind of intelligence this anon is equipped with
>>
>>46154987
Don't bother responding to
>>46154958
>TLDR I don't give a shit
It's just waiting you.
>>
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And voila!

http://pastebin.com/NfdMPjNe
>>
>>46154983
At this point you
>you continue north, unbeknownst to you a pack of wondering goblins switched the sign around, you go north and arrive at hellgate keep

or

>you go back the way you came? Okay you go back the road you travelled and find yourself at hellgate keep anyway. An ominous voice calls to you from inside saying ''adventure awaits you ooooooo~''
>>
Two hours, a hiding place, and the victim's name
at 13th level
gives advantage, double damage, crit on 15, max on 20, sharpshooter effect.
Hell, let's throw the sharpshooter -5 on top.
I calculate an average of 94 damage on hit, disregarding any int/dex modifiers.
>>
>>46155267
In reply to the new bloodtinge marksman.
>>46155186
>>
>>46155278
>>46155267
Actually, it's much higher, the ratio of crit to hit is much higher.
>>
>>46155267

Sounds about right. It's a single use thing. Turns whatever decided to get it's name written on that bullet into a fine paste. Maybe make it so only one bullet of that kind can be made for that particular person.

It's strong as all hell, but I feel like the planning needed for it and the favorable conditions needed make up for it. A wizard does an average of what, 40 damage with a 7th level spell? And can get a zombie thrall out of it to keep fighting for him after it kills the target.
>>
>>46155340

Or make it so the Oathblood Bullet can't be taken with any other Bloodtinge effects.
>>
>>46155355

Actually i'll just get rid of the double damage. Perhaps make that it's own bullet effect entirely.
>>
>>46155340
>40 damage with a 7th level spell
Should be much higher. A fighter/barbarian multiclass can do at least twice that damage at character level 7.
>>
When my group finishes CoS, what world should I shit them out in to?

or should I just make Barovia expand into the AD&D Ravenloft land and watch the horror on each of their faces?
>>
>>46155410

Oh, so the potential double damage wasn't that bad then?
>>
>>46154558
I take a pretty dim view of a lot of the shovelware homebrew that gets posted here, but you're a retard.
>>
>>46155436
Let's say, a 13th level bloodtinge marksman can take down or critically injure a vampire. Some further prep time and the regeneration and mist form can be dealt with.
>>
>>46155418
Dark Sun

Or Spelljammer

No middle grounds
>>
>>46154172
>I'm gonna make my CoS game feel very Bloodborne
You and everyone else, anon.
>>
>>46155478

yeah i'm just gonna get rid of the double damage. there's already other damaging bullets.
>>
>>46155418
>or should I just make Barovia expand into the AD&D Ravenloft land
I would love you forever
>>
>>46155258
What? No. That's retarded railroading.

You just add a castle to the mountains and use the maps you made for hellkeep.
>>
>>46155490
Bloodborne is not gothic horror.. You may as well make an entirely different setting..
>>
>>46155679

It's certainly a lot more along the lines of lovecraftian horror, but no one said you can't mix the two.
>>
>>46155418
homebrew world anon.
>>
Coming from 2nd edition, I was hoping it was still possible to create a weapon master type, but that no longer seems possible. In fact, most of it comes from feats and things anyone can spend 3 levels on getting by multiclassing

How would you make a hyper specialized weapon master who would absolutely facestomp anyone else in a 1 on 1 duel without magic involved?

I miss the mastery progression they had...
>>
What should I do after my players finish PotA? It only takes them up to level 15 and has a pretty epic climax so I'm not sure what to do from there

I was thinking maybe have them fight one more elemental prince in its home turf (being sucked into a portal yadda yadda yadda) and then after that put them out to a battle between the two remaining princes and their cults, making it an effectively 3-way struggle?
>>
>>46156376
Battlemaster fighter. If you want ridiculous damage, play a variant human, starting with the Great Weapon Master feat, then multiclass into Barbarian.
>>
>>46156376
>How would you make a hyper specialized weapon master

I wouldn't. Weapons are incredibly abstracted. It's a bad idea. If you want that sort of class you want a different system.

>absolutely facestomp anyone else in a 1 on 1 duel without magic involved?

A fighter. Alternately, no one, as above.
>>
>>46155679
>Bloodborne is not gothic horror
You're right, it's an action game set in a gothic horror setting, like Castlevania. Also with Great Old ones pulling the strings behind the scenes.
>>
Our campaign just had a time-skip from level 7 to 11 (personally I wish we'd just play through those levels, but whatever, everyone else in the group wanted it).

I'm trying to figure out what Cleric spells to take. I'm definitely learning Greater Restoration, Planar Ally, Heal, and Harm. Any others I should look into?
>>
Do you folks think it would be broken if a Paladin could learn Phantom Steed?
>>
>>46156536
Not at all, it kinda fits
>>
>>46156536
Completely not. UA Modern Magic even seemed to approve that, as it lets them summon a car.
>>
For those of you who have run Death House, approximately how long did it take to complete?

I'm thinking about running it as a one-shot to tease a future CoS campaign once we finish LMoP.
>>
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>>46156909
>lets them summon a car.
This is incredible
>>
How do you deal with fleeing combat in 5e?
>>
>>46156939
depends on the the competancy of your players and how they want to tackle it, somewhere between 6-10 hours
>>
>>46156939

Almost 6 hours and my players went into every room. Sometimes twice. And they did the "long" ending. Nobody died (6 PCs. All smart fuckers)
>>
>>46156939
My group took 4 hours, and everybody died in the end :^)
>>
>>46157036
dmg has chase rules
>>
Is LaTeX a good tool to reproduce UA and books page layout style or a waste of time? In this regard, care to suggest a cool font for it?
>>
>>46154369
The AD&D expanded setting, mostly, though not completely. As much fun as the idea of Barovia being a demiplane that sucks in folk from other worlds is, I kind of prefer the idea that Barovia is just one place on a natural plane. The place still has Mists and the Dark Powers and stuff, but it's not likely that it'll pull in folk from Eberron or Greyhawk or the like.

Mostly I just find the idea of elves and orcs and gnomes wandering around Ravenloft a bit incongruous and immersion-breaking. So I assembled the races above from various sources, with the idea being that Barovia is just one place in an otherwise complete and normal (within the standards of fantasy and horror) world, and its races then are selected based around the idea of classical horror tropes rather than fairy-tale tropes:

- Caliban: Frankenstein (hulks) and Igor (runts)
- Dhampirs: Vampires, of the Nosferatu (dread), Carmilla (noble), and Bram Stoker (Feral) varieties
- Half-Vistani: Gypsies
- Shifters: Wolf-men and other lycanthropes; could probably also be used for an Island of Doctor Moreau type thing.
- Tieflings: Faustian pacts and probably a bit of Lovecraftian overtones if you wanted.
>>
>>46157036
Depends on the creature and situation. Generally speaking, the creatures will either not chase at all or chase until their ability to chase is stopped or until they fall too far behind. Or until they loose interest.
>>
>>46157498
That really doesn't answer anything about 5e
>>
>>46156939
I want to say my group took roughly 8 hours roughly, but we were cutting up a lot between rp and having a general good time, and we also searched every room in the house. I think a focused and lucky group could clear it in 4 to 6 hours.
>>
>>46157460
You can get all the fonts you need and layout instructions from the DM's guild
>>
>>46157529
What more is there to say about chasing though? There are no specific chase mechanics. You just move and dash until you escape or until your caught. If you run for a long time the DM could call for con saves for exhaustion but that would be a crap ton of in game time spent running.
>>
>>46157598
>There are no specific chase mechanics.
Except there are on page 252 of the DMG.
>>
>>46157598
>There are no specific chase mechanics
That's the problem you idiot. You can't get away from someone trying to murder you if they start within five feet of you.
>>
>>46157634
Action to Disengage, then movement to move up to your speed away. Then if you're a Thief Rogue or other cool class, bonus action to move up to your speed again
>>
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>>46157722
>he dashes after you and nothing has changed
or you're playing one of the like fifteen other classes that don't have enhanced speed options and he moves after you and full attacks
>>
>>46157737
In addition to that, there's a table of chase complications, so you can reenact your Jackie Chan scenes.
>>
>>46157748
Well, then, that's what your teammates are for. Run past them so that if the guy enters and then leaves their threatened squares, he is attacked by them.

Or, he's just gonna run you down and gut you, 'cause you're having a bad day and/or found yourself in a bad tactical situation, possibly due to your own dumb ass, possibly just due to the other guy getting lucky or playing smart.

Shit happens, anon, learn to deal with it rather than whining about it. That's what Death saving throws and your fellow party members are for.
>>
>>46157795
Gee, you must have so many friends.
>>
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>>46157795
>>
>>46154732
>>46154722
fixed.

>>46154996
will look into it
>>
>>46157824 >>46157799
Well, what the Hell do you want? Guy's whining about starting within 5 feet of a bad guy whom he apparently can't take in a fight for one reason or another. Either he got stupid, or the other guy got smart or lucky. Either way there are a variety of options open to him, but not all of them will necessarily work, and nor *should* he have an instantly-successful escape option

Sometimes characters die. Shit happens.
>>
>>46157634
>>46157748
>>46157795
Or, ya know, you could get the casters to slow it down with hazards and debuffs. Or look for natural hazards and other things that could easily put a good gap between the enemy creature and you.
>>
>>46154421
I don't understand, how is hitting an extra nearby person with "Chill Touch" in need of nerf? That's useless.
>>
>>46157865
>Well, what the Hell do you want?
For you to acknowledge the existence chase rules as pointed
>>46157450
>>46157626
>>46157737
>>46157770
>>
>>46157890
It doesn't. The Death Domain is actually pretty well balanced. If anything it's the School of Necromancy that needs a serious once-over.
>>
>>46157875
You realize that if someone turns and sprints away from you, even on an open plain, there's a good chance you won't be able to catch them, right? 5e movement does not represent reality when it comes to fleeing combat.
>>
>>46157890
You are misunderstanding the context.
Reaper in this context is the Bloodtinge Marksman class feature and not in the screencap.
>>
Is there a kusarigama statted anywhere in official rules?
>>
>>46157935
Take sickle stats.
>>
>>46157935
Not really. Just use a whip and ask your DM if it can deal piercing damage instead of/in addition to slashing damage.
>>
>>46157935
Same stats as a short sword.
>>
>>46157737
A Reasonable system the DM could implement if they so desire.
>>
My DM told me to come up with an exact deal my Warlock made with his patron, I chose Verenestra for Archfey, I was thinking the deal would be ''I will do your bidding on the material plane and represent you, if upon my death my soul is secured by you and I am reserved a place at your side on the Seelie court as a servant'' Would this be a type of deal an Archfey would make?
>>
>>46157970
Sounds too straightforward for a fey. Make it more cryptic and ambiguous.
>>
>>46157914
DnD is not meant to represent reality my friend. It's a fantasy tabletop rpg for a reason.
>>
>>46157953
kusarigama has range

>>46157955
need official rules

>>46157998
You're an idiot
>>
>>46157970
Not really. The Fair Folk care little for souls. It's more likely that Verenestra will want you to perform some specific task on the Material Plane that she herself can't - retrieve an object, kill some prince, vandalize a specific passing merchant, seek thee out the hottest man that she might ravish him, summon up a demon into the center of a major city just to see what would happen...

Faeries are the kind of people who, if they saw you dying of hunger, are equally likely to provide you with a free and fine meal, or to sit down and wait, wanting to see how thin you can get. Try to keep that in mind.
>>
>>46158007
>need official rules

There are no official rules. It's best represented by a whip, much as a nunchaku is best represented by a club.
>>
>>46157916
Ah, thank you for clarifying.
>>
>>46158007
>need official rules
The official rules say that all one handed eastern weapons are just refluffed monk weapons, so just pick whatever monk weapon fits best.
>>
>>46158007
You are rude and incompetent.
>>
>>46158051
>one handed
it's not one-handed though
>>
>>46158078
It's a one handed weapon on the end of a chain. Use your fucking imagination.
>>
>>46158078
Kusarigama, right? No, it's not one-handed. But like I said, there are no official rules for a kusarigama in D&D 5E, so your closest match is a whip.

If that's not good enough, convince your DM to come up with stats for it himself. Probably not too hard.
>>
>>46157916
>>46157890
Actually, you're both wrong. I posted that image to draw a comparison to the Cleric of Kelemvor's Death Touch.
>>
>>46152449
>Spell Sniper
>For Lightning Bolt
Lightning bolt doesn't require you to make an attack roll.

>>46152537
Up to level 5, you can invoke your spirit companion once per rest. It's hardly potent. Don't feel bad, though. It's a common misreading. Lots of people are illiterate.
>>
>>46153985
Why are the first 20 pages in a folder called "viruses"?
>>
>>46154595
What level was the party?
>>
>>46158501
It's just a gaff.
>>
CoS is so much fun, holy shit.
>>
I don't usually play casters, but, looks like we're going to get TPK'd (again) if I don't bring one to the table. Sorcerer, Warlock, or go human sorcerer with magic initiate feat to steal eldritch blast? We're doing Death House, and it looks like we're going to start back up where we left off (in combat in the basement) so I need to be dealing damage right off the bat with a lvl 1.
I also already rolled up a life cleric in case someone else brings a blaster, but I want options.
>>
Uncanny Dodge is specifically for attack rolls, right? Had one guy convince the DM he could use Uncanny Dodge against spells last night. And I mean spells without attack rolls.
>>
>>46154787
What class are you currently playing?
>>
>>46158997
Sure it's not evasion?
>>
>>46159061

The guy was a level 5 Rogue, it's not evasion. Guy's just a threeaboo who likes to bend the rules a lot.
>>
I'm considering picking up a level or two of Light Cleric for my Dex Fighter. I'm thinking the first level I take after I hit level 5 in Fighter, but would I be better off waiting until after I hit my second ability score improvement or not?
>>
>>46158989
>human sorcerer with magic initiate feat to steal eldritch blast
Don't bother with that, EB isn't all that great without invocations.
If you're going Sorc, just stick with firebolt. Sure force damage is better than fire, but it's not worth the feat investment.
>>
>>46158078
>posts ">one handed"
Nowhere in that post did it say one handed, what are you even talking about.
>>
>>46158178
Then why didn't you mention it?
Do you need a chromosome removed?
>>
>>46159163
it was presumably a mis click for the post beneath it
>>
Anyone got that homebrew Steel dragon stats and bloodline saved from a few threads ago?

I only remember that the anon replaced the poison/acid breath attacks with thunder damage (air blast breath) and had the sorc line get that boost on thunder damage.
>>
>>46159207
It was implicit in the post I replied to. We were discussing bloodborne anon's homebrew class, which has an insta-kill ability called "reaper." Also, if you read my whole post, you should've noticed that it ended with "consider something similar to the Death Cleric's Touch of Death ability, or, as I prefer, the Cleric of Kelemvor variant's Death Touch."
>>
>>46159146
That helps narrow it a bit. Yeah it's a little meta-gamey of me, but reading through the adventure I can see where our GM fucked up and didn't advance us to level 2 when we found the basement stairs, and as I said, it looks like we're starting back up in the start of the basement but still level one... So, yeah, grick, shambling mound, etc gonna have to deal with that noise and all those resistances.
>>
>>46159360

Bloodborne anon here, the guy's just arguing for sake of arguing.

I changed up the capstone ability instead of being a crafting ability. Tell me what you think.

http://pastebin.com/XbShingr
>>
>>46159282
>I only remember that the anon replaced the poison/acid breath attacks with thunder damage (air blast breath) and had the sorc line get that boost on thunder damage.
Unless anon is brewing something different from the steel dragons of waterdeep, anon has no idea what the fuck he's doing.

Steel Dragons are acid immune, poison resistant, breathe acid or poison, and can cast some Cleric spells. The bloodline would most easily be a recolored copper/black/green dragon.
>>
>>46159389
It seems fine now, assuming Intelligence is the class's main casting ability.
>>
>>46159389
Not either of the above anons, but change Reaper's name. It's already a class feature, and it means something entirely different.
>>
>>46159424
Aww and i was so happy for a bloodline with thunder damage...
>>
>>46159434

It's a rogue archetype, which is already going to have a high dex and int. Everything with the archetype is int based

.>>46159449

Ah alright, didn't catch that.
>>
>>46159460
Keep in mind, nothing's forcing you to actually play a Dragon Sorcerer as a literal descendant of a dragon. Refluffing the class without changing the mechanics is perfectly permissible. You could be a sorcerer who has magic power because they're descended from the fey, if you want, and just stat it as a dragon sorc.
>>
>>46159424
Weren't they:
Poison immune
Acid resistant

Poison / Acid breath

Suggestion/Greater suggestion and other mind control shit?
>>
>>46159464
If you want to rename it, consider something like "harvester," or perhaps something subtly associated with the Great Old Ones?
>>
>>46159508
Thought the resist/immune was the other way around, but maybe. There's a mess of other dragons that aren't in the 5eMM.

>>46159460
As >>46159502 says, yeah, ask your DM. Bring the thunder, fluff as you like.

SCAG storm bloodline gives you thunderstuff, though.
>>
I'm looking for some input on this puzzle/dungeon room.

My players are going to an evil temple. I was thinking of having one room in the temple/dungeon be locked with a statue of the evil god in the room. On the statue it says something about how only those who swear loyalty to the god may pass.

What would be a good way to swear loyalty to an evil Shark God? I was thinking something like drawing blood, which I could indicate on the bodies of the cultists. But that is kind of straightforward. Any thoughts/suggestions?
>>
>>46159631
>SCAG storm bloodline gives you thunderstuff, though.
This, too. Well worth checking out. It might be exactly what you're looking for.
>>
>>46159637

You could make the entire room underwater, and they have hunt down and sacrifice the blood of a certain fish that the shark god prefers as his daily snack.
>>
>>46153967
Hey looking at the character reference sheets that Sheetbro made (thanks!) but he asked for any mistakes.

On the druid sheet, perhaps all of them? The Attacks section in the middle only lists Name, Range, Atk Bonus, Damage, Type / Weight on the first entry, if that was intentional awesome but it feels odd to not be listed for each entry.

Also, I'm a moron, what are the "Class Resource, Current / Maximum" on the bottom right corner?
>>
>>46159637
Shark makes me think of tooth, maybe the cultists need to remove teeth? Hell, maybe even a ritual ripping out of their own teeth and replacing them with shark like teeth?
>>
>>46159682

This.
>>
I need to find a map of a dwarven city. Any ideas?

My players might be exploring the Stronghold of the Nine, in the High Forest of Forgotten Realms.
>>
>>46159637
The cultists only eat burgers to remain loyal to the street sharks.
>>
>>46159682
Oh wow that's brutal! I love it. I'm assuming my characters won't want to actually rip out their own teeth. Any work around for that? I'm thinking just having the shark teeth in their mouths is good enough for the statue. But they won't know until they try it.
>>
>>46159424
Nothing preventing him from re-fluffing it.

They are attuned to elemental air after all so giving them Air blast breath (although i'd limit it to line 90 ft 12d6 with Str DC 15 save or knocked prone or pushed back 10 ft) with thunder damage is not far fetched.

I also remembered that post.
Used it recently for a boss encounter for an evil campaign.

Ancient Steel dragon,
Dragon, Huge

Hp 12d12 + 122 Hp (or 256 Hp)

21 AC

Resistance: Acid

Immunity : Poison

Movement: 50 ft land, 40 ft climb, 120 ft fly

28 Str, 10 Dex, 23 Con, 24 Int, 25 Wis, 20 Cha

Skills: Intimidation (8), Persuasion (11), Deception (8), Insight (17), Arcana (11), History (11)

Dragon breath (Air blast): 10 ft wide 90 ft long line 14d12 Thunder damage and DC 13 or get knocked prone.

It also has suggestion as an at will 5/Day.

Shape change.
Draconic presence DC 18 100 ft.

>>46159631
Storm sorc is kinda lame tho outside weather control and flight which you get later than a dragon sorc would even if it lets your party members fly it's fucked because by that time most of the party can already fly, run on water, has great swim speed and can move along walls at full speed.

You only get that thunder stuff on surges.
>>
>>46159829
Ah fuck posted wrong die on the breath attack.
>>
Seriously whichever charsheet anon is creating those reference sheets you are the man/or possibly woman. Cant wait to being these to my groups COS game that starts in a few weeks
>>
Updated this. Fixed some formatting and rules issues (the half-Vistani Evil Eye stun effect now runs out, for example - previously I forgot to give it a time limit), and I gave the calibans a (dis)ability that makes them fuck ugly and as such they can never become proficient in the Persuasion skill and make all Persuasion checks at disadvantage (but conversely they're always proficient in Intimidation, can use twice their Proficiency on it, and can use Strength instead of Charisma). I figure that this is better than a Charisma penalty, because a) 5E doesn't go in for ability penalties, and b) being fuck ugly shouldn't impact your ability to be a Sorcerer.
>>
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>>46160149

>mfw I know half the party is going to want to be Dahmpir
>>
>>46159681
The class resources differ based on class. They can be stuff like bardic inspiration, sorcerer points or a battlemaster's superiority dice.
>>
Supposing I have a barbarian and rolled 5 on a dice for stats. If I were to keep those stats should I use it on Charisma or just crash my intelligence for shits and giggles?
>>
>>46154061
>Directly lifted from the Unearthed Arcana.
So shit
>>
>>46160429
Rolled 5? As in, 3 5s? Standard ability score rolling is 6 rolls of 4d6k1. Perhaps you should rephrase your question.
>>
>>46160412
What would say...a Circle of the Land Druid be?
>>
>>46160627
What?
>>
>>46160429
I prefer to dump charisma, especially as a barbarian. It can be fun to have low-int but being fucking retarded sounds like it would be terrible.
>>
>>46160429
dump int. dont be retarded or simple, just out of touch or simple
>>
>>46159829
Jesus Christ, learn to use periods.
>>
>>46160627
A druid who focuses more on spellcasting and drawing magic from the earth than shapeshifting.
>>
>>46160562
No, rolled 4 dices and discarded the worst result. Rolled two 2s and 2 1s, shit sucks
>>46160713
>>46160728
I guess I'll dump charisma, having a half-orc barbarian with 5 int is asking for trouble.
>>
Would you allow a character to start with a silver dagger?
>>
>>46160848
Depends on their justification for it.
>>
>>46160848
All characters start naked and poor

Earn your equipment from the bodies of your foes
>>
>>46158731
You're just saying that to mock us sad DM that have to wait for the book to arrive because we aren't from burgerland. And there no hope for a scan in sight.

Fuck off. Stop having fun.
>>
>>46160848
If they pay the money to have it silvered, there's no reason why not.
>>
>>46160821
>rolled 4 dices and discarded the worst result
That's what 4d6k1 means.
>>
>>46160959
Man, silver cutlery must be ubber expensive
>>
>>46160627
Are you asking what class resource dr00ds use?
>>
>>46160981
I've been playing D&D for some years but I have never discussed it online. I should just lurk the fuck more
>>
>>46160995
It was in ye olden times.

Why do you think it was a family heirloom?
>>
>>46160995
I rule that silver knives for use at the table or in the kitchen don't count as daggers. They're silvered improvised weapons with a tendency to bend or break if used in a fight.
>>
>>46160995
But think about how safe you are from devils hags and lycanthropes. They'll never set foot in your home knowing you've got like 8 silver spoons
>>
>>46160981
>>46161028

It's not just you. I've never seen that "k" notation before.
>>
>>46161027
Yes.
>>
>>46160995
Columbus got his expedition to the west funded by the Queen of Spain selling her silver cutlery.
>>
>>46161078
They don't. Not every class has a class resource. That's why it's not on the basic character sheet. I guess you could use it for amount of times you can shapeshift?
>>
>>46160560
Probably. At least it's not unbalanced in the other direction, though.
>>
>>46156536
They already have Find Steed, which is infinitely better.
>>
>>46161078
>>46161109
Wild shape, nigga
>>
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Hey /5eg/, I'm DMing a campaign where the PCs have descended into the Nine Hells. The wizard plans on getting them out by casting the Banishment spell on the party, thus sending them back to their home plane (the Prime Material).

My question is, where exactly on the home plane would the spell send the target? The last location on that plane they visited before leaving? Somewhere random?
>>
>>46156909
Or a bike
>>
>>46161056
>improvised weapons
>d4 damage
>daggers
>d4 damage
Anon...
>>
>>46161204
The spell doesn't say, so it's up to you. Personally I vote a mysterious desert island full of mystery and monsters, OR a girl's locker room.

Your choice.
>>
>>46153967
There's no point sticking with ranger past level 5 right?
>>
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>>46153967
Postan my shitty human+human sub-races homebrew.
>>
>>46161341
No, just kill them.
>>
>>46161255
>The spell doesn't say, so it's up to you.
That's the thing, really. I guess I'm really just looking for ideas.

We've already played the Isle of Dread in a different campaign, so girl's locker room it is.

A girl's locker room on a different planet. We Spelljammer now
>>
>>46161362
> Shitty
Absolutely.

> 1 additional hit point per level
This is especially egregious, considering that that Subrace already gets its +3 to its ability scores.
>>
>>46155128
Anyone know?
I'm starting DH saturday, gotta be sure it's not awful or too good or just not fitting in ravenloft somehow.
>>
>>46161452
Both should be fine, spellless ranger is still kinda weak, and the ranger will probably wish he was a blood hunter, but will work.
>>
>>46161452
Depends. Are you taking this party into the full CoS campaign after?
>>
>>46161437
It gets +2 to Wis and +1 to Cha.

I can see it being bad with onion druids.

Instead he should remove the Cha bonus on humans totally and have the other two get similar stuff i.e. Plainsfolk get extra +1 AC and Seafolk get swim speed of 20 ft.
>>
Played my medic gnome barb finally (lvl1). Got to inject a goblin king with some air and killed a bugbear by sawing off both his feet while wearing the goblin's pinky crown kek
>>
>>46161380
>We Spelljammer now

You're doing God's work, anon. Keep it up.
>>
>>46161494
Probably not. CoS is huge and this group is pretty flaky and unable to play a lot. We're online and didn't even get through LMOP, but that was mostly two people that have since been asked to not attempt to play with us again.
>>
>>46161246
Do you normally let players get a proficiency bonus to attack with improvised weapons? If not, the distinction is important. At 1st level that's effectively a -10% penalty to damage (on account of missing more often).
>>
>>46161536
If it's just DH then it should be fine. Lycan PCs are a bit iffy in CoS, like others have said, the intent is for players to be scared of the monsters not be the monsters.
>>
>>46161538
oh right, I forgot about that bit.
I'm retarded, carry on.
>>
>>46161631
Additionally, remember that the 100 gp doesn't just cover the costs of the silver, it is for the labor that goes into adding a metal not normally strong enough for use in weapons in such a way that it doesn't lost the original strength. I would say a silver knife is similar enough to dagger to let it count, but the critical fail will be increased to two or three and a critical fail will break the weapon.
>>
Okay /5eg/, I've got a question about Illusory Script.
So it says if the spell is dispelled, the original script and the illusion both disappear. How about in an antimagic field? Will the original script be visible, or will both disappear until you exit? Maybe even the same effect as being dispelled?
>>
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>>46161576
Good point.
If we do ever end up running CoS I'll probably let him shift his stats around and get him to make his character as a different class. Something like "The Dark powers of ravenloft have noticed you fully. They don not abide hunters, only prey". He'd actually probably be a fan of that, now that I think of it...

Thanks, anon.
>>
>>46161718
Magic is suppressed so original text appears.
>>
>>46161777
Alright, thanks.
>>
As an archer fighter, should I take sharpshooter at level 4 or 6?

I would take it at 1 as a variant human but I need to take resilience instead
>>
>>46161862
Depends on what level your campaign is at and how far you will go.

Never a bad option to get it early.
>>
Curse of Strahd scan news?
>>
>>46161917
We just started, level 1 and it's out of the abyss. Been told wis saves are important in it.
>>
>>46162020
Generally speaking, wis are always important. It's even more true in OOTA.
>>
>>46162020
Then go Ranger first then switch to fighter later.
>>
>>46161998
Dio is all you get.
>>
>>46154718
DMsG is worse for finding it, and requires almost 10 clicks (+ site loads) and a download to see the thing. It's not something worth updating and keep up with but as a collection of older homebrew it's still useful IMO. I don't actually use it to find or view homebrew except for checking out what's really popular now and then, because it requires so much to view each one of them and that's when they're free.
>>
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>>46153967

Could someone post Strahds stats?
Want to see how different from the original module.

Please and thank you!
>>
>>46152997

Surprise is specifically worded in a different way from how the text in Ambuscade states it.

Compare PHB 189 to the 'Ranger Options' Unearthed Arcana;

"Any character or monster that doesnā€™t notice a threat is surprised at the start of the encounter. If youā€™re surprised, you canā€™t move or take an action on your first turn of the combat, and you canā€™t take a reaction until that turn ends. A member of a group can be surprised even if the other members arenā€™t."

"When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins."
>>
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>>46162095
>>
>>46162192
Oh wow, he's a bit weaker than I expected.
>>
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Wanted to share the equipment screen I did for my players, it would be very appreciated to know how to improve it :D
>>
>>46161505
+1hp per level is the functional equivalent of +2 CON without explicitly changing the modifier.

Sure, you can't use it for saves, but the HP increase is by far the most useful thing about CON.

Still not as bad as variant Human with Hardy, though.
>>
>>46162220
the module is for level 1-0, so not really. This page is missing The Heart of Sorrow and his Lair actions
>>
>>46162220
Its 3-10 and Strahd is a thinking villain. He's not going to sit there and tank them all. Play him smart and he'll dominate most groups.
>>
>>46162251
1-10, rather.
>>
>>46161708
>metal not normally strong enough for use in weapons in such a way that it doesn't lost the original strength.
You have no idea how metallurgy works, do you?

Plating a sword in soft metal has no risk of making the sword weaker. The biggest risk is that the softer metal will chip off super-easily with regular use.
>>
>>46162224
Maybe add another page which includes the contents from all the packs?
>>
>>46162251
>>46162267
I get you, just my ~lv6 group tends to do upwards of 100 damage a round + debuffs, so unless he's being ultra tactical he'd go down pretty fast.
>>
>>46160821
I like the 8-str8 method for 5E. Players love it, all the people at the table get involved and cheer when they get what they want(or cry), takes a bit of time though. Encourages them to try out new classes and you get some interesting characters.

>roll 3d6
>assign scores in the order you roll them
>player can make up to eight arrays to select from
>if they don't like any of them, they use standard
>>
>>46162291
>You have no idea how metallurgy works, do you?
Hey. Hey dumbass.

That's how it's explained in the book. That's how it works in D&D.
>>
>>46162220
He has lair actions that were not shown there.
>>
>>46162295
how many are in your group?
>>
>>46162148
And what is your point? I never stated that the ranger variant didn't get a separate round.
>>
>>46162226
>Hardy
Tough**.

Been running too much Rogue Trader lately, sorry Anons.
>>
>>46162364

Ambuscade and surprise work differently. Therefore if you're a Ranger Options variant with surprise you get two free rounds to attack. It's not one or the other, it's both.
>>
So even if I have War Caster, I still need a free hand to cast spells that require material components, correct?

Kinda sucks to use a feat to lessen the item-juggling restrictions but still have to deal with them half the time.
>>
I just did the pre-campaign tarokka drawings for my upcoming CoS game. In order, I got:

>10 of glyphs
>4 of glyphs
>9 of swords
>broken one
>raven

Should make for an interesting game, but if they don't do a reading themselves, I am considering re-drawing the broken one because Donavich is a CR1/4 acolyte lol

Also, Strahd's location is the parents tomb, same as the holy symbol of ravenkind, so that could be pretty fun.

Fuck this campaign has got me giddy, this shit is going to be so fun.
>>
>>46162504
Just be a sorcerer
>>
>>46162450
So you disagreed with what I argued in my post to agree with me? My entire argument in that post was the fact that there was no surprise round and just the surprised condition, and so Ambuscade functioned fine with it.
>>
So the light domain cleric in the COS group I DM died in Death House and I decided to let him be resurrected as a ghost. Question is, do I let him still belong to the light domain as long as it's now ghostly, necrotic fire rather than radiant, holy fire? and secondly, can a ghost heal other people?
>>
Did a first session in the Abyss and at the end a player let it slip that he had read the whole thing beforehand

Should I have them wake up in Barovia next session? Or on the outskirts of Red Larch?
or in the slave pens of a mind flayer spelljammer?
>>
>lord of the rings is coming out with a 5e suppliment
WHAT???
>>
So I'm playing in a Death House game this week. I know literally nothing about the module other than SPOOKY HOUSE.

I was thinking of building a Warlock or Druid but I'm not sure if that'd fit thematically with the setting and the module itself.

Can anyone sort of give me a small synopsis of the overall theme of the it without spoiling anything?
>>
>>46162634
daaaamn

http://cubicle7.co.uk/dd-comes-to-middle-earth/
>>
>>46162634
source
>>
>>46162625
If a ghost was in their god's favour, wouldn't the god pull them into the afterlife? Or does the god still have a job for them in the living world?
>>
Any chance you guys could help me design a graceful rouge?

I want to make a rouge that's extremely hard to hit, and can just flow through battle to attack enemy weak points.
Any ideas how to go about this without homebrewing?
>>
>>46162524

How does that help? Sorcerers still need to use components or a focus too, do they not?
>>
>>46162733
Swashbuckler Rogue is a good starting point.
>>
>>46162733
Swashbuckler for moving through enemy defenses gracefully, Bladesinger 2 to get a bonus to AC, nice spells, and various other bonuses. Let me think about it a little more.
>>
>>46162760
>>46162783
Cool, I'll start reading into Swashbuckler rouge, lemme know if you guys figure out more/better results.

Kinda want to make a mixed background of Urchin/Sailor(pirate) with it now...
>>
>>46162719
Well the warlock setup a deal between the cleric and Mephisto that he could sell his soul to him and in return be raised as a ghost. The warlock rolled a crit on persuade so I let it happen. So it could be argued that he has lost his connection to his god now that his soul is in the hands of Mephisto.
>>
>>46162783
>>46162824
Don't buy into it.
You need high Cha on your Swashbuckler rogue.
Go Dragon sorc if you really need that magic , extra Hp and AC.
>>
>>46162783
>>46162848
Oh, yeah I forgot to state that our group is fairly new so multiclassing and expansion set stuff is out of reach for a while.

I just want the rouge to feel a little more in the battle without getting stomped or sitting off in the shadows like a dickass theif.
>>
>>46156418

admittedly I haven't played Bloodborne, but I've seen the gameplay, and know the premise of the Dark Souls games and that the game is very much similar both in narrative structure and gameplay, that Bloodborne is definitely not set in a gothic horror setting.

A BIG factor of gothic horror is the small addition of romance in the setting, which is often twisted and distorted to fit the views of an antagonist or the horror vibe.

Bloodborne's setting is merely 'gothic', due to the presence of dark themes and Germanic medieval architecture, but definitely not gothic horror.
>>
>>46162892
Dip one level as Red Dragon sorc.
Say you stole the heart of a red dragon from a ship and ate it as part of the backstory.

Done.

You get your unarmoured AC at 13+Cha mod
+1 Hp at each character level
If you go 6 levels into Dragon sorc you get your fire damage type boost and resistance as well.

Basically you go pointbuy to get your self a +2 or +3 mod in Dex and Cha and keep the other stats at 10 except maybe Con for more Hp.

The best tactic is to Attack with GFB/BB and Dash away scoff free.
Then later pick up the Defensive duelist feat and become untouchable in melee.
>>
>>46162892
Just pick up the Mobile and Defensive Duelist feats at some point, then.

>>46163003
>no multiclassing or non-core
>suggests multiclassing and GFB
>>
>>46162892
>>46163003
Sorry.

Basically what anon here said will do
>>46163040

You do know Swasbuckler is a Scag class?
>>
>>46163124
You do know that SCAG is non-core?
>>
>>46162892

>play as Rogue
>pick whatever archetype sounds best of the three
>get the Mobile feat
>run in, hit shit for good sneak attack damage, then run out of combat
>keep repeating this

There ya go. You'll want to use hit and run tactics because without multiclassing or any of the SCAG Rogue stuff, you'll be pretty damn squishy.
>>
>>46163161
That's exactly what i meant.

Better suggest a Thief or Arcane trickster then.
>>
>>46163124
>>46163040
>>46163003
>>46163180

Thanks everyone! I'm going to check through all of this and figure something out.
This is for our next campaign, nothing immediate, I just wanted to start looking into it.

Can you really multiclass right off the bat with backstory and stuff? I guess I need to go read that section again and try to retain it.
>>
>>46162892
Without MCing or other books, that makes things a little more difficult. I am thinking of Arcane Trickster. You use your Dexterity to dance between opponents, spells like Blur and Greater Invisibility to evade opponents, and you can use Versatile Trickster to have a more delicate style of stabbing.
>>
>>46162892

>>46163040
>Mobile and Defensive Duelist feats
If your DM allows feats, I second this.
Just keep in mind that both Defensive Duelist and Uncanny Dodge take a reaction.

On the topic of feats, Moderately Armored and Dual Wielder could also help. The former gives medium armor and shields, so you could be a rogue with a rapier and buckler. The second gives +1 ac, should you decide to dual wield.

Another option would be to go with Arcane Trickster and pick up Mage Armor and later Mirror Image.
>>
>>46163275
>>46163241
I was kind of wondering if there was a dodge feat or water dancer type style I may have overlooked, but looks like the dodge bonuses don't come until higher rouge levels, so I'll just figure out something.

>>46163317
This seems neat and feats are allowed, there just isn't a fast way to gain multiple feats...
>>
>>46163407
Variant Human
>>
Can you help me stat my first D&D character? I have her backstory, but don't know what class or stats fit her.

Okay, so she is a half elf who lives in a city that discriminates against elves with her mother. They live in the elf ghetto. The mother is a prostitute catering to the many well-to-do youths who fancy "slumming it". My character is a bastard of one of these transactions. The mother is neglectful and sometimes abusive when drunk. My character finds solace in learning the ancient elf languages and lore from the ghetto elf temple. One day the mother decides to rent out her daughter for some extra dosh, and so she runs away.
She is in the countryside begging for a while when she is taken in by a late 30s somethings nobleman who lost his family. She is taught the noble arts of riding, fencing, and pistol dueling, and also takes marksmanship lesson from the nobleman, who was a decorated veteran. In addition to the well stocked library of the mansion, my character also continues to educate herself on lore, cultures, and languages at a university where the nobleman pays her way. His health deteriorating, the girl sets out to find a cure for her patron's affliction.
Has an addiction to opiates she piked up from the nobleman but hid out of shame. Carry's a metal opium pipe with her along with a brace of pistols, the noble's old rifle, a rapier, and a horse.
>>
>>46163317
Mage armor is only if you're not wearing armor, and is 13+DEX, just one better than studded leather
>>
>>46163449

Well, she uses a pistol and a rapier, so Dex being her highest stat is obvious. She studies lore, so obviously Int should be pretty high too. The others, well that's up to you.

I'd go with a Blade Dancer Wizard. Say your character read about the ancient blade dancers and was inspired to take up the tradition. It would certainly fit with what you've described, and you already meet the requirement of being a half-elf.
>>
>>46163538
Well, i wanted her to be more ranged focused, with pistols for close, a rifle for long, and a rapier as a last resort. Learning how to fence isn't going to help you much against a real foe, but a gun is a gun and learning to shoot straight is all that matters.
>>
>>46163449
urchin or noble background, whichever you feel is a bigger part of them.
lore bard or rogue, maybe. depends on how you view how they get stuff done and if you want her to know shit about instruments.

Not sure on stats. As other anon said decent dex cause your weaponry choice. Int I don't think needs to be high as proficiency in arcana or whichever will suffice and it scaling also shows a continued education/studying in it. The others uh...as you view them. Con might be decent simply because of the background and not-dying, but then maybe opiates has weakened it. Cha could be boosted both because of a bard class choice and the noblemans "refinement", or whatever.
>>
>>46163624
Have you thought about trying Matthew Mercer's Gunslinger archetype for Fighter? Homebrew, it's a port from Pathfinder.

https://www.dropbox.com/s/82o72v47ddc8lzz/Gunslinger%205E.docx?dl=0
>>
Can a tiefling have the noble background? Does that make sense?
>>
>>46163712
Sure. From what I understand, a Tiefling can be born to two humans because of some pact of influence earlier on in the bloodline.
>>
"Feat: Fighting Style
Choose one of the styles from the Fighting Style list from the Fighter Class. This feat can be taken multiple times, choosing a different style each time."

Sounds reasonable right? Or should I also add "Increase your Strength or Dexterity score by 1, to a maximum of 20."
>>
>>46163712

Anything can make sense if you back it up with a good enough reason. That's half the fun of character creation.
>>
>>46163764
With the AS, this was in a homebrew martial upgrade document.

Seems perfectly balanced to me.
>>
>>46163764
Shouldn't be available multiple times, shouldn't increase an attribute by any amount. Bear in mind that gaining a second fighting style is a 10th level benefit only one archetype has access to. Everybody else has to multiclass to get more than one.
>>
>>46163624
Have you asked your DM if guns are at all common in this settings?
Since it is your first character you may not be aware but most 5e settings have guns ranging from extremely rare (a small selection made by few madmen in the entire world) to none.
>>
Didn't see anyone mention this: http://dnd.wizards.com/articles/features/rules-answers-march-2016
>>
>>46163814
Most feats are around the power level of your average class feature. I'd argue that fighting Styles aren't unique to any class, and are coupled with other features at early levels, justifying the ability point.

I won't disagree with the once-only clause, though. If you want to make Champ feel extra special, you could even go one step further and note that it overwrites any previous Fighting Style feature, and that you cannot gain Fighting Styles from future level-ups.
>>
>>46163883

Why would anyone mention it, it doesn't change anything. Anyone who can read above a third grade level knew all of that already.
>>
>>46163883
Not much to really talk about, all this is common sense more or less
>>
>>46164166
>>46164181
Just usually gets posted is all.
>>
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>>46164166
>>46164181
>TFW didn't know dispel magic/antimagic field doesn't work on animated dead
It hadn't ever occurred to me to try using it, but still
>>
So, how hard is to GM a mid-high level - high magic campaign?
All our previous game didn't last past level 5-6, and i think to just start at 7 now, and try legend of legendary heroes type of game for a change.
I'm kind of scared by the amount of thought i have to put into magical infrastructure, countermeasures and such, bloating defensive mechanisms to shadowrun level of complexity.
>>
So how does Passive Perception work in combination with traps? Are they just auto-detected when you enter a room and have a higher PP than the hide DC of the trap?
>>
>>46155003

Alternatively, start the session giving the players a reason they need to go to Hellgate Keep.

Sandbox campaigns are fine, but you can't spend months meticulously crafting detailed holes in the ground and just hope your players will wander into one.
>>
>>46164797
DMG pg 120.

>You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing.
>>
>>46164797
Yeah, probably. Unless they need investigation to find, or something. I'm never very clear on when to use which.
>>
>>46164836
So it's just DMs discretion?
How do you guys handle PP vs traps? Any good guidelines?
>>
>>46164889
PP can notice it. It's passive. That means really deadly traps that are less well hidden will be spotted easily, but something less deadly that is well hidden won't be. Still gives a reasont o make an active perception check, but passive perception from a cleric or druid with proficiency in perception is going to be really damn high.
>>
>>46164889
Uh, if the PP is higher than the DC, it's spotted? If you have a super trap detecting rogue in the group, he's going to spot it for the group. That's just what happens. That's what he's there for.
You want there to be some tension in traps? Find a way to reasonably split the party up, or implement advanced traps, or something.
>>
>>46164932
>>46164955
That's fair I suppose.
The only problem I see is that I'd have to bump up the DCs pretty high not not have every single secret door and trap being spotted instantly by the Druid, making it super fucking hard for the rest of the party to have a shot at spotting hidden things.
>>
>>46164797
You can roll a trap difficulty and compare to PP
>>
>>46165003
Really wouldn't. Make it a 20 and it would take a while for PP to get high enough to auto-spot, and at that point, they could make the check to spot 25 or so without too much trouble.
>>
>>46165003
Just because they spotted something doesn't mean you need to spell out 100% what it is, anyways. They spot a secret door? OK, they see a thin crack in the wall. What is it? Who knows, maybe more investigation will discover that. How does it open? It's not always a handle, can be a button hidden somewhere that you won't passively spot it. Perhaps they think it's a trap instead, and try to disarm it, breaking it.
You don't have to make everything crystal clear on a simple passive perception check, it's just them passively spotting something, like a wire across the path or a uniform slit along the floor.
>>
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>>46165035
I suppose this is where my inexperience with this game really shines through. Balancing this stuff is pretty hard when you've barely played the game.

>>46165057
I'll keep this in mind.

Thanks for the help everyone. Stay excellent.
>>
Has anyone played the take two Mystic? I'm really interested in the Immortal, but I feel like there is a gaping hole where the Extra Attack should be.
>>
>>46165139
A 20 at low levels is pretty tough though, so if it's that difficult to spot, the trap should be something inconveniencing or irritating, not deadly.
>>
>>46165149
Mystic is meant to be caster-like, not a martial. The gish subclass (Immortal) gets a bunch of tankiness and can dish out damage similar to smites. I'm betting the final version will GFB-style abilities as well.
>>
>>46164889
Personally I always tell the players there's an indication of some kind of trap, indicative of what it's going to do to them. Regardless of perception (which I only use passively anyway). If they want to they can investigate the trap and try to figure out how it's bypassed.

That way the trap is something they interact with that generates some drama, not just an excuse to say "lol, you lost some hit points."
>>
Apparently AdventurerĀ“s League still uses password according to a recent post... does anyone has it?
>>
I wanna give my players a bonus in an epic but very harsh and deadly small campaign I'm preparing.

What do you think about this:

Optional rule - Quasi-Gestalt: The player chooses the class as usual, but whenever an option is presented, he/she can choose two different option instead of a single one. In the case of ability scores, there is a total of four + to assign to the scores, with the usual soft cap, or you ca forgo 2/4 of them for 1/2 feat.

In this way I should consider players' level to be 1,2 or 1,5 their actual ones, i think.

Thoughts?
>>
>>46165591
>This content will be available through the same channel as all the previous seasons and will continue to be free of charge. Access to this channel is a bit different this time around, though, as it will be granted by the Local Coordinators and the Regional Coordinators on a more personal basis.

I think it's much less likely to be leaked this time around. Part of this change is probably because the AL stuff got leaked so quickly and so widely.
>>
Anyone else Wild Surge sorcerer here?
>>
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QUESTION FOR FOLKS WHO HAVE ALREADY READ THE STRAHD BOOK!

Whereabouts in the book is Strahd's Invitation utilized? I saw it in the appendix, and I am yet to find where they refer to it in the books main content. Don't really want there to be a first conflict with Strahd and then for him to send them a letter saying "Oh I'd love to meet you".
>>
>>46159788

Not sure if there is a "dwarven" city in this lot or not, but I uploaded it so you could take a look.

Happy hunting, anon.

https://mega.nz/#F!ygVnQISB
>>
>>46165607
>gestalts in 5e

For the 1,000th time: no
>>
>>46165860
psst copy link with key next time
>>
>>46165833
Strahd sends after they do something in Vallaki. I think it was saving a church or something. The invitation should also be their first meeting with him from my opinion.
>>
>>46163003
Thanks again, but the PHB says 13+Dex mod for unarmored AC, instead of Cha mod.

Honestly after reading into the sorcerer and the Dragon bloodline, I'm almost more interested in making that now. Would taking the Elemental Adapt and focusing an elemental type be a good start?
>>
>>46165884
Apologies, first time using the site.

https://mega.nz/#F!ygVnQISB!rqweeDqTfPjY5RcN6zgcVA
>>
>>46165995
Thanks a lot pal. I agree with you, with the letter being their first contact with him. It's just how in the book it describes Strahd as a villain that might attack the players several times before the showdown with him.

However, now that I know where he sends that letter, I can leave all the fun battles with him until afterwards. Thanks!
>>
I'm gonna be running death house and maybe CoS in a little bit, and it's been a while since I DMed.
Is there anything specific I need to read in the DMG that I should just remember/shouldn't keep referencing?
I've not gone over it that much in the first place, maybe a quick skim of stuff important to me.
someone asked the same question a dozen or so threads back i think, but I lost the thread.
>>
>>46166315
Just do a quick skim read of the book, shouldn't take more of an hour. If you're still worried, keep the DMG with you in the session for reference if you forget the rules.
>>
>>46165607
Nah, fuck that, just let them choose levels an an additional class after twenty and scale proficiency.

You're going out of your way to create problems there, that's a fucking mess.
>>
>>46166315
You should probably read the entire PHB and the entire DMG before you DM.
>>
>>46166315
desu, the stuff in the DMG is not going to be super relevant during play. Things that will need to be referenced are player abilities, so the PHB will be more useful.

That said, just go through and grab all of the creatures in death house, and bookmark their locations in the MM, or print monster blocks out, or copy them onto your laptop, however you choose to DM.
>>
>>46165789
>https://mega.nz/#F!ygVnQISB!rqweeDqTfPjY5RcN6zgcVA
aww... well I'll cross my fingers then.
I wish there was a way to organize DDAL in a house without owning or working for a store...
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