[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/5eg/ Fifth Edition General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 375
Thread images: 44

File: map_malazan_world_of_malaz.jpg (223KB, 1600x839px) Image search: [Google]
map_malazan_world_of_malaz.jpg
223KB, 1600x839px
D&D 5th Edition General Discussion

>Official /5eg/ Mega Trove v3:
https://mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ

>Community DMs Guild trove
>Submit to [email protected], cleaning available!
https://mega.nz/#F!UA1BhCBS!Oul1nsYh15qJvCWOD2Wo9w

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

>/5eg/ Discord server
https://discord.gg/0rRMo7j6WJoQmZ1b

Getting infinite doses of poison from a dead scorpion and crashing the market edition.
>>
Any ideas for playing the Mad Scientist without homebrews?

Guild Artisan Stone Gnome Knowledge Cleric is as far as I've gotten
>>
>>48898907
Yeah that will probably do it. If you want to use your contraptions in combat though I heard a thief rogue is good for that.
>>
>>48898965

I'm tempted by the thief rogue, since it also comes with the ability to skill monkey, but it makes it hard to then also be proficient in both the things the Thievery mechanics require and the things the Mad Scientist requires
>>
From the last thread:

What would be some good new Invocations for the Warlock pacts, star chain included?
I want to make a nifty little list for all of them.
I have two so far, but they don't have level prerequisites yet.

>Blade of Might
>Pact of the Blade
>When you cast a warlock spell or cantrip, you can make a weapon attack with you pact weapon as a bonus action.
This not only allows Bladelock to fit in with the two other PHB spellblade options, but puts them above a Tomelock with Shillelagh for damage with weapons and viability.
Granted, the weakness is you can't immediately shift hex over to the new target if you kill a fucker, but still.

>Visions of the star chain
>Star Chain Pact
>When you complete a short rest, you may roll a d10. Whenever an ally or yourself rolls a d20 you can add the d10 result to the d20 roll. You must complete a short rest to use this feature again.

>>48898947
That's a PHB Feat though, anon.
>>
Is arcane trickster any good, or should I just go with bard?
>>
can someone help pls with a thing. can you pls cut out of the COS pdf the two pages referring to Ezmeralda D'avenir ? I need them separately and i cant do it on this computer. Thank you
>>
>>48898867
Need ideas for blessed equipment system.
>>
There seem to be a billion different homebrews out there for playing a shaman. Are any of them any good?
>>
>>48899103

depends on what you want

skills + spells = bard

Magic Spy go Arcane Trickster
>>
>>48899165
It would make absolutely no sense for Strahd to save them unless literally the only thing keeping Ireena alive was the party. Strahd wouldn't necessarily kidnap Ireena immediately, he likes to think of himself as a more romantic, aloof figure.
>>
>>48899118
I gotchu covered brah
http://imgur.com/a/Am8XK
>>
>>48899225
Strahd's plan is to wait for edgy, That Guy adventurers to try to rape Ireena, then he can white knight in.
>>
>>48898386
But then you can spend those stat-ups and feats elsewhere.

I'm still skeptical if they would outdamage, but ... No, okay, if you get the +10 damage and you have advantage and manage to hit a few times, it'd definitely out-damage. Still, it's competing with things like sneak attack which has a much higher chance of giving all its damage.

Though really the intent of the barbarian-rogue thing isn't to entirely outdamage the barbarian. It's to avoid all the crap from level 6 onwards on barbarian and instead get something more worth it.

Berzerker with GWF and a great weapon would no doubt outdamage the rogue, but they make some great sacrifices.

>>48898879
And how does that stop you?
You either use two-weapon-fighting, or rapier and shield.
Totem barbarian is supposedly better if you go two-weapon-fighting anyway.
Keep dex at about 14 because you need 13 dex to multiclass into rogue and you'd want it so you can wear medium armour.
Maybe if you get insanely good stats you might end up going no armour at all, though.
>>
>>48899157

I'd just go with a short term spell effect, a long term spell effect, and a permanent crafting option to grant a weapon a +0 magical affect that bypasses both general physical resistance and a specific damage resistance that can only be bypassed by that exact type of damage. I *might* give the BBEG damage immunity to other forms of damage, but I'd use that sparingly if at all.

*unless*

The point is that "we" make and use the weapons that are mankind's only hope against "them" in which case I'd give all of "them" the resistance but make it relatively easy/cheap for "us" to keep our weapons blessed.
>>
>>48898867 (OP) #
My party hit the Bonegrinder last night!

Over two sessions:
>Party sees the old woman arguing with Barovians
>Rogue intervenes, pays a fake debt the Barovians owe
>Ranger figures out he was duped, they stealth together
>Through a series of mishaps the old woman gets away with a suspiciously child-sized burlap sack that squirms constantly
>Party finds drugged out townsfolk
>Ismark says the old woman comes from the windmill he thinks
>Stuff happens
>On the road to Vallaki, they stop by the Vistani
>Vistani tell them to no go to the windmill
>Vistani say sleep at the crossroads by the windmill and then decide
>Party moves on, scaling the walls of the waterfall and fighting Druids
>Extra long rest about a mile and some change from the windmill
Had they slept like the Vistani told them there would be extra spoopy stuff involving teeth.
>Meet some werewolves they convince to not eat them
>Get closer to the windmill
>There is constant rain
>They see the ghostly images of creepy children
>They understand a Raven is trying to warn them
>They enter and see bones
>They try to burn it down, but every fire is snuffed out by a strange wind
>They enter again and have a funny exchange of words with the old woman
>She suddenly appears behind them to spook them
>She paralyzed 4/6 party members and NPCs in a single spell
>Initiative
>She tries to get them to leave and tries to bargain with them poorly
>Rolls go their way despite me using the coven spells as a legendary action
>She retreats in the windmill and slams the door taking a bunch of opportunity attacks
>End of session

I have warned them next session I'm taking off the kid gloves, they will most definitely all die since I didn't cast damage dealing spells at all yet. The thing is, does it makes sense to have Ismark and Ireena run away? Where would they go? How do I handle the dark powers if they die there? Would it make sense for Strahd to save them and take Ireena?
>>
>>48899183
So, they're equally viable?
>>
>>48899323
Fuck off with your viable shit.
>>
File: HAHAHAHA.jpg (106KB, 755x960px) Image search: [Google]
HAHAHAHA.jpg
106KB, 755x960px
>>48899335
Sounds like some viaBULLSHIT to me
>>
File: image.jpg (22KB, 200x200px) Image search: [Google]
image.jpg
22KB, 200x200px
>>48899345
>>
How to use a net efficiently as a fighter?

I'm the only melee person in my party and I have to be able to at least occupy some people for my friends to deal damage.

I'm roleplaying as a fisherman so I thought a net would be fitting.

How do I use one smartly?
>>
>>48899335
Is this some sort of trigger word for you?

I was wondering if either option might be a dud like the elemental monk or something.
>>
>>48899373
Nets waste your extra attacks.
If you want to throw lots out, you could get the feat that allows you to two-weapon-fight without light weapons.
That way, you can make your attack with a one-handed weapon and then, as a bonus action, throw the net.

Still, nets work best on beastmasters or someone who has only one attack every turn and has nothing better to do that turn.

Of course, you could ask your DM to let you get creative and make a netgun.
>>
>>48899453
My goal was to get great weapon master.

Throw out nets then 2 hand a trident to fuck people's shit.

Thing is that nets suck and that the enemy has to make a save of 10 to get out and also the net breaks if it takes 5 slashing dmg.

So I was thinking maybe reinforced steel nets or something but that's not something a lvl 1 should have.

Can't I still throw a net and then attack without a two weapon fighting skill?
>>
>>48899481
Reinforced nets might be a good idea, but..

The enemy still has to take an action, or an attack with disadvantage against the net to get free. If they have multi-attack they won't completely waste their action if they then go on to attack you.

Also, the net can only take slashing damage.

Also, if you throw the net before the monster even gets a turn, everybody gets advantage before the monster can even react.

Nets aren't bad.
They're just hard to use effectively on a fighter as they consume your multiattack.
>>
>>48899367
Those dices are so bad.
You can learn to toss them such that they land somewhere on the hemisphere with the higher values.
Had a player who cheated the hell out of dnd with that die
>>
>>48899043
Homebrew Invocations:

Hexblade (blade pact) :
Whenever you cast the Hex spell you can make an attack with your pact weapon as part of the same bonus action. Additionally you can transfer the Hex onto a new target as a free action once per turn.

Eldritch claws (no requirement):
You add your proficiency bonus to attack and damage rolls with natural weapons gained from the alter self spell.

Binder (Chain pact lvl 11):
You may merge with your familiar at will as a free action.
You gain additional AC equal to half of your proficiency bonus and 2 other abilities related to the nature of your familiar.
Examples
- Imp - your weapon attacks deal an additional Cha mod poison damage and you gain a ressistance to fire damage.
- Fairy dragon - You add an additional half of your proficiency bonus to all checks pretaining to illusions and gain flight equal to your land movement speed.
>>
>>48899424
everything that is not Elemental monk, beastmaster or berserker is viable
>>
>>48899641
Hexblade seems nice.
Eldritch claws seems more fluff than anything. Alter self just wasn't made to be good, I suppose. Except in a jailbreak.

Binder seems overpowered.
>fuse with imp
>gain AC increase
>gain magic resistance
>gain at-will invisibility as an action
>>
File: 1461978442367.jpg (735KB, 926x1024px) Image search: [Google]
1461978442367.jpg
735KB, 926x1024px
Asking again this thread. Has anyone got an extension for the PHB Wild Magic table that doesn't tend to be ridiculous like the d1000 ones out there?
If not, does anyone want to see if we can scrape up 50 more effects so we can fill a full d100?
>>
File: wild magic 2_0.pdf (1B, 486x500px)
wild magic 2_0.pdf
1B, 486x500px
>>48899804
No worries senpai
>>
Posting here for input on some homebrew archetypes.

The Legend Pact for the Warlock draws its power from the collected myths and tales of a legendary folk hero.

The Spellcoder wizard uses careful planning to improve the power of his or her spells.

I'm looking for anything that's too strong or too weak or if it could be combined with something in a game-breaking way. Specific trouble spots are listed at the bottom of the document.
>>
>>48899917
>>48899928

Turns out you're both illiterate
>>
>>48899804
Wild Magic from the books is garbage. I don't know why would anyone use that crap as a DM.
The only effects that are nice are mundane visual ones, and even better would be to just improv on spot
something that makes sense. Also the occurrence rate in the book is stupid
>>
>>48899798
Well eldritch claws boosts them enough to work well enough in combat which is Ok.
Basically a scaling magic weapon you always have on you.
This will be great on a fighter or Barbarian as an MC option.

I thought the same on the binder so I made it require 11 warlock levels.
>>
File: 1467319369811.gif (304KB, 104x152px) Image search: [Google]
1467319369811.gif
304KB, 104x152px
>>48899917
>Permanent changes that repeat often and range from "Slight fluff" to "Permanant buff" to "If you do this it will kill you"
0083 After each spell, caster is afraid of his own name
0085 After each spell, caster is base AC zero for 1d4 rounds
0090 After each spell, caster is immune to bludgeons for 1d4 rounds
I...I'm not even going to keep sorting through this for specific examples. Most of these are terribly disruptive to the game and far to wide reaching to consider using.
>>48899939
Which is why we need more, no?
>>
Is it worth and how would you go about punishing that sort of "my first PC" character as a DM? (Without telling them they can't play)
I've got a player who is trying to take homebrew elements and is obviously an orphan, super unique, that kind of thing.
>>
>>48900167
>punishing
Just tell them to stick to core instead of acting like a passive agressive bitch DM

Also urchin is in the fucking PHB
>>
>>48900167
They say the only way to improve at something is to get rid of the shoddy work. Put your bad drawing out on paper, let your off pitch notes fly loose, and when they're cleaned out you can make the good stuff.
The same applies. Just treat them with the same judgement you would other characters. Don't let them use ridiculous homebrew and have the world interact back in a logical way.
>>
>>48899980
Well, I took a second look at eldritch claws and it's not as bad as it first looks.

However, you're a warlock. Getting into melee. With a concentration spell. It's destined to go wrong when you could have used that spell and action to just straight-up deal damage instead.

If you made it so you could then make the attack action as part of using alter self to gain natural weapons, I think it might be good.

It still has the major problem of using a spell at all and concentration and an invocation, but I can certainly see it getting used. A barbarian would be able to wear a shield and use the unarmed strikes for two-weapon-fighting, which would be a fair butviable thing to multiclass for, I think.


Even so, limiting it to a level 11 warlock doesn't seem fair even then.

It's a way, way better version of 'at one with shadows' which requires you to be in darkness and not move at all, and doesn't give you the AC increase or magic resistance.

I think instead it should be
>no AC increase
>choose only one feature to gain when you fuse
That means you can choose between things like at-will invisibility (Again, obsoletes at one with shadows, not that that was a great invocation anyway), magic resistance, et cetera.
>>
>>48900167
I'd like to see the homebrew, so I can laugh at it.
>>
>>48900043
>permanent buff
There is also a table for when an effect ends.

And, typically, it doesn't tend to kill.

The problem is with creating new wild magic effects, is that you'll either buff wild mage or nerf it.

As it currently stands, I believe the wild magic table is a buff to sorcerers. However, it's only a 1/20 chance of happening anyway.

An increase in the rate of wild magic by four times and an increase in the wild surge table would be nice, what with wild sorcerers not being considered too awfully strong anyway, just fun.
>>
Hey 5e. I need an idea for BBEG that isn't a humanoid. I have one villain who is an Elf and another villain that is an evil Robin Hood.
Both those villains aren't large and imposing. They both are cunning villains who don't command an army.

What type of intimidating creatures could make interesting conquerors. I was thinking of powerful rogue Storm Giant who enslaved many different dragons.

I want a villain who would instill fear into my PCs.
>>
>>48900559
An old, evil giant wouldn't be a bad choice.

Don't make the giant directly confront or regard the players too much, but kind of make sure they see him and are aware of him.

It's better to have the 'villain you can't really kill yet but can kill later' not really caring about you than having him constantly breathing down your back, because otherwise he could just step out and murder you himself.

Although, there could always be a thing where he arrives after you fuck something he likes up and gets angry, but the party has several ways to escape him what with him being big and old and you having a lot of places to hide.
>>
File: 1424046087173.jpg (14KB, 280x280px) Image search: [Google]
1424046087173.jpg
14KB, 280x280px
>>48900511
I think you're misinterpreting the wild magic features.
Wild Magic Surge
>Immediately after you cast a sorcerer spell of 1st level or higher, the DM *CAN* have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
>Any time before you regain the use of this feature, the DM *CAN* have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st or higher level. You then regain the use of this feature.
It's entirely DM dependent. They could have you roll it all the time and be a walking storm of advantage and magic, or forget about it entirely and have you never surge at all.
It isn't 1/20, it's "When the DM wills" if you're using your main feature.
>>
>>48900653
I completely understand that, and I just go by the assumption that if the player is playing a wild sorcerer they'll actually ask their DM how often they'll trigger it.
>>
>>48900559
Dragon. Duh.

Beholder.

Any classic D&D BBEG
>>
>>48900373
It's a variant wizard that can use nothing but telekinesis, doesn't use spell slots and has zero options for progression aside from feats and stat increase.
>>
>>48900767
So the master of the unseen hand from 3.5, that sucked a fat dick unless you cheesed your way into being a ghost since they had telekinesis at-will.
>>
>>48900767
So.. Either shite, or very, very front-loaded and encourages taking it as a multi-class?

What's it called, or is it something they made up themselves?
>>
I saw something yesterday about Storm King's Thunder previews before I had to go out. Any update on that?
>>
>>48900873
He forwarded me a document called the telekinetic, so I don't have a link, it looks pretty BS for 5e so I assume he's trying to sneak in something from 3.5
>>
>>48900857
I wonder if I could hide his character being a ghost that possessed his body. Is that taking too much control over PCs as the DM?
>>
>>48900942
Yeah, no.

If the homebrew isn't even uploaded to something, then it's gauranteed to be trash.

I still believe the only truly decent homebrew I've seen in the Tarrochi, and even that has a couple of flaws.

Oh, and the four-elements monk alternative didn't look so bad either, I suppose. After they fixed broken things like water whip.
>>
>>48900653
This is why I just always have them roll the d20 and then give them Tides of Chaos back when they surge as a result.

I've got enough shit on my table controlling the enemies and writing the story, I don't also need the player yelling at me because I am "gimping" their character.
>>
>>48900935
Keep an eye on this page over the next two weeks or so:
http://dnd.wizards.com/articles/news/extralife2016

WotC tends to not do shit on weekends so it probably won't be updated til Monday.
>>
Can a full party of 4 level 5s take out a young blue dragon?
>>
>>48901323
The challenge rating is 9 I think, so probably not without some difficulty or death.
>>
>>48901323
Depends on the party and their gear / resources.
>>
>>48901323
I'd say yes if they can prepare specifically for the fight or prep the battlefield in some way, but as a surprise encounter it'd depend on the party.
>>
Anyone have any mapping tools they recommend?
I've seen some really great software online but it's not free. (And I can't find a torrent)

For now I am using pen and paper.
>>
>>48901441
A good image editor (Photoshop or GIMP) will always have the best results if you take the time to use it.
>>
>>48900559
Chromatic dragon, aboleth, beholder, weird-ass demons and fey, dude you have monster manual and tome of beasts
>>
File: 1470696358496.jpg (58KB, 620x451px) Image search: [Google]
1470696358496.jpg
58KB, 620x451px
My party has been having an easy time in my campaign through a string of really good rolls, and at the risk of their boredom I think I need something better than a bigger bad to throw at them for my next session. I'm looking into particularly devilish ways to make smaller enemies utilize cleverness and low cunning to pose a threat a la Tucker's Kobolds. I've been looking at things like the mini-Ashes from ED:AoD for inspiration on how to RP a tactical yet easily underestimated enemy.
Any recommendations on things anon DMs/players know of or have drawn inspiration from to similarly Tucker an especially bold party and keep things interesting for them? Greentext welcome.
>>
>>48901621
Disciplined, well-organised hobgoblin troops. 3-5 frontliners, cleric of Maglubiyet the Mighty One, some bowmen and using terrain.
>>
More terrible homebrews incoming, now in fewer-woooooooooords format.

It tries to address some questions: why would a(n) (optimized) non-half-orc with great weapon fighting ever opt to take a greataxe over a greatsword/maul? Where's muh no shield-one-handed sword fighting? Why can't Mearls write about historical arms and armor competently?
>>
>>48901621
I don't know your particular situation very well.
But my players got pretty overconfident so I caught them up in a goblin ambush with the majority of the enemies at an extreme height advantage over the players.
Only one player realized how bad of a situation they were in. While the others seemed to be like "it's just goblins." Nearly a TPK. They learned their lesson to take into account the environment.
>>
Has anyone here checked out Ultramodern5? Is it any good?
>>
iv been meaning to get back into D&D, iv been out since 3 maybe 3.5, saw what 4 had to offer and wasn't really digging it, 5 has got me interested again. Anyways are there any go to character creators that you guys recommend.

thanks
>>
I'm playing a fiend patron warlock, that's essentially black magic evil Darth Sidious type. I've been having a lot of fun with the bad reputation background feature, but now I'm level 3 and I can't decide which pact to choose. I hear that Blade is redundant with Eldritch Blast, Chain doesn't scale, and Tome is only good if your DM supplies the party with enough ritual spells to learn.
>>
>>48901753
I'm more interested in ways other players have seen or played their 'bolds so I can adapt the ideas or a particularly nice trap into whatever makes the most sense for them to run into. They're wrapping up a mini-module I HB'd for them at the moment, so their next adventure is up in the air.
>>
>>48901782
>are there any go to character creators that you guys recommend
Chapter 1 of the PHB.
>>
>>48901772
I had some interest in it, but after checking out the 30-page preview on DrivethruRPG or whatever it has some pretty crap design. Their "ladder" progression thing is just boring feat chains and there's a lot of 3.PF-style +1s throughout.
>>
>>48901787
Blade is fine if you want to play like that. The other day someone pointed out the average damage is like 4 less than EB at high levels. You would also benefit from Fighter levels, so that's something. The only downside is the melee aspect.
>>
File: tealc.jpg (165KB, 500x357px) Image search: [Google]
tealc.jpg
165KB, 500x357px
>>48901886
yer a cheeky little cunt, ill give ya that.
>>
>>48898867
Dumpin' these.
Gonna be working on a some magic-blooded races as well - basically races that have draconic/fiendish/celestial/fey/whatever in their lineage, but that don't necessarily manifest themselves in a full class/archetype like a sorcerer or so strongly they cause anything more than minor physiological changes. I'm making them with the core functions of the base race but with minor changes.
>>
>>48902077
>>
>>48902077
Suggestion: throw your shit into a PDF instead of making fifteen posts every thread for them.
>>
>>48902102
Need to playtest Star Chain more. I really like the fluff of it.

>>48902205
Don't know how to do that senpai. MS paint and pirated 2007 Word is the pinnacle of my technological capabilities.
>>
>>48902229
https://www.microsoft.com/en-us/download/details.aspx?id=7
>>
>sorcerer casts Poison Spray
>mispronounces and accidentally casts poussin spray
>shoots chicks from his hand
>>
>>48902264
>>48902559
Thanks senpai.
>>
>>48902432
>sorcerer casts poisson spray
>target is assaulted by a shower of fish
>>
File: 1300726889755.jpg (340KB, 840x1080px) Image search: [Google]
1300726889755.jpg
340KB, 840x1080px
New 5e player with a question.

Are feats better than ASIs? Should I prioritize feats over ASIs?

Going to be playing a Vhuman Paladin wielding a halberd. Vhuman is giving me Sentinel, but with Polearm Master and Tunnel Fighter UA fighting style, I'll really be able to lock down enemies.

But then the question becomes, I'm probably going to give up my level 4 ASI for Polearm Master. Is this going to put me behind the curve?

Would it be smart to take Great Weapon Master instead of the level 8 ASI? Or at that point are the ASIs more critical? I figure you'd need the ASIs to ensure you'll be able to land attacks.

Could use some thoughts on the matter. Thanks.
>>
>>48902628
Get ASI first, there are a few exceptions (polearm master/xbow expert) but ASI is usually best.

I would make your Vhuman feat polearm master instead of sentinel btw.
>>
>>48902702
I agree with this man. Polearm master is fucking amazing.
>>
>>48902628

Your class abilities should be maxed out, with some exceptions (like, if you're an arcane trickster, it pays off to get Ritual Spellcaster as soon as gnomishly possible)

Then, it's up to you really. You've level enough to get a feel for what works best for your character
>>
>>48901621
A goblin watchtower on a hill.

The goblins have cover, up to three-quarters-cover even.
The goblins can potentially lie down or hide behind walls.
If the goblins lie down, ranged attacks will have disadvantage.

There will be traps that create obstructions that will delay the party even further.
Shieldwalls are a thing. The shield wall would be effectively using the 'dodge' action every turn until the enemy gets too close, and then the party might risk taking damage from a polearm master like feat the goblins would have.

A single goblin mage would provide some weak but tactically wonderful spells.

Perhaps the goblins have a back entrance they sneak through if things get bad, and then the upper structure can collapse on the people once the goblins get out.

Of course, doesn't have to be goblins. I suggest a lawful evil sort of race.
A lawful evil colony will likely call on more and more guards.
If you stay there, you'll fight more and more until you're overwhelmed.
Grab what you can and run, and avoid detection until then.

Lawful evils or neutral evils fit tactical fighting much better than chaotic evils.
>>
File: fg5whilll.jpg (81KB, 844x479px) Image search: [Google]
fg5whilll.jpg
81KB, 844x479px
What sheet is this?
>>
>>48901787
Pact of the blade is mostly fun rather than viable, but so is pact of the tome if you go booming blade /green flame blade with shillelagh.
Pact of thechain gives you some nice scouting options.
Pact of the tome won't really provide more damage all so much, but I suppose you could pick up some things like sacred flame.
Still, don't worry too much about which you choose. The pacts aren't awfully strong, though pact of the tome withbook of ancient secrets can be good if you don't have a wizard for rituals.
>>
>>48903039
>chaotic wizard sun elf
P U R G E
>>
>>48903039

it's that chris guy from Grey Force

They've been previewing Storm King's Thunder over at the Nerdist youtube channel
>>
>>48903067

>implying elves are anything but chaotic

Nice meme understanding of moral alignments you got there
>>
>>48901980
>Blade is fine if you want to play like that. The other day someone pointed out the average damage is like 4 less than EB at high levels.

more importantly, a bladelock has enough invocations to go full EB build AND full blade build. You don't actually have to choose between them.
>>
So I just hit lvl 4 with my fighter and i was thinking about about rerolling as a paladin when he dies. Is smite good? Also. Would it be better to just multiclass into paladin instead?
>>
>>48903237
>implying this changes the fact they should be PURGED
>>
>>48903278
>Is smite good?
Yes, Quite.

>Would it be better to just multiclass into paladin instead?
BETTER? Not if you want to smite. Smites rely on you having spell slots, fighter levels dont give you those.

But this is all based solely on mechanics. A fighter/Paladin would still be quite good and possibly full of RP opportunities,
>>
>Poison

For what fucking purpose? It's so overly stupid on how to make poison period, that I don't even know why Assassin gets a boon that raises his skill with a poisoner's kit!

LITERALLY useless unless the DM flips the script and makes poison-craft without the by the book rules.
>>
>>48903348
crafting poison is pretty crappy BUUUUUT harvesting poison is not terribly difficult.
>>
>>48903374

>So what, you harvest poison, apply it to weapons, boom?
>>
>>48903278
>would it be better to multiclass into paladin
No.
>is smite good
Yes. It will give you some very good damage output, but you'll have to be careful as it uses spell slots that are only regenerated every long rest.

The key levels of paladin are 5 and 6.
At 5 you get multi-attack, and is a major power spike as with many classes.
Level 6 is unusual, as normally there's no power spike here. The level 6 paladin ability is absolutely brilliant.

If you intend to multiclass with paladin, stop levelling paladin at level 6. Also, it doesn't work well with classes such as fighter as the extra attack you get at level 5 won't stack.
>>
>>48903398
yeah pretty much, you can poison yourself if you roll low on the harvesting roll, but that's why you do it AFTER combat.

I have a level 6 arcane trickster that currently has 5 vials of various spider poison, and 24 vials of drow poison fun fact, drow poison is the only self replicating poison. Kill a drow, get drow poison, use drow poison on more drow, get more drow poison
>>
What are your favorite spells in 5e?
What were your favorite spells in previous editions? Are there some spells you want back?
>>
>>48903341
>>48903407
I should give a better insight on my character. I'm a champion fighter and yeah, I read about how extra attacks from multiclassing wont stack.
I just wanted to know if it was a good idea to go 3 fighter/17 paladin or only a few lvls into paladin
>>
>>48903497
Grease. Grease is always great.
>>
>>48903260
Kind of? You do have to pick which one you actually /use/ and if your EB actually does more damage why are you using a sword again?

Its kind of like saying elven wizards gets proficiency in longswords AND can cast spells so they will do both. In practice not really though, you are going to be doing less damage in melee and you are going to be very squishy, so why would you ever stand next to a fire giant and hit it with your sword?
>>
>>48903495

The character I'm somewhat intrigued to try poisons with is a 2Fighter 2Rogue who's a ranged combat specialist.

>Doesn't help our DM was on Tequila and gave me a Magical Hand Crossbow called "Dia De Muertos" that deals so much damage. Poison on top would be disgusting.
>>
>>48903497

I've had shenanigans with Darkness, Mage Hand, and >>48903510 fucking Grease.

Web and Grease are my MvP spells that have saved the party quite a few times. Love em' to pieces.
>>
>>48903348
RAW if you kill one thing that you can harvest poison from, you can harvest an infinite amount from it, each dose only taking one minute to craft, and the only penalty for failure is poisoning yourself.

I was in your shoes last thread anon, there are two sections on poison crafting, and you can do it in two different ways. Reread the DMG.
>>
>>48903511
>Kind of? You do have to pick which one you actually /use/ and if your EB actually does more damage why are you using a sword again?

because some enemies are up in your grill? because you got a bitchin' magic weapon? Poison? You want to utilize hellish rebuke? You like gish's?

>so why would you ever stand next to a fire giant and hit it with your sword?
You say that like stabbing a fire giant isnt reason enough.
>>
>>48903568
This way of thinking is fine and dandy unless your DM actually challenges you. Your friends are probably going to be upset with you if some of them die because you didn't feel like casting a fireball or what have you and instead attack for 1d8-1 damage or some shit.
>>
>>48903505
Well, it wouldn't be an absolutely terrible idea.
If you pop your smites when you crit, the smites deal double dice damage, too. Or, a half-orc fighter3 for champion and hen barbarian 17.
I'm not saying any of these are proleague superl33t masterbuilds, but they're ideas.

You can either go level 5 in fighter to pick up the level 5 feature and then go into a melee class that doesn't have multi-attack (See: rogue)
Or you could stop at level 3 and go something else that could use crits. Barbarians, rogues and paladins all have things that scale off of crits - rogue's sneak attacks do more damage on crits, barbarians get extra weapon dice on cits later on, paladins get extra smite damage.

Still. If you only go to level 3 fighter and then start levelling something else, you're going to be weaker than the rest of your party since you've abandoned the level 5 powerspike.

Unless you pick really badly, you won't fuck yourself over too hard no matter what you do. But you'll probably not be 'optimal', if that matters.

If you intend to go champion3/paladin17 that shouldn't be too bad. You'll spike at level 8 instead of 5, and then get that really good paladin ability at level 9. The later paladin abilities are less essential, but those smites would work well with the crits.

You need at least 13 strength and 13 charisma to multiclass into paladin. And it'd be best if you had high charisma.
>>
>>48903622
I think my fellow players would be more pissed off if i cast fireball on the fire giant.
>>
File: 1323660875605.jpg (166KB, 385x636px) Image search: [Google]
1323660875605.jpg
166KB, 385x636px
>>48902702
>>48902765
>>48902906
Even going for lock down? It looked like Tunnel Fighter fighting style and Sentinel would let me prevent any enemy from leaving my threatened zone. Polearm Master has obvious synergy as anything entering the area also gets caught in the lock down, but without Sentinel it's kind of defeats the lock down idea.

Unless you're just saying go Great Weapon Fighting fighting style and Polearm Master instead?

I'm on Standard Array and I've used my Vhuman attribute points to have 16 str and 15 cha to start, but if I shoot to max out relevant stats before feats, I'll need all of my ASIs to achieve 20/20 str/cha.

Or should I just be looking to cap out Str? Then pick up Sentinel at level 12?
>>
>>48903646
I did not mention a fire giant in that post, it was another, new example.

But I see now you are just trolling.
>>
>>48903653
Yes - take polearm master first. It's just better. Sentinel on its own actually isn't very impressive.
I polearm master -> max strength -> sentinel in virtually every polearm build, because it just ends up helping the team way more.
>>
>>48903672
yes, heaven forbid someone be actually following the conversation logically.

Yep you got me, I'm a troll, give me my (you)'s, i need them to live.
>>
>>48899560
Anon, d20s with increasing numbers are for life tracking in Magic. They're not meant to be used as normal d20s.
>>
>>48903223
no I think he means what kind of character sheet is that, is there a link to it he can get. Also RIP
>>
>>48903067
Mercer one-shot him with a trap.
>>
>>48903765
Why is Mercer such a baller fucking DM
>>
File: image.jpg (71KB, 565x720px) Image search: [Google]
image.jpg
71KB, 565x720px
I'm bored at work on my break so I'm just going to post some classic Larry Elmore D&D-style art if nobody minds.
>>
File: image.jpg (94KB, 458x699px) Image search: [Google]
image.jpg
94KB, 458x699px
This dragon is all
>"Why did you think killing my children was an okay thing to do? That's fucked up lady."
>>
File: image.jpg (84KB, 564x752px) Image search: [Google]
image.jpg
84KB, 564x752px
Sure she's good looking, but when this picture was drawn the class she is likely a member of kinda sucked.
And she'll probably steal my wallet.
>>
File: image.jpg (25KB, 236x331px) Image search: [Google]
image.jpg
25KB, 236x331px
>>
>>48903833
Well, the trap death was just a lot of bad luck set off by Chris Hardwick having his character read runes out loud. He misread them, the trap rolled a natural 20 and smashed the wizard into "taffy". But he is a baller DM, yes.
>>
File: image.jpg (255KB, 1024x768px) Image search: [Google]
image.jpg
255KB, 1024x768px
His art is funny.
Every time I see it I think that I swear I must have seen it on some old novel cover somewhere
>>
File: image.png (170KB, 431x480px) Image search: [Google]
image.png
170KB, 431x480px
>>
File: image.jpg (220KB, 813x1200px) Image search: [Google]
image.jpg
220KB, 813x1200px
I swear that the face on the blue elf chick here was reused for the Nymph in the 3e Monsterous Manual.
>>
>>48903833
Brian Posehn's bard used suggestion to have a displaced beast try and shove its head up its ass, and succeeded. The lose of Hardwick and gain of Posehn to the show is terrific.

Mercer really has no idea what to do with him having delt with Scanlan for so long.
>>
File: image.jpg (114KB, 564x704px) Image search: [Google]
image.jpg
114KB, 564x704px
>>
>>48903902
wow spooky, looks just like my mother in her younger days
>>
>>48903950
go back in time and have recreational sex with your mother
>>
Looking for input on how to properly create a character I'm trying to make. To sum him up in the simplest way, think of the popular animu/fantasy ronin type character (Rurouni Kenshin, Samurai Champloo, even Auron of FFX). High Dex fighter seems to work the best mechanically from what I can tell, though thematically I feel like the Monk or even a Ranger would make more sense. Would like WIS to be important after all, and it feels like the fighter doesn't have a lot going for it outside of hitting things. Any suggestions?
>>
>>48903751
Yep. I like that sheet.
>>
A guy in my group plays a monk with 18 Passive Wisdom Perception at level 1. We are planning to play Curse of Strahd and i was wondering if i would run into troubles that he'd be able to spot all traps or something?
>>
>>48904205
There aren't that many traps in CoS, honestly.

And the point of having a high passive Perception is so you *don't* get caught in traps, so... it's fine.
>>
>>48899019
2 levels bard.
>>
>>48903998
Honestly, a straightforward Fighter with the Champion archetype fits just fine.
No magical powers, just superlative combat skills and nearly superhuman physical abilities.
Give him a longsword and make use of it's versatile feature for the obligatory katana.
>>
>>48903998
The PHB doesn't have a great selection of classes that are more armor-restrictive but still heavily weapons-based combat-focused. Non-heavy armor dex melee fighter options include the Swashbuckler Rogue Archetype (from sword-coast), College of Valor Bards, possibly the EK Fighter, Hunter Ranger, and depending on how much you like wacky stuff, Bladesinging Wizards (from sword-coast).

They're admittedly not great options. There are, however, a few Tome of Battle homebrew adaptations from 3.x that are floating around the internet. That would fit your character much better. Ask your DM if that's okay.
>>
>>48904205
You're in a wrong mentality.
>>
>>48903872
I started this series thanks to this thread and I am happily looking forward to Hardwick's deaFIREBALL
>>
>>48904205

>i was wondering if i would run into troubles that he'd be able to spot all traps or something?

Walking at normal speed is a -5 penalty to passive perception. Lightly Obscured/Dim Light is a -5 to passive perception.

He would need to travel at half speed and carry a light source. If you're still worried then say that passive perception only detects creatures using Stealth, and that players need to use the Detect action to find a trap.

I usually only allow the player with the highest score in a skill to use that skill out of combat. 5 rolls with no bonus is better than one roll with +5 or even +7.
>>
>>48903998
I'd suggest monk.

Probably not fourelements monk as they're kind of meh unless you get one of the revisions.
>>
>>48904325
>Walking at normal speed is a -5 penalty to passive perception. Lightly Obscured/Dim Light is a -5 to passive perception.
Traveling at a *fast* pace is a -5 penalty to passive perception. Normal has no penalty.
>>
File: travel speed.jpg (33KB, 560x273px) Image search: [Google]
travel speed.jpg
33KB, 560x273px
>>48904347

thanks for the correction
>>
>>48904246
Do you happen to have any recommendations? I saw a few good looking homebrews that actually fit perfectly (a certain blademaster homebrew in particular), but I have a hard time deciphering what is and isn't balanced or reasonable.
>>
I have a stupid question!

Throwing a dagger is not considered a melee attack RAW, right? I'm not crazy?
>>
>>48904227
Cool cool

>>48904288
I know, but i wouldn't want them to think its too easy
>>
>>48904455

It's a ranged attack with a melee weapon.
>>
>>48903636
Thanks. I just wanted to know some options for my character.
I don't know quite yet if I should stick with fighter all the way or branch into something else.
Also glad I picked champion cause the last session I played I rolled a 19 three different time s
Those crits felt amazing
>>
>>48904455
Of course not. It's a ranged attack.
>>
>>48903950
Do you have her number?
>>
>>48904325
>only player with highest of something can do a thing
The problem with that is that if you're the 'jack of all trades' and everybody else is superspecialized, all your skills will become useless.
Group checks where everybody has to surpass a certain level (i.e. 3 successes out of 6 with particularly good rolls counting for 2 successes, like 20+) help keep everybody's skill relevant.
Or, on the other hand, only people who got a bad perception roll would be surprised in an ambush.

Or, a player has to make several rolls sometimes, such as in crafting something. If you make several rolls, the modifier is much more important as a guy who has to succeed 3 DC 15 checks with only a +3 modifier is going to do MUCH worse than a guy who has to succeed 3 DC 15 checks with a +10 modifier.
>>
>>48904493
>>48904472

Excellent. I knew I wasn't nuts. I just spent 20 minutes arguing with a player over email because he thought he could do GFB by throwing a dagger.
>>
How long before someone scan that live stream exclusive adventure?
>>
>>48904488
Champion alone is probably one of the most boring class options you could pick, but the double crit chance has some nice synergy.
If you have advantage on an attack roll, you have two chances to get 19 or 20.
>>
>>48904508
It says in the spell description that you must be within 5 feet. Why is he throwing the dagger within 5 feet instead of just attacking with it normally?
>>
>>48904507

>The problem with that is that if you're the 'jack of all trades' and everybody else is superspecialized, all your skills will become useless.

If the party has a lot of characters with high rank in multiple skills then why be a jack of all trades? Most characters only have 4 or 5 skill proficiencies, and some are redundant.
>>
>>48904325
>I usually only allow the player with the highest score in a skill to use that skill out of combat.
So, you try to limit your players in pointless ways and control how they play the game based on what you think is right. Gotcha.
>>
>>48904576
>If the party has a lot of characters with high rank in multiple skills then why be a jack of all trades?
So you're decent at making any skill check, which is arguably better than being super specialised in one because what if they roll bad or just straight up aren't able to make the check for whatever reason.
>>
>>48904576
Because perhaps the usual smartypants will fail to remember something, but you might.
Because then perhaps the strongman might be too exhausted from the last fight, or he needs a bit of an extra push from some help.

Because maybe if you want someone to do the 'help' action to help with a skill check, it requires someone who is actually half-decent at a skill (A barbarian with -2 to arcana probably shouldn't be able to help a wizardrogue with +10)

Because... It is a character and a playstyle that exists, and it's bad to rule out options.
>oh, hello there bard. I'm sorry, we already have a master of arcane, a stealthy superguy, mr. strongmad, cleric mcomniscient, prince charming and some guy that's literally a piece of rock... So you can't fit into the party, because we never fail at what we do, even if we can each only do one specific thing.

The bard ability 'jack of all trades' would be almost useless if everyone else in the party carefully selected their characters to not step into anyone else's territory, at all.

I think languages are a good example.
Say, each language is known by only one party member each.
But what if you come up against a race who absolutely detests dwarfs, but the dwarf is the only one to know giant?
What if the dwarf fucks up their diplomacy? You could have the generalist step in to try to recover the situation.

This works well especially if low rolls can fuck up situations.
>>
>>48904614

>So, you try to limit your players in pointless ways

It isn't pointless. Stacking advantage isn't allowed, which is essentially what every player rolling for the same skill DC does.

>and control how they play the game based on what you think is right

Lol. What else do you think a GM does? The GM controls the game by allowing the DC to take place at all.
>>
>>48904705
Damn, you must be one of those gas with God complexes that I've heard about. I understand you control the game, but I'm surprised you can even find any players with your shit rules.
>>
>>48904726
I'm one of the guys against the idea he's saying, but you're kind of going into hyperbole here.

There's a good reason for the rule, in that if you allow everyone to roll for it then chances are the specialist guy who specializes in, say, arcana, is actually less likely to succeed than instead someone else in the party.
And it makes some things too easy, without putting DCs above 20 so that only people with certain + modifiers can get there.

It's a bit of a shame, because I think the modifiers would work better on a 3d6 system than a 1d20 system for skills. I think something has to be done, and what they've offered is one solution, even if I don't think it's the best.
>>
>>48904726

>I'm surprised you can even find any players with your shit rules.

Try them. RAW is too easy when players don't intentionally make bad decisions when they have the knowledge not to.
>>
>>48904705
>It isn't pointless. Stacking advantage isn't allowed, which is essentially what every player rolling for the same skill DC does.
There is no rule that says a group can't work together to accomplish something. If all the players want to investigate a room together, they can and should be allowed to do such. They just all make individual checks. This isn't "stacking advantage" at all. It's called teamwork. Sometimes, even the dumbest person can get lucky and notice something that the rest of the players can't.

Instead, everybody is just forced to stand around doing nothing and being bored while one person gets to investigate the room. Last time I checked, the best and fastest way to look for something is to look as a group. It makes perfect sense in the game and in real life.

>What else do you think a GM does?
Not control or alter the game in unnecessary ways? You're limiting your players for no reason, especially when there is no rule in the PHB that says "When making skill checks, only the most skilled character in the party is allowed to make them." Everybody is allowed to make a skill check when they want to. You added your own pointless rule to fuel your own selfish ways.

A good DM guides players through situations and steps in to make rules and boundaries clear. You help keep the flow of the game steady without interfering with the player's ambitions unless that player is obviously out of line.

A bad DM, e.g. you, tells players what they can and can't do based on their own personal opinions.
>>
>>48904805
Not them, but I think there's a bit of a distinction.
If you tell a player why they can't do something with a reason, that's fine.
If you tell a player what they can and can't do without a good reason other than 'balance', that's something that should be avoided.

And they have a half-good reason, in that it stops super sherlock holmes from being worse than a bunch of orphans at detective work.
However, like you said, it's decreasing player interaction and telling players they can't do something 'because someone else can do it better', which isn't really a proper excuse.
>>
>>48904841
>If you tell a player why they can't do something with a reason, that's fine.
Yeah this is fair.
For example, I might limit it to people with proficiency in the relevant skill if I feel like it's not something a layman should know.
>>
>>48904805

>There is no rule that says a group can't work together to accomplish something. If all the players want to investigate a room together, they can and should be allowed to do such. They just all make individual checks. This isn't "stacking advantage" at all.

The help action allows a player to use their action to give advantage to another character advantage when performing a skill check. Advantage is rolling twice and using the better result. If you roll more than twice and take the best result that is essentially stacking advantage. What is essentially a -2 to -5 penalty is already less than what WOTC purports to be the benefit of advantage.

>Not control or alter the game in unnecessary ways?

There is no game to alter without the GM, unless you are running a pre-generated module or use only the procedural adventure generation rules in the DMG. Maybe a player wants a Holy Avenger. To give it to them intentionally would be to alter the game in an unnecessary way. One of the benefits of having a GM is to make unnecessary alterations that make the game more fun, and ensure that they are executed.

>You're limiting your players for no reason

I limited them because they asked for it to be that way, when they found that a DC 15 was a greater than 90% success when a party of 4 attempts it and some of them have the appropriate ability score, proficiency or a cleric giving guidance to everyone in turn.

>A good DM guides players through situations and steps in to make rules and boundaries clear.

It would be possible to make every trap discoverable and every NPC persuadable without the need for a skill check. That option makes the skill checks irrelevant. Likewise, skill proficiency is irrelevant when everyone is allowed to attempt the same DC, because the probability of 4+ rolls is a greater benefit than proficiency and a high ability modifier.
>>
I limit the option for individual rolls. If there is a single consequence for failure across the whole group, they make one roll (with help if they can justify it). Individual checks are for inidividual consequences if they fail.
>>
>>48904841

>If you tell a player what they can and can't do without a good reason other than 'balance', that's something that should be avoided.

The reason for allowing only the most skilled to attempt a DC is because a whole party with no modifier is better than one character with the best modifier, and the skills become non-options because none of them matter. The limit on attempts is what gives more options to the players because it makes skill selection a real choice.
>>
Hey, folks? I was curious; do you think there's any room in 5e for new official Warlock patrons?

If yes, what kinds of patrons can you think up? Me, I've got hope for an elementalist-style "Primordial" patron, would love to see a rebirth of 4e's "Dark Pact", and I can vaguely think of "dark nature" type patrons ala Jhebbal-Sag from Conan or Zuggtmoy.
>>
>>48905118
Hell yes there's more room.
A hell of a lot of room.
>>
>>48904987
>>48904805
>>48904705
>>48904614
This whole argument is pointless. When multiple people attempt something it just gives one of them advantage. Fuck off.
>>
>>48905083
That's true, but that's not an in-world reason.
That's a 'for balance' reason.

You're limiting players on what they can and can't do.
One player might think, "Oh, well, I wonder what this magical stone is." but you're telling them that out of combat and in free time they're not supposed to check it themself because someone else is supposed to do it for them. And if they do do it, they're gauranteed to be worse off than if they never checked it at all and left it to someone else.

What I tend to do is make a task harder and harder as more people attempt it. This means that anybody can try something, but if the three best people in the party can't find something then the people with negative modifiers are very unlikely to do any better.

Similarly, a person with a negative modifier can go ahead and say "Well, I want to work out what this does" without being forced to hand it over to the party mage straight away.

To be honest, that's not exactly the best system and it's very subjective as I don't always increase DC but kind of do 'what feels right for the situation', but I feel it's better than limiting what people can do.
>>
>>48905168
>int 3 bear that can vaguely attempt talking
>int 20 wizard of smozz
>int 3 bear an help wizard

>warlock
>summon familiar
>familiar automatically helps them with all ability checks
>advantage on all ability checks
???
>>
>>48905276

RAW
>>
>>48905382
Next character I'm going to have some guy who's possessed by voices in his head, and those voices in his head give him advantage on all int checks.
>>
>>48905406

if the voice is intelligent then yea, basically. that's similar to what the familiar is doing because they communicate telepathically.
>>
>>48905276
The helper has to be proficient with what they are helping with. Seriously, do you guys just use your rule books as seats?
>>
>>48905491
This doesn't help 'jack of all trades' at all if you're only half-proficient in everything.
>>
>>48905491
>>48905527
No, no, wait.

>voices in head are actually yourself
>you have all the same proficiencies as yourself
>help yourself
>>
File: IMG_20160820_175743.jpg (224KB, 640x480px) Image search: [Google]
IMG_20160820_175743.jpg
224KB, 640x480px
Latest character, Glamuush Ken, Dragonborn Totem Barbarian/Way of the Four Elements Monk. Priest of Eldath, goddess of Peace. Lovable hippie type who only rages when he truly needs to.
>>
>>48905527
No, it doesn't. Good job.

>>48905406
>>48905428
>>48905550
The voices are not another creature. How bout you kids go read the rules, then read them again so some of them might actually find purchase in your tiny brains. When you realize this isn't a videogame where you can exploit a bug and be uber-mega-power win 5000, come back.
>>
>>48905118
As long as there is some ultra powerful and questionable morals entity there will be a warlock patron for it. I could get behind a Prime Elemental patron, but there would be a lot of content for it and if Wizards would put that out they would go over it a thousand times with a fine tooth comb to be cool, powerful in certain situations, but easy to comprehend.
>>
>>48905643
Why read a book when you could make punchlines?

>imp has deception skill

"Hey, I'm not a warlock."
>imp comes around the corner.
"He's not lying."
Advantage.
>>
>>48905709
That would work.
>>
>>48905738
But I thought there was something in the book saying "only if it's a task that could be helped on by another creature"
Or maybe that was pathfinder

Let me actually read it again.

... Huh. By RAW, it does actually work.
Well, that's stupid.
>>
>>48905799
I mean it's subject to DM discretion, but is it really that stupid that a lie could seem more valid after being confirmed by a seemingly unaffiliated third party?
>>
>>48905550
very well, these voices grant you advantage in this skill

However, the cacaphony of all these voices makes it hard to understand, you have disadvantage

Seeing as advantage and disadvantage cancel each other out, make your roll as normal.
>>
>>48905949
Ah, but, if I spend enough time deciphering the voices, or I have a high enough intelligence to have the brain capacity to process all this information, surely I will negate the disadvantage.
>>
>>48906069
The advantage already negates the disadvantage. You also can't gain advantage anymore.
>>
If you want to talk crazy advantage granting machines, Mastermind Rogues can simply tell someone else something and they get advantage.
>>
>>48906138
But if you negate the disadvantage by removing the problem causing the disadvantage the advantage won't negate the disadvantage and you'll have advantage.


Now I know why two-headed ogres exist.
Automatic advantage on all mental skill checks.
>>
I want to build a oath of vengeance paladin/warlock character.

What is the best way of doing this
>>
>>48906069
>Ah, but, if I spend enough time deciphering the voices, or I have a high enough intelligence to have the brain capacity to process all this information, surely I will negate the disadvantage.
that's what the voices WANT you to think.
>>
>>48906207
Removing yourself from the game.
>>
>>48906207
Paladin 6 lock 14.
>>
>>48906246

Why that specific order
>>
>>48906266
Because paladin 6 feature is godlike and you want it as soon as is humanly possible, and you're almost guaranteed to start out as a paladin if you're trying to optimize so that you pick the better proficiencies.
>>
>>48906288
I was planning on starting off as a Paladin anyways
>>
>>48906307
Anyone with a brain would.
>>
>>48898867
Can monk/rogue multiclasses use the rogue sneak attack with their unarmed strikes? Do their unarmed strikes count as finesse weapons?
>>
>>48906571
Not by RAW. A DM could certainly houserule it to do so and it wouldn't break the game (they have to Attack to use the bonus action attacks anyway and the Attack attacks can use finesse weapons).
>>
File: off-grid-garden-farm.jpg (137KB, 700x465px) Image search: [Google]
off-grid-garden-farm.jpg
137KB, 700x465px
>>48898867
What's a solid, generic sandbox setting?

I want to start my players off comfy.
>>
>>48905643

>The voices are not another creature.

Can a ghost help someone while they are possessing them?
>>
>>48906736
A lot of the starter cities from modules are perfect, here's a video about it.

https://www.youtube.com/watch?v=nTbD1GJUFC0&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_&index=7
>>
File: 1464790413945.jpg (47KB, 487x432px) Image search: [Google]
1464790413945.jpg
47KB, 487x432px
I will be playing CoS soon. While I have my character already planned and I don't have much questions about how to play through the campaign, I just have to know something;

Would it count as martial arts to hit someone with my dick as a monk? Unrelated to the positive or negative answer to this; How would the vampire Strahd von Zarovich react if I manage to slap his face with my dick?
>>
>>48906571
http://www.sageadvice.eu/2014/09/24/monk-sneak-attack/
>>
>>48906764
expect to lose that dick very quickly.
>>
>>48906764
All parts of the body are viable as part of a monk's martial arts. The only limitation is how many attacks you can make per turn, essentially.

As for his reaction, he's probably going to go batshit on you.
>>
>>48906764
Unarmed strikes are unarmed strikes. It can be a punch, a kick, a headbutt, that butt attack Peach does in Smash bros, whatever.
>>
>>48906736
Forgotten Realms, seriously.
Forget what 3e and other babbies say; it's actually open enough to do a lot, generic enough that you don't need to explain everything, and history-heavy enough that if you WANT to go into details you totally can.
The Dalelands are tiny pleasant little pastoral villages with relatively low population with nearby stuff that's fun to take care of and in fact was how the setting was first created way back when in the first place,
>>
>>48906826
I can deal with it, as long as I shame his face forever and then recover the remains of my dick to name it Vampire Killer
>>48906844
thanks for the answer but pic related
>>
>>48906873
>>48906764
Heck, you could whip people with your hair so long as it stays within 5' reach!
>>
Are you supposed to list everything in a item pack on the character sheet or just write something like "dungeoneer's pack"?
>>
>>48907434
nigga do what you want
if your dm doesn't care and you can remember it, then dont write it. but you're probably going to use up, ruin, or forget some of it without writing
>>
>>48907434
I just list the pack, and then subtract things from it as I use them by indicating it in the notes.

"Burglar's pack -1000 ball bearings" for instance.
>>
Anyone here heard of a D20 game by Mongoose Publishing called Infernum? It was a neat little game about playing as demons in a hellish dimension that blended Dante's Inferno with Doom. Anyone think it could perhaps be convertable to 5th edition? Only problem is that it ran on the D20 Modern Engine, and was pretty free-form for a D20 game. Lots of randomly acquired powers & abilities, races as classes, all sorts of weird stuff.
>>
>>48907434
My rule is I treat it as the pack (I always keep a copy of the PHB handy so I can look it up) up until I start taking things away from it, or I put things in more convenient spots. Like my rogues always keep various things handy on the belt so they can be ready if they have to shed the pack.

Never forget your pitons. Those are the things I absolutely used the most as a rogue. A Thief can clamber up a wall and hang in a shadow of an eave by putting a piton into the right crack, an Assassin can get the jump on a target (literally), and an Arcane Trickster can do his own thing. My rogue was an aarakocra, so he would use it by gliding into an elevated position and then locking into the wall.
>>
As a Wizard, after picking spells I am going to have memorized the majority of the time, am I better off filling the rest of the space with rituals or spells I can change to on a long rest?
>>
>>48907905
If you're going to find use out of a ritual, take it. If you're not, don't.
Given you can memorize more spells in a day than a sorcerer even has known at any given level, you should be just fine with your base selection though.
>>
anyone got experience doing a sorcerer/paladin cross for gish
i've got 8 levels so far on a dragonborn draconic cold sorcerer and i've been considering multiclassing but i can't remember if that withholds the starting proficiency in things such as heavy armor and i am still working out how things like smite will work with spells slots/points
>>
Newfag (to d&d) here

What the fuck is a gish? I assume its an acronym, but for what.
>>
>>48908603
https://en.wiktionary.org/wiki/gish
>>
>>48908603
Gish is a term for a character who's both a melee warrior and a spellcaster. It comes from the Githyanki name for a multiclassed fighter/mage.

I don't know if it counts as a meme or what, but it's a common term.
>>
>>48898867
Malaz?
>>
>>48908671
Yeah I figured it was a choppy spellcaster but couldn't figure out what the acronym could have been without stretching for something stupid. That makes sense.
>>
>>48908561
You would get proficiency in:
>medium armour
>light armour
>martial weapons
>simple weapons
>shields
You would require:
>13 strength, 13 charisma
You would have as many spell slots as a level X sorcerer, where X is (Paladin levels/2) + (Sorcerer levels)
You would determine what spells you can learn on each class individually. This means a level 5 paladin / level 15 sorcerer multiclass could not have level 9 spells known, even if they have level 9 spell slots. They would instead have level 1 paladin spells and level 8 sorcerer spells.
>>
>>48908685
The setting of Malazan Book of the Fallen, a really really complex novel series combining things like anthropology and archeology and detailing the conflicts of the Malazan Empire.
A weird quirk of the series is that in several cases he uses what appears to be a traditional fantasy race (along with some unusual others), but because he NEVER uses the traditional fantasy race names and their cultures, habits and origins are wildly different from standard fantasy fare you frequently don't realize that that's what the author is doing until the protagonists meet a member of the species and physically describe them as he spends a lot of time talking about their origins and culture well before protagonists actually see them.
>>
>>48908760
I think the original place it comes up is in Spelljammer or Planscape, but basically they use the word kinda like how Trekkies sometimes use Klingon words.
>>
>>48908561

You're probably way too deep into sorcerer to start going melee now. Depending on your Dex if you really want to do it I'd just stick to being a Dexadin with a rapier (and eventually a shield when you grab warcaster). You'll want to grab 20 Dex asap though.

Dex works because there's probably not a lot of armor that's better than your bloodline (I think with 20 dex you'd need +3 Light armor). You'll need 20 Dex because you'll be trying to attack more often I assume, so you'll need as much attack as you can get.

I'd stay with the class until 11 at least.
>>
>>48908849
>a member of the species and physically describe them as he spends a lot of time talking about their origins and culture well before protagonists actually see them

How do you mean? I don't get it.
>>
How much damage does using empower net you? Not sure how to add up rerolls.
>>
>>48908954
Not that guy, and I've only read one book, but there are definitely a few instances where other characters will speak or think about a certain race or culture, or their customs, but because that character already knows what race X looks like, you the reader aren't explicitly told that X are actually elf-like, or that Z are undead, until later in the book, if at all.

Honestly I read book 1 2 months ago and I'm still confused about which races match up to which cultures/typical fantasy races so I can't use exact examples.
>>
>>48908954
It's hard to explain, but basically he uses races that resemble traditional fantasy stuff but are functionally nothing like them. I'll give an example.

>The Jaghut are an ancient race pre-dating modern humanity that strongly believed in pacifism and freedom. In fact they refused to build large, complex societies because their racial belief in freedom was so total that they believed that ANY society of sufficient size inherently oppresses the freedoms of it's members and thus avoided gathering in large numbers as often as they could. Despite these traits of pacifistic individualism, very rarely a Jaghut Tyrant would be born with an inverse mentality; order is good, repressing all freedom is the correct order of things, and extremely violent. Unfortunately all Jaghut Tyrants were naturally spectacularly powerful magic users, meaning even one could fairly easy assemble huge nations run by a cruel power-mad dictator with vast magical ability. The threat of Jaghut Tyrants was so great that another ancient race, the Imass (an ancestor race of humanity) waged a genocidal war against the species to avoid them appearing ever again. To ensure their extinction (as it was difficult to find the individualistic Jaghut) much of the Imass performed a ritual that turned the remains of their species into a race of nearly unkillable undead soldiers, the T'lan Imass.

That's a sampling of the shit that goes on in Malazan.
Now can you guess what the Jaghut physically look like?
>>
>>48908958
Not very much. It's sad. Like the class that gets empower.
>>
>>48909056
>Honestly I read book 1 2 months ago and I'm still confused about which races match up to which cultures/typical fantasy races so I can't use exact examples.

So far there's orcs, dark elves (drow), high elves, wood elves, ogres, and half-orcs physically described in the series.
>>
>>48905491
Where does it say that? The index in the PHB refers to the Help action on page 192, and that doesn't mention proficiency.
>>
>>48909078
Turbo Vampires
>>
>>48909129
The single Jaghut encountered in the series is a muscular human with wiry black hair, greenish skin, and protruding lower tusks.
>>
File: inoffensivefilename.png (192KB, 1400x674px) Image search: [Google]
inoffensivefilename.png
192KB, 1400x674px
I desgined some custom monsters for an adventure that takes place from levels 1 - 5.

How do these look? What can be changed?
>>
>>48909100
It was mostly keeping them straight (matching them to their malazan-verse versions) that I had trouble with because the book throws so much at you. Doesn't help that my memory of the book is a bit foggy. I've had book 2 for a while but I feel like I should reread 1 just to get a better hang of things before plunging further into the series.
>>
>>48898907

Human, Guild Artisan, Skilled, Warlock of the Old One. Tinker and Alchymist tools. Thieve's Tools as well for good measure, if the party lacks a rogue.
2 levels of Bard for jack of all trades
>>
>>48909078
It's also got some weird human cultures, such as the Segulah; a race of humans who judge ranking and authority based entirely on combat skill.
They barely communicate with each other at all except through body language because combat is a "purer" method of discussing the only thing that matters to them; who the better fighter is.
They each have a single name followed by a number, which is how skilled a fighter they are in the entirety of their culture.

When they first show up they are sending three guys as a "punitive army" against a foreign force that tried to attack them and they effortlessly slaughtered. Since they were challenged they obviously have to go find out "who is stronger" between the cultures now.
The three fighters supported by a single sorcerer caress practically cause the collapse of the entire southern part of this huge roving military force BY THEMSELVES.
>>
>>48909220
What's the point of barrage? Just give it multiattack.
>>
>>48909220
Also a Con save to avoid being pushed ain't right. Should be a Str save.
>>
>>48909260
I wanted the thing to have the ability to attack after and moving.
>>
>>48909223
Gardens of the Moon is by far the hardest to read, yes.
The later books don't drop so much shit on you all at once and tend to focus largely on one continent each and focus only on what matters with that continent.
It's when you read later stories that you sort of cross-compare what you read in earlier books to what happens in later books to give you greater context as to what that crazy shit you just saw was.
>>
>>48909283
Everything can already do that without needing a special ability calling it out.
>>
>>48909283
You can do that with multiattack though.
>>
>>48909301
I mean for it to be able to attack, move, then attack again. Unless multiattack allows that.
>>
>>48909220
Raw numbers wise the Butcher is over CRed, it comes in at 0.75 by my calculator. I'd bump its offensive capabilities, give it multi attack and make the pull close the gap and also a Strength save.

Goregoyale is a bit better and close enough to CR 2 especially with those immunities. Drop Barrage and just give it multiattack ffs.

Hare Knight could use more health (Defensive CR is 0.25 currently) and I'd also bump its offense some (Offensive CR is 0.5 currently).
>>
>>48909320
Yes, multiattack allows that. It's not 3.5 anymore.
>>
>>48909367
Wooo cool thanks based anon
>>
>>48909366
What other things can help boost the CR of a creature, like how to handle skills, power of abilities, etc
>>
what instrument or game should an Aarakocra have? First post solves it.
>>
>>48909223
Cheat Sheet:
Barghest=Humans, but taller and stronger
Jaghut=Orcs
Tiste Andii=Dark elves
Tiste Liosan=High elves
Tiste Edur=Wood elves
Teblor/Thelomen Teblokai=Ogres
T'lan Imass=Undead Neanderthals
K'Chain Che'Malle=Hive-minded specially bred undead velociraptor ninja warriors with swords for arms
>>
>>48909449
Bagpipes. War gong. Tuba.
>>
>>48909456
>that last one
Wat
>>
>>48909501
Yeah, that's basically what the entire novel cast where they show up says.
They're completely out of left field in the experience of every other culture and race due to how wacked out they were and how long they've been extinct.
>>
>>48909427
The CR rules in the DMG sadly only really account for health and damage. You basically calculate an offensive CR and a defensive CR and take the average from that. Things like skills and non-damaging spells pretty much don't count for some stupid reason.

My advice really is to Aim under your target CR by 0.5 or less depending how many extras skills / senses it has and just kind of go with what you think is right as CR isn't a perfect nor good measure. As for spells I'd just treat it as if your casters used all their slots on equivalent damage spells and calculate Offensive CR like that or just wing it. There is a table in the DMG for creating spells that can be used to figure that out.

At the end of the day if your encounter turns out to be a wash or too hard you can always lower / raise the xp reward.
>>
>>48909521
Thank you for your help dude
>>
>>48909521
Sometimes it's fun when an encounter turns out to be really hard and the group either underdogs to a victory through intelligent play or manages a retreat. Sometimes the game world should seem like powerful things exist that don't wait around for the party to level up.
>>
File: PoA.jpg (350KB, 1000x1456px) Image search: [Google]
PoA.jpg
350KB, 1000x1456px
So I'm about to restart my campaign of pic related next week when I get back to college, having taken a summer hiatus, but I think I'm having a bit of trouble running it.

It feels like there's just a fuckton of content in this thing to be aware of, and my group seems to be going through it at a snail's pace because I'm never quite sure what I'm doing. I think it's the nonlinearity: my players seem to prefer it when the next objective is clear, but if I'm reading this right it's supposed to be open-ended re: which elemental temples you take first and what areas you explore first.

I've also gotten a bit bored of it, although I can't tell if that's something peculiar to this campaign or regular old DM cold-feet (which usually goes away once I'm running again). I remember the last session we had with it I felt disappointed in the module. Again, this might just be my fault for never getting prepared beforehand. I kind of want to try writing my own adventures now, too, but I'm not sure just how attached my players are to this one (or how I could justify starting a new campaign when they're technically right in the middle of this one).

Should I ask my group about scrapping this and doing something else, or am I just running this poorly and having a bad time just because of that? Any feedback at all would be appreciated, I think.
>>
>>48909521
Skills don't count, but some non-damaging spells count under special considerations just like other abilities in the statblocks. Some are more direct (Shield would give +5*(1 to 3, depending on how many you would drop)/3, False Life gives extra HP at the cost of a turn's DPR, etc.
>>
How does Readying BB/GFB work? Ready says you cast the spell in the action but hold back the effect, while the spells say you make a melee attack as part of the action you use to cast it. So if a player says "I Ready GFB for when another enemy is next to this guy" what happens?
>>
>>48909546
Yeah I can agree with that.

CR also isnt that good of a measuremeant, I had the CR 8 Green dragon in Phandelver get nearly killed by the party and had to have the thing retreat with 1 HP just because half of them were dwarves and some lucky dice rolls happened. There is a lot of shit that just doesn't get factored into CR which is why it really should only be looked at as a guideline.
>>
>>48909456
Thanks anon. I assumed Thelomen were more like giants.
>>
>>48909570
The player concentrates and uses his reaction to cast the spell if the specified trigger happens. If the player loses concentration before then, it doesn't happen.

>>48909593
Even the devs of the game treat CR exactly like that if you read their tweets.

A few weeks ago my group of level 9 players beat a CR 16 adult blue dragon just because they used the terrain intelligently. When it tried to escape, the sharpshooter rogue/fighter kept it from getting away because of his 600 ft. range. They leveled to 10 a lot faster than expected.
>>
>>48909628
They are, but physically they're more ogre-sized; physically large humanoids around 8 to 9 feet tall.
>>
>>48909570
I presume you do whatever chanting and finger wagging is involved, and stay your weapon until the right moment. Don't get hung up over plain english wording in the fluff when the rules are supposed to work in a simple and sensible manner.
>>
>>48909650
But the casting of the spell happens during the action. BB/GFB say to make the melee attack as part of the action when you cast the spell. If you're not doing that during the action, the spell fails. So I would say you can't use BB/GFB with Ready.
>>
>>48909713
I doubt that reading is RAI
>>
>>48902628

It's going to be 100% character dependent. Some builds absolutely require a feat at lvl1 to function. Some need to rush 3 feats by 8. Some need a feat at 8 but don't need it until then, and some just want straight ASIs. There's literally no possibility of weighing feats vs ASIs in a whiteroom simulation. The best you can do is "take an ASI anytime you don't need a feat, but ignore all the feats you can get by with ignoring.
>>
>tfw monk
>deal most damage in my party
>most squishy when it comes to saving throws
Is monk overpowered or am I playing wrong?
>>
>>48909713
You're talking about readying a spell. You don't complete the casting until you actually release it as a reaction.
>>
>>48909736
Your party must just have people with shit builds.
Monks don't deal that much damage compared to the other martials.
>>
>>48909736
This came up a few threads ago, turns out the dm hadn't given shit for magic items. The monk is built not to need gear, so he pulled ahead. Also, rolled stats.

Not sure why your saves suck, haven't got that feature yet? Maybe you just have shit luck there.
>>
>>48909736
Sounds like you're around level 5 when monks legitimately have good damage relative to other classes. It tapers off.

High level monks are quite powerful defensively. At low levels, Con saves are usually an issue, but later having immunity to poison eliminates a lot of those, and Diamond Soul makes monks one of the most resilient classes to saving throws.

Empty Body is ridiculous if anyone actually plays at that level.
>>
>>48909763
So both action and reaction are used to cast the spell? That would mean you could make the attack with both actions. This is dark munchkinry.
>>
File: explosion.jpg (158KB, 1596x914px) Image search: [Google]
explosion.jpg
158KB, 1596x914px
>CoS party gets to Amber Temple
>has a rough run-in with the arcanaloth throwing AoEs out of the pitch-black darkness at them
>run into side room to take a short rest because fuck, so much damage
>warlock climbs down the 30-foot hole in the floor before they rest
>attacked by flameskulls
>party pulls the warlock up with rope
>flameskulls fly up on their first turn
>triple barrage of full-party fireballs
I almost feel guilty. Almost.
>>
>>48909811
Paladins are the most resilient savers though, since they can get proficiency in the two biggest ones and then get an additional +5 on top of both them and all their other saves.
>>
>>48909736
>monks overpowered
Excellent.

They're really strong at lower levels because of the amount of attacks + modifier damage they can make. Their damage pretty much plateaus after level 5, but they have a lot of versatility that almost makes up for it.
>>
>>48909791
We got a lot of magic items, just mostly custom stuff.

I'm starting to think that actually my DM has given me specifically a ton of magic items (gloves, boots, rings, etc.) worrying to compensate for no armor. Should I talk to him about it?
>>
>>48909820
I'm pretty sure he didn't say that. I'm not sure why you said it, either.
>>
>>48909820
The fuck are you talking about?

A readied spell costs an action AND a reaction. You don't get an extra attack by readying GFB.
>>
>>48901999
No, really, character creation is super easy. Pick an array, subrace and class, in any order if you're not retarded but otherwise in the order listed. Class tells you what gear you start with. Pick a background. If you're variant human, pick a feat. If you need an online builder, pick a champion fighter or thief/assassin rogue as your class, because 5th was written so children can play so spells and most fiddly bits will likely be too confusing for someone who needs a builder regardless of if you had one or not.
>>
>>48909840
What, specifically, do the magic items do, and do you have more than the rest of your party?
>>
>>48909833
I said "one of." Put that paladin and monk together though.

Fun fact: Diamond Soul gives proficiency to death saving throws even though they have no associated ability score. A paladin's aura also applies Charisma to other people's death saving throws within the aura.
>>
>>48909840
Yeah I think so.

But how is your damage too high, when it's defenses that are buffed?
>>
>>48909866
Paladin 6 monk 14 is a thing, yes
>>
>>48909843
But those spells say:
>As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

If you don't make an attack during the Ready action, the spell doesn't work. And if you're also casting with the reaction, the same rule applies.
>>
>>48909864
I have four, two rings and a pair of gloves and boots. One of the rings boosts my damage, the gloves boost my damage, the boots give me an extra action, and one of the rings is the half-orc racial feature that brings you back to life to 1 hp.

Everyone else has about the same amount of magic items as I do, and we've almost died plenty of times because of the scaling of the game. Still, I feel like the DM has made it into a bit of a one-shot-one-kill kind of game, even with enemies on PCs. What do?
>>
>>48909867
I didn't mean that defenses are buffed, I meant that I assumed he thought no weapons and armor would make me weak so he boosted my damage a ton to be a sort of glass cannon.
>>
>>48909892
I meant the paladin's aura applies to allies. The monk with a paladin has crazy saves.

>>48909904
>As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
doesn't mean "at the beginning of the spell"

nice bait, faggot
>>
>Read the handbook
>Never play any shit with stupid magic

So let me get this straight. Cleric can cast ANY of the Level 1 spells in its list, with the only restriction being spell slots available? IE: It has 3 at level 1, so it can only use 3 slots worth of level 1 spells?
>>
>>48909924
Paladin 6 monk 14 is a thing, yes
>>
>>48909928
The cleric can PREPARE any spell from its list. It doesn't have access to all of them at all times.
>>
>>48909928
Clerics prepare a short list (cleric level + Wisdom modifier) from their entire class list at the end of a long rest. Then they can cast any of those spells, by expending a spell slot of that spell's level or higher.

They also have a few domain spells from their subclass, which are always prepared for them on top of the spells they chose. It's usually two of each level of spells up to 5th level.
>>
>>48909924
Are you casting with your action or not? Because if you are, and that action goes by without you making a melee attack, the spell fails.
>>
>>48909904
Go tweet Crawford or Mearls if you think that bit of fluff text makes it function differently with regard to casting times than every other spell.
>>
>>48909965

That much I got. The only other concern is

>Cantrips.

I know I get 3 of my choice from the Cleric List. Does that ALSO mean I get a fourth from my domain if applicable? Or is it 2+Domain Cantrip.

>>48909940

Now I get it. You prep <x> spells per day, and you pick from the list..wow. Pretty good.

Thanks.
>>
>>48909995
If a domain gives you a cantrip, it'll say so--such as the Nature or Light domain. Otherwise you just get however many the class table says.
>>
>>48909970
No, you are giving up your action to cast the spell as a reaction when a trigger occurs. Read the book.
>>
>>48910012

Yeah. I saw that Nature gives a "Druid Cantrip". Is that -just- the Druid Cantrip and 0 others at all? Or is it Druid + 3 from the Cleric list?
>>
File: 5e cleric cantrips.png (86KB, 365x96px) Image search: [Google]
5e cleric cantrips.png
86KB, 365x96px
>>48910030
You get 3 and that's it, unless your domain gives you more or your class' table says you get more. You can't change them out, either--cantrips are known forever.
>>
>>48910013
Ready says:
>To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.
So you are using your action on your turn, not giving it up.
Regarding spellcasting, it says:
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs.
So you are casting with your action, and releasing with your reaction.
Because BB/GFB have the clause
>As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
You have to make a melee attack as part of the ready action, because that is when the spell is cast.
>>
For an Eldritch Knight, should I use sword and board or a greatsword?

I would take warcaster with SnB and GWM with greatsword.

I'm leaning greatsword as the lack of +2 ac from a shield isn't that big of a deal when you can get +5 ac as a reaction from the shield spell. I would mostly use my spell slots for defensive spells so then I could rely on my GS for damage.

what do yall think.
>>
>>48910111
The EK in my current game is S&B, but he wanted to build a very tanky, almost indestructible juggernaut. I think you're right about the Shield spell negating the use of a regular shield. I would go Greatsword with GWM myself, possibly completely ignoring Strength and sticking to buffing/defensive spells.
>>
>>48910134
And by ignore STR I mean ignore INT, whoops.
>>
>>48910134
>possibly completely ignoring Strength

you mean int, right?

my EKnight is only gonna have 14 int. 99% of the time his spells will be offensive, but I figured for the occasional time where I need ranged it'll be nice to still firebolt someones ass
>>
>>48910107
Tweet that to Crawford then and get your credit in sage advice. Or more likely, get corrected by developer RAI.
>>
>>48910111
I would recommend just doing battlemaster, or monster hunter if your DM would allow UA.
>>
>>48910205
Nah, I want magic. He'll MC into wizard eventually, post level 7

should say I'm starting off at level 5.
>>
Is 24STR on level 3 retarded?
>>
>>48910235
Depends on the sort of campaign being run (are you playing a demigod) but 99% of the time the answer would be yes. How'd it get past 20?
>>
>>48910235
what
>>
>>48910230
Sounds bad. Your build though.
>>
>>48910111
Ending fights faster results in less damage taken over time than prolonging fights by sacrificing the offensive advantages of a two handed weapon for a shield, which only offers a 10% reduced chance to be hit.
>>
>>48910267
>he doesn't have a +3 shield
What a fag.
>>
>>48910235
not only is it retarded, it's also not possible (to my knowledge) without some serious homebrew bullshit
>>
>>48910264
I don't care, also I'm pretty broken

starting at level 5;

20/10/18/19/10/10

19 int is from a headband of intellect, it's actually 14
>>
>>48910257
The DM just gave our cleric bracers that added half his STR to the total score.

>>48910258
???
>>
>>48910285
Yeah man. More power to you. Sounds optimized.
>>
>>48910289
you're in a bad game, bail ASAP
>>
>>48910300
dm wants to run a combat/tactics kinda game I think, so all our characters are nuts

should be fun, I basically just frontline and tank/deal damage
>>
>>48910302
I don't know dude, we just spent 6 days in a Drow prison, somehow broke free and killed all 9 and their leader.
It was only possible because someone found a magic wand that amplified their level 1 spells by 5 levels, and if they didn't have any spells it chose a random spell.
The players just passed it around to eachother.
>>
>>48910338
yeah, we did the same thing, except through cunning, exploitation, and deception.
>>
>>48910289
Are you sure the DM isn't mistaking STR score for STR mod? It would still be op but not nearly as retarded.
>>
>>48903998

Frenzy Barbarian. No armor requirements and two-handers like a God. Can go all "Now I must unlock my true power" but has to collapse afterward.
>>
>>48904841

"it stops super sherlock holmes from being worse than a bunch of orphans at detective work"

This is how I know you're only a fan of the movies. Look up the "Baker St Irregulars"
>>
Would kord care that a warlock of asmodeus was serving him?
>>
Question: Why is it whenever I see Soulknife homebrew, they always use the Monk as a base, either as an archetype or as a rewrite?
>>
>>48910518
is the warlock buff?
>>
>>48910615
Mystic base class isn't terribly well-balanced in terms of the UA, and the Monk makes a decent enough base due to ki points and unarmed strike scaling to mimic psionic hand blades.
>>
File: tomb-of-horrors-classic-cover.gif (548KB, 1196x764px) Image search: [Google]
tomb-of-horrors-classic-cover.gif
548KB, 1196x764px
How deadly is the version of Tomb of Horrors in Dungeon 213? Does it work with 5th Edition or does it need conversion?

Is there a 5th Edition version more true to the original Tomb, if that one isn't?

My group has gotten feisty and want a challenge, and while they know the reputation of the tomb none of them know any actual facts about it.
>>
>>48910705
Oh, also, I could use some premade 10th Level characters for the adventure. Any good place to get those?
>>
>>48909468
thanks m8
>>
>>48910672
>Mystic isn't terribly well-balanced
Yeah. Makes me sad.
>ki points and unarmed strike scaling
I suppose that makes sense. Thanks anon!
>>
>>48909559
I find PotA the hardest to get into out of the last three. I think Out of the Abyss is dope if you have a group that wants to run extra NPCs. I also think Strahd is basically the best, but it has to be a group that isn't too attached to their characters.
>>
I'm a noob with some questions.

Is there a book that explains player(Class) strategies in D&D. Like examples of what players can/should do to overcome obstacles?

Who makes the best dice?

Is there a book or manual on methods of how to roleplay?
>>
>>48910875
Probably, but each and every game of DnD is unique and figuring out how to solve problems is half the fun.

Chessex have decent dice for their price.

Roleplaying is pretty much putting yourself in your character's head, and acting as they do (you're playing their role). There are tons of articles and videos online for advice on getting into it.
>>
I have a question. I've scoured the PHB and several online sources but I've not been able to find a reliable answer.

I know that to attack with both your main-hand and off-hand weapons, they both need to be Light (or otherwise require the Dual Wield feat).

What if I want to wield two weapons (not necessarily Light), but choose which one to attack with (as in, once per turn)? Is it possible, does it require feats, or is it just not entirely feasible in the 5E ruleset?

This was something that was possible in 4E and I'm struggling to find an answer for it.
>>
>>48910875

>Who makes the best dice?

Chessex. Can't beat the quality for the price, although I've gotten a gigantic jar of nice, clear and red generics off of eBay. China dice are nice for a low, low price.

>Book or manual on methods of how to RP?

I'm sure there are, but the easy way to boil it down is "What would I do in his situation?", with a dash of "Be mindful of your character's alignment when considering this".

>Is there a book that explains class strategies in D&D?

The players handbook does explain some things, but http://rpgbot.net/dnd5/characters/classes/ there might be a few pages with guides on how to finagle a class or two. Generally, you're going tabletop forum digging for deeper answers though.

That's about it. and for the love of nat20's have fun with it.
>>
>>48910705
Its usually recommended to get the 3.5 rehash of ToH to convert for 5E.
>>
New to DnD and probably a stupid question but does a Old One Warlock seem less useful than a Fey Warlock or a Fiend Warlock?
>>
>>48911007
if you're just picking one of the two, you're not going to get a bonus attack. most likely in that case, unless you need BOTH in a round (as in, one silvered hammer, and one sword or some shit) it would be better to just wear a shield, and swap them out per round as needed
>>
Two questions:
I know it depends on lots of things, but is a coven of green hags that deadly for a party of five level 4 chars? I plan on placing a hag eye somewhere in the dungeon and giving them hints that destroying it would give them the upper hand agaisnt them.
Can't think of good names for green hags, any ideas?
>>
>>48911120
well they get tashas, and EB is already great damage, but yeah. they're more controlly, yet get less spells than a normal control class
>>
>>48910875
Could do with an answer to this.
>>
>>48911317
I am aware you wouldn't get a bonus attack, I'm just wondering if it is at all possible. Like a Fighter wielding a hand crossbow in one hand and a longsword in the other, opting which one to use in his attack, or if he straight up can't dual wield them.

I'm thinking of a swashbuckler kind of character that would have a firearm in one hand and a saber in the other, and would opt which one to use, rather than attacking with both in one turn. Is it doable without homebrewing? Renaissance firearms are part of the DMG, by the way.
>>
>>48911120
I don't know about you but the Telepathy of GOOlock was immensely useful the time I played one for all kinds of things.
>Relaying messages silently
>Interrogating creatures who you cant speak a language with
>Tricking enemies into thinking you're somewhere you're not or just fucking with them in general
>Setting up ambushes with the above silent message relay
>Used it to convince a Goblin to betray his friends for some gold and other loot mid combat
>>
>>48899345
this artist in the pic seems really cool
>>
File: superman-olho.jpg (43KB, 496x445px) Image search: [Google]
superman-olho.jpg
43KB, 496x445px
>>48899649
AND EVEN THOSE ARE VIABLE YOU DIPSHIT
>>
>>48911631

Viable*

*Beastmaster if your DM lets you do things beyond the rules.
>>
File: ErmacMKXrender.png (227KB, 285x482px) Image search: [Google]
ErmacMKXrender.png
227KB, 285x482px
So it seems like a chain pact familiar can be as effective as most of the non-divination rituals that tomelocks get. With one imp, you can have an at-will arcane eye, unseen servant, alarm, telepathy, poison, magic mouth, message, and the ability to receive advantages on rolls from the familiar's help action all at level 3. Then you can get an at-will hold monster on outsider creatures down the line. I don't understand why people say that chain warlocks don't scale. The familiar doesn't scale with combat abilities, but through invocations the pact itself scales pretty well.
>>
>>48911484
Bumping because in need of a prompt answer.
Also bear in mind this is not Two-Weapon Fighting - I'm not attacking with each hand - I'm opting which weapon to attack with. I'm wondering if a player is allowed to do this without the weapons needing to be light or the Dual Wielder feat being necessary.
>>
File: 1462071901895.jpg (700KB, 750x1000px) Image search: [Google]
1462071901895.jpg
700KB, 750x1000px
>>48906883
>Dwarf monk who makes unarmed strikes with beard weights
Anon, I might do this.
>>
File: latest-6.jpg (209KB, 582x800px) Image search: [Google]
latest-6.jpg
209KB, 582x800px
>>48911655
NO EVEN BEAST MASTER IS VIABLE ITS JUST NOT AS STRONG IN COMBAT AS SOME OTHER CLASSES
but i'll admit 5e is so combat oriented that it makes beastmaster look/actually pretty bad. ah who am i kidding you're right, beastmaster is the biggest loser in 5e. someone had to be worst, but not that worst.
>>
>>48911484
Yes you can do this. Be mindful of the fact that you need a hand free to reload a crossbow or a firearm.

You can hold something in the other hand, even if it's a weapon. You just can't use the two weapon fighting rules to gain a bonus action attack unless they are both light or you have the feat.
>>
>>48911675
>>48911484
hand crossbow is light for that exact reason, it has a feat built around it already as well.

if you're not getting the benefit of two weapon fighting, then you're not dual weilding, your just holding two weapons at once

theres no rule for or against it, just ask your dm

once again though, you can swap weapons once during your round, if you arnt attacking with both, theres little to no reason to have both out
>>
File: Gambler.pdf (1B, 486x500px)
Gambler.pdf
1B, 486x500px
Here is a homebrew class i made around card magic and rng. It doesn't work using spell slots but i can covert many of the features into spells to create a spell slot based class instead if that would be more effective. Just looking for some constructive feedback, it has not been play-tested yet so it could probably use polishing.
>>
Whats the best character sheet for 5E? Links please, thank you.
>>
>>48911948
https://drive.google.com/file/d/0BwJV_TmQvYHQdzU0U0pUWXU0MnM/view?usp=sharing
I'm using this one for my group, it's form-fillable in Adobe Reader so it saves a lot of time.
But there are probably some automated ones out there.
>>
How would you convert Planeswalkers from Magic: The Gathering to D&D?
>>
>>48911948
i always make my own for each character
>>
>>48911729

It's actually an amazing flanking buddy w/ a rogue. The pet is still a warm body for proximity bonuses and it can take a reaction, which adds up to literally twice the battlefield control.
>>
My player wants to craft scroll.
I found rules in DMG, p. 128, but i have trouble determining rarity and value of it. Are there any guidelines or do i need to check Rule of Thumb?
>>
File: 0a70a9abb6b3.jpg (279KB, 1229x1500px) Image search: [Google]
0a70a9abb6b3.jpg
279KB, 1229x1500px
>>48912247
i don't think its as bad as /tg/ paints it, thats for sure.
>>
>>48912386
Look at spell scroll under magical items
>>
>>48912599
What a fag i am. Thanks!
>>
>>48912043
My honest answer would be "as NPCS not players"
Thread posts: 375
Thread images: 44


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.