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/5eg/ D&D Fifth Edition General

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Previous Edition: >>49247766

Why should Mike Mearls be fired Edition
>>
>>49257126
Anon Whines Again Edition
>>
Is Staff fighter viable? What's the best way to go about making one?
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>>49257258
Fighter the class or you mean just someone who hits things with a staff?
>>
The problem with Warlock is that it is pigeonholed into the exact same build and the exact same strategy with every character. The only difference is a little change in flavor which you don't really feel for a long time (10th and 14th level features). Feats don't change how the Warlock plays and every build that isn't an EB/book lock is complete and utter garbage. You have no options when it comes to combat, it's just sad. It's funny though because on the other hand, and i'm sure many will agree with me here, they're probably the funnest class to RP as ever. There is just so much you can do with a Patron and the flavor of invocations and your Pact Boon it makes up for your boring and shitty playstyle. With a little creativity you'll find you are probably the funnest RP class.
>>
>>49257258
There's not much that isn't "viable" in 5e when you get right down to it.
Not sure how good it would be since in two hands it would just be a d8 weapon, though they could use the Sentinel and Polearm Fighter feat combo.
>>
Anybody know if there are quick references like the one attached for Fighters? I downloaded it somewhere while I was drunk and can't remember where and I'd like get them for all the classes if they exist. Thanks 5EG!!
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>>49257258
Anything you could do with it would be better served with another weapon. Unless you're using it for shillelagh but then a club is almost as good. And that "almost" is only there because the staff can double as a focus.
>>
>>49257258
If you just want to hit things with a staff and don't care about fighter:

Undying Light Tome Warlock 3: get Green-Flame Blade, Shillelagh with Charisma, and get Charisma to fire/radiant damage
Paladin 2: Get divine smite
Gold/Red/Brass Draconic Sorcerer X: Get quicken spell and later get Charisma to fire damage

Shillelagh up so you use Charisma for your attack and damage stat, Green-Flame Blade using the staff as the weapon, divine smite when it hits and add multiples of your Charisma to damage when it hits. Then quicken Green-Flame Blade to do it again.
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where is written the tools i gain with BG in the new LoR for 5e?
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How would you balance an entirely improvisational fighter? I.E. Rather than using an actual club, said fighter would rather use the leg of a table.
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>>49257273
I don't necessarily agree with your fairly typical "if it's not the best it's SHIT" talk, but I will agree that the Warlock has some flexibility issues.
I actually like the idea and setup of how it's spells work (less numerous but more power and faster "recharge" on the spells), but it could have used a lot more polish mechanically so that there was more then one way to build them I suppose.

I think Warlock is far players who basically don't care about anything you just said; mechanics are secondary and they're largely interested in the roleplaying aspects, which many of the Invocations help out with since severs have non-combat uses. So basically if you're concerned with build-making and combat performance, Warlock is not for you. If you don't care about any of that and you just want the R in the RPG, you're good.
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>>49257381
Tavern Brawler Battle Master or Monster Hunter. Use superiority dice to make make your damage good.
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>>49257381
What >>49257395 said.
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Chris Perkins mentioned something like giants adventuring to claim status in their new social order. Has WotC released anything related to players playing as giants?
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>>49257258
I sorta think the quarterstaff deserves one of those weapon specialist feats, but people don't really like them?
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So I want to run storm kings thunder at some point but would love it if my players got to do all the giant Lord quests instead of just one. any idea how to make that happen? I was thinking of making each giant hold a piece of something that would allow the players to go to maelstrom instead of each having a conch there but it seems a bit video gamey
>>
How good is the Necromancer arcane tradition? It seems like a lot of fun to be a minion overlord,but I'm worried that if I get too many minions I'll bog down the game.
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>>49257420
We're getting PC Firbolgs in the new Volo's. Whether that opens the door to Large PC races (let alone giant giants) is still up in the air
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>>49257438
Pretty good, and you're completely correct about fun and bogging. There's also the rp angle which more or may not pose a problem for you.
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>>49257436
Just give them hints to do it.
Like, after they finish one let them hear rumors that another kind of giant is causing problems elsewhere and as long as they aren't completely tone-deaf they'll jump right on that shit.
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>>49257438
It is strong and super fun to play, but be prepared to run into problems assuming your DM is half decent.
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>>49257420, >>49257446
Yeah, he's talking about Firbolgs.
It's kind of doublespeak though, because Firbolgs classically cared much less about the Ordnining then other giants and instead interacted much more with humans in their traditional fluff.
That Hartsvale location in the SCAG actually had a bit to do with them and if I recall correctly they were somehow related to the Kings there or something.
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>>49257469
Not that anon but I wish I could do that with my players. I've literally been dropping hints through rumors, lore, gathered information etc. on one major story thread, and another "story thread" they already finished hinting that an item they retrieved might be tainted in a way almost every session.

They just nod and look at me to tell them what to do and where to go next.
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>>49257540
Players without initiative are quite common and fairly annoying to me.
Apparently choice isn't something some players want and they are far more interested in just being told what to do.
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Anyone run Chapter 1 of SKT, yet? I'm an experienced DM but most of my players will be new. The adventure seems manageable for them, though, I'm worried that the leveling will be too fast: They need to be level three by the time they reach the dripping caves. Not to mention that, at the very beginning, there is a potential hook for them to explore the caves before even entering Nightstone.

In general, any reactions from A Great Upheaval?
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>>49257457
>>49257526
Alright, thanks. Honestly the RP angle seems like a ton of fun to me.I'm thinking of asking the DM if I can just take the average damage instead of rolling every time (still rolling for attack rolls). Are there any other ways that I can speed things up in later levels?
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Today is the day I'll start a new game with a new group. It's been almost a year since I had one. Thing is DM told us not to create any character until we're all at his place tonight, we'll not use pregens, but we will mostly use this first night to make our characters so he can decide how the world will work or some shit like that.

What should I expect?

Oh, and we will start as 3rd level characters.
>>
>>49257580
Meh, if they level fast I wouldn't worry that much. They'll still have a lot of fun in the process and some later fights still will pose a decent threat.
Get a bit flexible with your expectations, will do you wonders as a GM.
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>>49257370
BUMP
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>>49257630
>Get a bit flexible with your expectations, will do you wonders as a GM.

Thanks. I guess I worry too much.
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>>49257420
>>49257446
Storm King's Wrath seems to suggest that the Ordning was somehow magically enforced, but this isn't accurate. It was just basically the accepted social order among giantkind and they followed it because for them it was something that had been a broad part of their culture since before smaller races had even managed to arrive in Faerun for the most part.
Firbolgs had ALWAYS ignored the Ordning thus were often thought of as "evil" in terms of giant morality (though in the Alignment system they were Neutral or even Good) because morality as dictated by the Ordning is entirely based on weather you show respect or deference to stronger Giants.
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>>49257600
Not that I know of, sorry. I'm playing a necromancer now and am currently level 8, I use a good amount of my higher level spell slots to keep the horde going. I want to say pick up a lot of disabling low level spells like Hold Person so your undead can surround and swarm them. Sooooo satisfying.
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>>49257700
That sounds wonderful. I was already thinking of other debuffs too, but I'll be sure to put Hold person on there.
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>>49257619
It might be a warning signal of overbearing dm story syndrome, but it could be harmless integrating of backgrounds with setting and coordinated team building.

I'd say just keep an open mind.
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>>49257619
>What should I expect?
He sounds like a smart GM.
Rather then just having you guys make a bunch of random yahoos and having them be forced to work together by hand waving he's creating the game based on your characters and their personalities and goals, basically working WITH you to make a more organic roleplaying and storytelling experience rather then just treating your character like something that could be replaced with any other character at all you could make.

And starting at 3rd lvl is fine, that's when your archetype abilities kick in anyway.
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>>49257420
Loosely related, but I hear that in SKT players can temporarily turn into giants using rune magic. I haven't finished reading the adventure but something like that is in there.
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>>49257577
Yeah. I struggle with feeling like I'm not putting enough or making the game complex enough and the players SAY they want backstory and lore and complexity and they DONT want Mcguffin-Hunt-Kill-Quest-Dungeon.....

But that's the only time when I don't have to handhold them and tell them explicitly what to do, when to do, and how to do it.

Like I mentioned in the last thread, they're stuck outside of Luskan (ripping off one of the first quests from Sword Coast Adventures video game).

They tried to talk the guard into letting them in, fail on checks. Now they're stuck and visibly frustrated. Guy tries to sell forgeries of royal decrees to get in at an exorbitant price; they refuse to pay and find another way. Guy tries to sell them a key to the sewer, pretty cheap, they won't stoop to that. Then they split up and every tries their own way to get in.

WTF guys.
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>>49257726
Yeah 3rd is when every class has started to flesh out and really come into their own.
>>
Who is the guy who did the Spell Viewer? Any plans to add the Book of Lost Spells in it?
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>>49257420
monster manual 2 is going to have a player stat block for firbolgs
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>>49257739
>Guy tries to sell forgeries of royal decrees to get in at an exorbitant price; they refuse to pay and find another way. Guy tries to sell them a key to the sewer, pretty cheap, they won't stoop to that. Then they split up and every tries their own way to get in.

Oh, I get it now. I have your solution.
Here's the easiest way to get them to do a part of the adventure you prepared for; take a list of options that you DON'T want them to do and subtly give them the option to do it, and when they go looking for something else OTHER then the presented options have them "discover" a new way into the place or objective or option whatnot that was your actual plan all along.
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>>49257739
They're in a video game mindset, so try to use it. Force them into at least limited agency by giving them clear multiple choice junctures (even if only A or B) without an obvious best route. Who knows, maybe that little bit of investment will reap dividends in their behavior.
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>>49257739
One one hand, yeah it sucks when players don't bite the story/RPing hooks you throw out there. But on the other hand, part of the DMs job is to run the adventure to the players liking. If they are frustrated by making RP decisions then maybe you should focus on more of a roll-playing adventure. Or, at the very least, dial back the complexity of the social interactions.

It sucks for a DM when players don't take your ideas well but everyone, including the DM, will be happier if the DM adapts.
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>>49257739
>>49257810
To add, I still don't know a good way to handle the bullshit when PCs are adamant about splitting the party.
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>>49257791
Not him, but that sounds suspiciously manipulative.
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>>49257821
Let them. And make sure you spend a long time with half the party as the other half sits with their thumbs up their assets. They'll learn, or they'll deserve it.
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>>49257832
Anything he does is going to have to be an active effort, and it's either be sneaky or overbearing.
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>>49257469
can't believe I didn't think of that. thanks.
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>>49257832
Of course it's manipulative.
Some players you just gotta manipulate into having fun because they won't do it on their own and expect you to feed them and when you try they'll slap the hand away anyway.

It's like when your parents told you you were going to go get a shot but promised ice cream or pizza or whatever right afterwords; the shot was for your own health but you had to be tricked into doing it.
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>>49257871
Get new players if you have to treat them like retarded children.
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>>49257883
Some people can't afford to have standards.
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what kind of spell or magic item would best be used to capture a monster?

specifically a Genie?
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>>49257906
Hold Person?
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>>49257883
Not retarded children. Just regular children.
Some players have played too damn many video games and think that TRPG's work the same way, so it requires adjustment in thinking.
If you as GM have no fun at all GMing them like that, then sure, get a new group because you're supposed to be entertained as well. If you have fun because they have fun and then they enjoy themselves then you're good and everyone wins.
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>>49257906
A lamp, duh.
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>>49257906
Hold Monster
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>>49257739
The three clue rule is the best way to prevent chokepoints in any scenario. This is taken from the RPG advice site 'The Alexandrian'. You provide 3 clear ways to get past any one chokepoint. Chokepoints can include a city your players need access to as in your example , a magical dohickey the players need to find, the murderer in an investigation scenario or anything else 'essential' to the game moving forward

You can also design scenarios like this. Pictured is my node design document.

Players begin in the city. They accept a plot hook to find lost dwarven city.

You sprinkle 3 clues in the city, one points to the mountains, one the forest, one the swamp. Each of those areas has 3 clues, 2 pointing to the other two respective areas and one pointing towards the Ancient lost Dwarven city.

So within the swamp you'd have a clue that points to the forest and the mountain as well as the ancient city. The forest has a clue towards the mountain, swamp and ancient city then the same for the mountain.

This way if the players are smart they can quickly find the ancient city but even if they are slow they should eventually get a or two clue from one of the areas that points to it. If they fail to find one of the clues it doesnt matter as theres enough to drive them forward.

The areas I've chosen are big ones, but you can make them as simple as different areas in a single town or even different npcs which is perfect for a mystery scenario. You can even be really clever and make some of the clues triggered events the players may or may not discover that really makes the world feel moving.

So the game feels really sandboxy while still essentially going in a direct path (all options eventually lead to the ancient city as thats the hook)

Although it sounds like you gave your players 3 clear options there and they failed one and ignored the other two. I'm afraid no good amount of gming , beyond forcing that delicious railroad , will help a group of autists.
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>>49257912
Hold Monster you mean.

Wouldn't help, it just keeps it still. You want a binding spell, like Demand, Imprisonment, or Soul Jar (this last being especially effective).
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>>49257920
You have my condolences if you actually have to DM for literal children and I hope you get reimbursed for the time spent baby sitting.
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>>49257955
>The three clue rule is the best way to prevent chokepoints in any scenario. This is taken from the RPG advice site 'The Alexandrian'.

This sounds dope.

I recently read about the "5x5 Adventure/Campaign Design Method". Also suggests ways to connect locations and scenes to provide the PCs options and clues.
>>
What's the point of the Identify spell, when you can just short rest any magic item?
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>>49258139
"You uhhh... can do it on da fly!"
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>>49257999
I like the 5x5 design method as well and use it to a degree in my own node based scenario, as you can see I start out with 5 hooks that branch out creating a robust web of plots. I also tie players personal goals into the node matrix as well.

I like 5 room dungeons as well as they let me plan out a sketch of the major dungeon nodes and if the players stumble on them give me something to run. However if Im about 90% certain they are going to a dungeon within the next session or 2 I will expand on th3 design in the more traditional sense.

You can also use the nodes and the 5 room dungeon method to create a node dungeon that is still quick to sketch out but feels less linear to play.


So dungeon is the Undead Crypt

Room 1= Entrance &Guardian (Ogre zombie). Passages lead to room 2,3,4
Room 2 = Magic riddle Puzzle. Passing teleports to room 3(prisoners), failing teleports leads to room 4 (combat). Passing really well leads to room 5. ( super high dc or just acing the puzzle quickly)
Room 3 = Necromancers have some hostages trapped. (Saving they lead players to room 5, failing to save theres still a passage to room 4)
Room 4= large fight , skeletons, zombies etc. Beating them leads to room 5, also a passage to room 2.
Room 5 = Treasure chamber and teleportation pad to the shadowfell for the next node.
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>>49257906
>Cast Hold Monster
>Start casting Magic Circle around it
>Have someone cast banishment on it in case it breaks out of hold monster
>Magic circle should be done now
>Break concentration on it before it is gone permanently via banishment
>Cast planar binding
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>>49258139
I only let players with knowledge arcana proficiency identify so not all casters will have that neccesarily.

Otherwise it just lets you do it quickly which may be useful if you find a magic item in a dangerous place ( where most magic items are) and dont want to risk random encounters that a short rest might bring or you are under any sort of time constraint.
>>
>>49257955
>>49258266
Very interesting. I feel like I do something very similar, but it's 20% a jumble of notes on various notecards / notebooks, and 80% in my head.

What software do you use to plan this out? I've tried in a notebook, but then it ends up spiraling out of control with trying to maintain the 3 main story lines, and tying people's backgrounds into each.
>>
About warlock invocations that use a slot:
>they no longer take a slot, and you cast them at the level of your pact slots
Would this break anything?
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>>49258369
>invocations
>using slots
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>>49258369
Aren't they already cast at pact level?
>>
>>49258424
>bewitching whispers
>dreadful word
Oh yeah now I remember why I never take those invocations!
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>>49258303
The point is to make a 5x5 grid where each column represents a location or major objective. The rows correspond to the "steps" that the PCs need to take to satisfy the objective. You only need short sentences at this stage. The point of the exercise is to figure out a framework for the adventure/campaign and ways to tie the events together. Any details you can write down elsewhere.

Just search "D&D 5x5 Adventure Design" for some good articles.
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>>49258369
I'm the anon you copied that from in the other thread. It hasn't broken anything yet and I've had 2 warlock players across 3 campaigns that went from level 3 to 20.

>>49258440
The clarification is in there because the actual rules imply that by using pact slots. I added that clarification in because my house rule no longer uses the pact slots.
>>
>>49258303
I just use a site called draw.io which lets you make flowcharts that you can easily save to google drive. I write most of my notes on drive docs as well as I can access them easily from multiple locations including work and I have a game wiki I copy pasta things into as well. I use the site PBworks for that. It's still a little all over the place, and there's plenty just in my head too, but it is more organised than I usually am and I think importantly I know where it starts, where it ends and the key points on the way.

During play too if I'm stuck I just see what node the players are on and remember to give out the linking clues, this can be super obvious too as that is kind of the point and players can miss the super obvious anyway. Likewise I can also nudge the players towards a node if we hit a stall.
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Anyone know where I can get good prices for mundane equipment and potions from?

Also, any tips on how to run a game where the party splits, without whoever isn't in the limelight at the time getting bored?
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>>49258532
>Also, any tips on how to run a game where the party splits, without whoever isn't in the limelight at the time getting bored?

I just try to keep in mind something akin to an initiative order, bouncing back and forth between players / situations.

>Alright Player X, what are you doing.
>Once that specific thing resolves
> Player B, back at the tavern, what are you doing right now.
>>
>>49258532
>Anyone know where I can get good prices for mundane equipment and potions from?
The PHB's equipment chapter?
>>
>>49257906
There is an item in the DMG called an Iron Flask. Alternatively, there is such a thing as the Efreeti Bottle.
>>
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Could be playing Curse of Strahd pretty soon. Anything specific you guys would recommend?
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>>49258581
Paranoia
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>>49258581
If they murderhobo hold nothing back. Nothing.
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>>49258602
>>49258608
Sorry, could be playing *in* a Curse of Strahd game. Friend's DMing.
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>>49258628
If you murderhobo off yourself. Off yourself.
>>
What is your favorite level range to play in? For me I love the low-mid levels around 6-9 or so. I guess the easy way to put it is I hate feeling weak as fuck like you do 1-5 but I don't want to be an all powerful 20th level spellcaster, you know what I mean? I still like to have some of that lower level stuff still challenge the group.
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>>49258640
Well yes I felt as much after reading >>49258608. I just don't know what I should play as. Thought I'd fish for some ideas.
>>
>>49258666
Paladins are god-mode in CoS. Clerics are also god-mode.
>>
I'm going to be DMing at my college's tabletop RPG club tonight. The session lasts 2 hours and I have to help the players make characters that will fit into my world. If I want to open my campaign with a one shot quest how much should I have planned out?
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>>49258656
I've never DM'd past level 11, but my current group is at 10 and on track to go the distance. I'm getting excited, but I'm also getting tempted to kill them more and more (or at least putting them in more creatively difficult scenarios).
>>
>>49258628
Figure out your character's strengths and weaknesses. Curse of Strahd is roleplay heavy and these, in particular, may show up depending on how good your DM might be.

I really hope you didn't read the adventure. Some crazy shit can happen!
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>>49258581
There is a vampire somewhere in the campaign.

Seriously though go in blind you will have more fun. Be scared for once.
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>>49258532
Aurora's Whole Realms Catalogue, while an AD&D supplement, can be a pretty good guide for a lot of mundane items. It's pretty easily converted to 5e.
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>>49258656
I like levels 9-13 a whole lot.
3-8 are fun too.
1 and 2 suck.
14-17 are great.
>>
>>49258739
What would some fun encounters for a tropical area be?

It's kind of hard to move fantasyland concepts to super primitives.
>>
>>49258656
I don't really enjoy DMing until about level 9. Every level after that I enjoy. You can expect most single-classed players to have their main ability score maxed out, and proficiency goes to 4. It feels like the tipping point where the players' numbers are tuned well for what they're trying to be good at, so success is often more about decision-making than dice-rolling.
>>
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>>49258656
1-5, where you're just ragtag adventurers against the world.
>>
>>49258783
Green dragons, giant simians, naga and yuan-ti, lizardmen, wild-elves, jungle kobolds, water elementals, giant insects and insect swarms, ancient ruins guarded by stone-golems with giant boulder traps, poisonous undead, toxic living plants. The lost goes on and on.
>>
>>49258714
Oh I plan to, I'm just trying to think of what I want to play, maybe use the Haunted One background, fuck, I dunno.
>>
>>49258794
alpha
>>
What would be a good one shot to run for some people who have never played a tabletop game before but are interested in trying it out?
>>
What should typical encounters look like for a 9th level group in general?

My players are still poking around, bouncing between two major cities, not really going off the beaten path between the two, and they've pretty much scared off / killed off any bandits on this main road by this point. Killed a couple of wild beasts. I just can't justify higher CR monsters as random encounters when they stick to the roads like they do.
>>
>>49257126
Are goblins a playable race, yet?
>>
>>49258895
They'll be in Volo's Guide to Monsters, out in November.
>>
>>49258879
Don't know of any pre-written adventures but write something very simple with the classic "guy at tavern / guy you work for gives you a job". Then, use the "5 Room Dungeon" design guide. Draw ideas from campaigns and other adventures for inspiration.

A lot less ends up happening in a game than you think so writing a one-shot adventure should be quick and easy.

Otherwise, some of the Adventurer's League adventures are pretty good and specifically designed for a four hour session.
>>
>>49257126
would anyone be interested on giving me an opinion on my homebrew Skyrim's giant stat block?
if anyone says yes i will post it
>>
I've been watching The Addams Family, and with recent discussion of how to make a nonevil warlock I now want to create one who has no idea he's weird.
"You made a pact with an unknowable entity from beyond the stars, the mere glimpse of which drives mortals to insanity?"
"Of course! What am I, five years old? So who's yours?"
>>
>>49259036
Go for it
>>
>>49259036
There better be a rule for sending you flying ten thousand feet in the air.
>>
>>49259047
The character hails from a whole clan of warlocks.
>>
>>49259106
Exactly. Maybe they're tieflings, or maybe that's too on the nose.
>>
>>49258882
Push them somewhere. its bad to railroad your players, but have someone (a child, a guard, a town official) and ask for their help saving someone. maybe they stumble upon a greater plot of a chain of kidnappings, and that leads to a sacrificial cult, and lead them to a demon blah blah blah etc. give them things to work through. it takes some work and thought but then you can put anything there.
it can even be as simple as "they are walking on a familiar path and there is an old stone doorway, that goes to another land"
>>
>>49259120
Definitely. Also it makes a big deal what they're warlocks of. Not just the pact origin but the specific entity.

Warlocks from a variety of origins is... possible, I suppose, but they'd need something weird binding them together like scheming to exploit the system.
>>
I'm planning on playing a kobold in my next campaign for the thrill of something squishy and different. I'd like to do something flavorful with quick traps and environment control, stuff that isn't manually triggered by me. I'm not too sure if an arcane trickster or any sort of wizard is going to get me there.

Any ideas on where I could start?
>>
>>49259075
ok so I've called them Plains Giants, since like in the game they usually live in the tundra areas of Skyrim pasturing Mammoth and i've tried to fill up the cr gap between Stone giants and hill giants: that is the main template i have used.

Plains Giant
Huge Giant, Neutral

AC 14 (patchwork Hide/Fur armor)
HP 117 (10d12+50)
Speed 40 ft.
___________________________________________________________________________________________
STR DEX CON INT WIN CHA
22(+6) | 9(-1) | 19(+1) | 10(+0) | 12(+1) | 10(+0)
___________________________________________________________________________________________
Skills: Perc. +4, animal hanglind +4, Athletics +9 (BTW anyone knows why stone giants hav +12 while they have the same str score?)
Saving Throw: STR +9, WIN +4.
DMG Resistance: Thunder.
Senses: pass. perc. 14
Languages: Broken Common, Giant.
CR 6 (2,300 XP)

ACTIONS__________________________________________________________________________________
Multiattack: two greatclub attacks.

Greatclub. Melee WPN ATK: +9 to hit, reach 10 ft., one target. Hit: 20(3d8+6) Bludgeoning DMG

Rock. Ranged WPN ATK: +9 to hit, range 60/240 ft., one target. Hit: 23 (3d10+6) Bludgeoning DMG.

>>49259092
LMAO well here's what i've cooked up for that, actually i would like opinions if it's too weak or strong for its CR:

EARTH SMITE(Recharge 5-6): The giant slams the earth in a 10-foot radius around itself. Each creature other than the giant in the area must make a DEX S.T. DC 14. On a fail takes 2d6 Bludgeoning DMG and it's pushed back 10ft., half as much DMG on a succes and it is not pushed.

Mammoth Nurture: Plains Giant have an innate bond with Mammoths. They raise them, herd them throughout the tundra meadows, milk them to make mammoth cheese and live the rest of their lives with them.
>>
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I need help.
I'm running my first campaign for 4 players, and they are on a quests to gather 4 artifacts of an ancient hero whose power they want to defeat an evil that is imminent (they found demonic scrolls, got them deciphered, told of a great evil). not rly important but they will inadvertently be summoning the evil by assembling the 4 artifacts, and the ancient hero is the evil.

but in an attempt to make the story more interesting, not all the artifacts are in dungeons, but one of them is owned by a noble house.
how can i make an area interesting with many persuasion/intimidation/deceptions on people they arent meant to kill, and still ensure they dont lose one roll and fuck everything up.


TL:DR
How do I make a non-combat intrigue area fun?
>>
Is there a quick reference for racial traits?
>>
Is there a non /pol/ way to implement racial traits within a species?
>>
>>49259470
I wasn't aware there was a /pol/ way
>>
>>49259470
Sure. They're called subraces.
>>
>>49259490
I was thinking "black people have lower INT"

I'm looking for something a bit more creative/realistic, like giving races bonuses in communication with one another.

Have any of you tried this?
>>
>>49257329
>Anything you could do with it would be better served with another weapon.
"Some things are better." is not the same as "This is not viable." They're not asking what the best mechanical option is, they're just making sure that they won't be useless if they try to use a staff. Which they won't.
>>
>>49257305

I'm interested in this too.
>>
>>49259542
Well in that case anything is viable. Play a dagger fighter if you like.
>>
>>49259349
n-no one woudl care to give me an opinion about it?
>>
Is there a list of all the "boss" type monsters or monsters that have Lair Actions?
>>
>>49259503
>like giving races bonuses in communication with one another.
Like languages...? Beyond that you'd just add bias into characters or cultures the PC visits. A dwarf prefers other dwarves sort of thing. If you speak to them in their native language they appreciate it and understand you better.
>>
>>49259664
I mean more like within subraces.

Like dialects of common.

Or racism within humans.
>>
>>49259610
They're few enough that a quick search through the MM pdf should be enough to answer you. Off the top of my head: dragons, liches, demiliches, mummy lords, beholders, krakens, aboleths...
>>
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Quite possibly the greatest session I ever DMed was when my players needed to retrieve an artifact which they learned was in the possession of an elven duchess. They got into her mansion by securing an invitation to her upcoming costume party, and the plan was to have the rogue slink away from the festivities and steal the item from her personal quarters.
The cleric was dressed up as a stereotypical wizard, the ranger as an owlbear (specifically the one he killed and skinned) and the rogue and dwarven fighter went in a rainbow-colored two-man unicorn costume.
>>
>>49259677
The commonly cited rationale for the lack of racism between humans of different skin color is why bother caring about your daughter banging a black dude when she could be banging a half-orc?
>>
>>49259677
If you had a very, very large human territory, or a Mexican gehtto in a city sort of thing you could pretend there's variations of common due to accents or just homebrew some fake languages. Might just be annoying mechanically. It might be better to pretend a subrace grew up near another race and absorbed parts of their language. Maybe there was a not completely hostile Orc camp they interacted with a bit over the centuries sort of thing. It would give PCs a chance to know the language without making something overly complicated.

As for racism, you don't need stats for that. Just add it into a regions culture. Maybe there was a war that harboured the hate. Maybe like in the game I play, some Gnomes just hate the other races because of the height difference. In general most races are mistrusting of one another.
>>
>>49259764
meant to reply to
>>49259398
>>
>>49259503
Variant humans do this just fine. Different races (skin color sense) have different ability score bonuses, skill proficiencies, and feats.
>>
>>49259677
Needlessly complicates things. Racism IRL is based of extremely minor differences compared to the differences between elves, orcs, dwarves and whatever. No one would care enough to look at the small differences when they could focus on the big ones.
>>
>>49258695
I have a lvl 7 wizard in COS and if you do certain things well ohh boy.... you get unlimited power.

But in reality anything except dex weapons goes in CoS.
>>
>>49259851
What school?
>>
>>49259398
I don't know, but if this doesn't turn out to be "gather the elemental rings and become Captain Planet" I'll be quite dissapointed.
>>
>>49259598

It's fine desu
>>
>>49259923
t-thank you senpai.
Seriously i'm happy that i didn't fuck up
>>
What's anons thoughts on the meat of LotR? I'm seeing lots of things I like, and plan on lifting a lot of it to adapt to my setting. Just need some sort of Hedge Magic (maybe give the Magician Background cantrips?) and a few other small things.
>>
Aside from bandits, ratfolks, and otyughs, how do you populate a massive sewer system?

I was thinking of implementing oozes and cubes (the idea being these are actually released into the sewers to keep them clean).
>>
>>49260041
Small society of Kuo Toa that have made their way into the sewers and live there
>>
>>49260041
Oozes, cubes, mould, plant monsters, disease ridden shit, maybe make some kind of sewer alligator thing
>>
How's storm king's thunder compared to the other adventures? Mainly OotA, PotA and CoS
>>49260041
Carrion crawlers.
Kobolds hoarding and fighting over human junk.
>>
>>49260041
Refugee drow who are living there and stealing from the city.

A demon who actually kidnaps kids from the city to torture and eat them.

A weird druid with a hydroponic farm growing magical herbs.
>>
>>49260041
It'd be weird to have cubes coexisting with other sewer denizens, they sorta conflict.
>>
>>49260097
That's the thing. The folk topside capture and release cubes into the sewers to help keep them clean. The sewer dwellers don't like them because they're not keen on being eaten. Monster infighting follows.
>>
>>49259581
In D&D 5e, most things are viable, yes. So the answer to "Is this viable?" is not "There are better things.", it's probably "Yeah, sure, go for it." My point there was that you didn't answer the question being asked.
>>
>>49260072
>>49260084
>>49260086
>>49260093
Perfect. Does it seem fair for a 9th level rogue to encounter any combination of what you guys listed by himself? He's rolled rather poorly on the Int checks I've allowed him to make, thus getting himself lost in the sewers while separated from the group.
>>
>>49260112
...Where does one capture cubes, anyway?

Well regardless, a little forethought goes a long way. Putting cubes still alive in otherwise unpopulated areas makes sense, but making those areas lead somewhere important or simply needing to use them as a shortcut means there's still a reason to encounter them.
>>
>>49260140
He could probably handle them if you plan them correctly, just be careful with the child torturing demon because that could be the rogue player's magical realm (I've run into this).
>>
>>49260131
Yeah but just saying "anything and everything works" is a non-answer. So I said how viable it was, which also answered the question.
>>
>>49257258
Quarsterstaff with the Polearm Master feat
>>
>>49260041
A small drow spy outpost extremely frustrated with their posting and making no real progress with their mission.

You find a letter complaining about people dumping shit on them.
>>
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Anyone played an Oath of the Crown paladin before? How'd it go? Is there any way to play them besides pic related?
>>
>>49260338
We had one awhile.
He was basically like a regular pally but more focused on a single area (his kingdom) and protecting it rather then focused on vaguer chivalric or heroic concepts.
>>
>>49260338
Your soul is forfeit.
>>
>>49260338
Weakest paladin oath but paladin is such a strong base that you won't suffer for it.

My game's crown paladin was dedicated to carrying on the legacy of the dead king while the heirs fought over rights of succession.
>>
>>49260140
>>49260041
Oh I forgot one.
A coven of hags or a circle of evil druids who kidnap people to infect them with parasitic sewer algae/plants basically turning them into zombies
>>
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>>49260338
> Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

> Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

> Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

> Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
>>
>>49260508
That's really good actually. I'm having to scramble for a reason that everyone in the city is getting sick and the gates are all on lockdown lol.
>>
>>49259230
Traps for PCs to use don't have statistics yet. If you want to be a trickster just be the cleric domain, if you just want to be a Kobold, I believe their stats would include a point in charisma just play a sorcerer. I would do this.

If you want to be the trapping typical LE kobold then make a really long and complicated homebrew class that nobody would want to play with a dozen traps where all of them are overpowered or one is insanely overpowered.

Trust me just go sorcerer.
>>
Banged out an Arcane Archer archetype for the ranger. Looking for feedback.

http://pastebin.com/cUu27wsr
>>
>>49257126
is there any homebrew conversion of the Pathfinder Alchemist class for 5e?
>>
>>49260427

Easy there Percy.
>>
>>49260427
No Mercy Percy <3
I kinda miss the more grimm Percy, but he's still one of my favorite Vox Machina
>>
>>49260725
There is an alchemist homebrew class skulking around somewhere, but the last time I saw it there was a number of "that's bullshit" posts following after it.
>>
>>49260715

>That 15th level ability

Oh hellllll no. You don't get to slay a vampire in one hit. Sorry.
>>
>>49260696
Pretty sure hunter's traps are in the PHB
>>
>>49260779
>there was a number of "that's bullshit" posts following after it.
This is 4chan, that doesn't necessarily mean much.
>>
>>49260805
At 15th level, there are already save-or-dies available that don't require a successful attack followed by a failed saving throw. And this is once per day, not once per spell slot per day. I really don't see the problem... and the slaying arrow is a D&D classic, to boot.
>>
>>49260805
Bah.

Would it be better if it's just a save vs. double damage, usable per short rest?
>>
>>49260805
Tell that to the monk.
>>
>>49260836
That'd be way too shit.
Although you might get hired at WOTC because that's how the ranger class features are.
>>
>>49260918
To be fair it's basically the same as the Assassin's capstone. But based on what I'm seeing, the instant death should probably stay. Once per day 'fuck off and die' gated behind both an attack and a save is probably alright.

At worst it would end up being an obscene amount of necrotic damage, save for half. Seems that's what they did to a lot of the old SoD spells.
>>
>two or three weeks ago start a new campaign with 3 new players and one with moderate experience
>ask the experienced dude to play a character that's not edge-zone (I think I requested "good or non-chaotic neutral) just so I'd have someone who would self-railroad the party into not going full murderhobo.
>first session, his character is chaotic good
>he tries to pick a fight with everyone, steal everything, basically acting chaotic evil, and ultimately being that guy
>even the lawful evil character wasn't this selfish.
>Every social encounter turns into "Try to negotiate as fast as possible or sedate the fighter before he breaks out the sword"
That being said, the first three sessions were hella fun. Looking forward to the fourth
>>
>>49260806
Ok 1 trap, a DC 13 save that doesn't have restrictions on who can use it. I wouldn't build an archetype out of it and I definitely wouldn't build a whole class to use traps.

Plus the idea of using planned traps seems flawed cause out of all of my DnD experience, there was only one session of one campaign where I had to defend an area and I didn't even have a lot of time to prepare other than like an action.

The traps the OP is talking about seem like much more powerful and time consuming, 10 minutes to set up a trip wire poison dart shooter, and the enemies might not even come to you.
>>
>>49261084
Make them more like traps from Monster Hunter - you build them in advance and set them up as an action, and they go off when a creature enters the trapped space. Maybe combine this with some abilities to reposition enemies, goading them into your traps.
>>
>>49257126
Trying to convey a sense of urgency to an encounter in which NPCs lock the party into a room in hopes to incapacitate them. The NPCs will be outside. The windows and doors are barred but objects could be thrown in or out. I'm really trying to do as little hand waving as possible here. Any advice at all would be great.
>>
What are some good consequences for players misbehaving with the ladyfolk of the town?
>>
>>49261121
But the setting the trap up in advance requires you to lure the creature to where the traps are in order for you to be effective. And comparing that to any other class that brings their power with them you are at such a disadvantage.

Look if you want to do it go ahead but I wouldn't focus fully on traps. Either be a Saboteur Rogue and just make an archetype, or a Tracker Ranger, with a very small list of quick to activate traps.
>>
>>49261175
Being swindled.
>>
>>49261175
Depending on the culture and severity of the crime, imprisonment, execution, or having the offender body part cut off.
In less civilized cultures, they'd probably just kill you without the benefit of a trial.
>>
R8 my character concept.

Siegmund Redscale

A former pirate captain who wound up petrified or gated or sent to the future in a ruined temple he looted till he winds up in the current location of the game setting.

The PCs are reincarnations of his old crew and he tries in every way to get them back on sea.

All he wants to do is adventure with his crew and get rich!

CN Aquatic Half elf
Swashbuckler 4/Dragon Sorcerer (Red) 1

12 Str
18 Dex
13 Con
10 Int
10 Wis
16 Cha

Gear:

An enchanted +1 flambard rapier that glows in the dark when drawn (light radius 30 ft, dim light 60ft) and may execute a small 1d6 5ft radius fire explosion centered on a point it stabs as a bonus action (Dex save for no damage).
Prized possession he got in a drinking game against a local knight captain in a friendly port.

A set of clothes consisting of a white silk shirt, black cotton trousers and black leather boots.
They are always clean and dry, weight nothing and keep the wearer comfortable in any climate.
They also can't be destroyed with any mundane means and have to be burned in a magical fire for a whole day.
He looted them of a merchant vessel headed for a hostile port.

Cursed ring of the wanderer:
While wearing this ring you don't age and your lifespan is infinite.
You are however forced to wander various planes and timelines against your will and are sucked up by a portal every 50 years.
Removing the ring or removing the curse destroys the ring and kills the person who removed it.
>>
>>49261233
Not that kind of misbehaving. Just womanizing.
>>49261213
I guess I'll go with that.

I want something more creative though.
>>
>>49261247
You can make a heist or proper pocket swiping scenario quite creative.
>>
>>49261240
The ring is the worst item I've had the displeasure of reading in a 5e thread
>>
>>49261240
I don't like it. A little too "Doctor Who"/"Quantum Leap" for me. That being said, I liked the part about reincarnated crew (especially if it's just delusion). And trying to mould them into someone he once knew.

Nix the immortality ring and it's actually pretty cool.
>>
Just wanted to say I like /5eg/ way more than /pfg/ , not just because I like 5th edition more, but this place isn't usuallyinfested with garbage like "my character's such a shy kitsune healslut cleric pls no molest me~~~" or weeb OP images.

Y'all niggas are cool.
>>
>>49261247
>Just womanizing
Ooooh!
In that case, have one of the women be a priestess of an evil deity in secret and she slaps a curse or geas on him to do some shady quest he doesn't want to do.
In Faerun a priestess of Loviatar or Beshaba might work. The Beshaba priestess would literally do it just for the giggles since Beshaba is basically the manifestation of shit luck.
>>
>>49261331
Honestly, some of those /pfg/ guys are alright and they don't deserve that horseshit anymore then anyone else does.
>>
>>49261301
>>49261303
Hm so I should tone it down to "sent to the future after triggering magic trap" instead of cursed magic item instead.
>>
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>>49261331
I credit it to the art direction. Nothing in 5e is sexy or anime-inspired, which is like a filter that keeps out all the worst kinds of players.
>>
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Unearthed Arcana: When Armies Clash doesn't make any sense to me. Solos, specifically.

Bundle folks up in groups of ten and have them fight other groups of ten, fine, sure. But a stand (group of ten) has exactly the same combat stats as a solo (lone unit) of the same type. A band of 10 ogres, fighting a lone ogre, has no advantage. A squad of 30 soldiers are no more help in taking down a giant than 3 scared footmen would be.

My players have gathered up a bunch of allies to go fight a couple of big monsters. Makes sense in character, fun and badass to imagine, but the rules just don't seem to work.
>>
>>49261331
Do pictures from animus and mangos honestly trigger you that easily anon? I mean honestly /pfg/ is about as infested with garbage as any other thread in this place.
>>
>>49261247
One of the women is actually a succubus. Or a doppelganger. Or a night hag shape-changed! Watch his face as the beautiful woman turns into this ugly hag monstrosity.
>>
>>49261247
Just have a LG Paladin try to defend her honor and fist fight.
>>
A legendary soldier recruits the party for a special mission:
> Infiltrate a stronghold of a reclusive wizard who is rumored to be working on a powerful golem to aid in a massive war that is looming in the area.
> Your party is tasked with aiding in the assault on this stronghold.
> You succeed, it's relatively easy and the mooks / wizards there are severely outclassed by your group.
> You have taken over, and the soldier who recruited you and his second in command have taken over the construction of the golem and plan on completing it to use for his own personal agenda.
> Your new goal is to hold and protect the stronghold from any forces that may attack over the course of a single night.

Huge MGS fag, and most of my players are too so I wanted to do MGS1 from the perspective of Fox Hound, essentially replacing those characters with my party.

How do I set the campaign up to fit more with how the game should be played, and not just a bunch of 1v1s and have a completely separated party the entire time?
>>
>>49260833

Well, be a broken p.o.s. then if you feel that strongly.

But do please look at all the other level 15 skills and honestly ask yourself if any of those approach the level of broken that skill does. Once a day, you get to kill anything in one hit- at range. Is that really so fair?
>>
>>49261440
Solos aren't individual average people, they're individuals worth a BUNCH of other normal goons. Most people do not have the competence to become Solos.

Basically Solos are named or important characters who get treated as badass as entire stacks by themselves.
Think Hero units in Warhammer Fantasy for example; a good Hero with excellent equipment can really ruin someone's shit pretty hard in that game, though numbers can still take them down.
Unless they're maxed out Karl Franz in the Total War vidya, in which case he's basically a unit-decimating human battering ram.
>>
>>49261331
You're pretty gay. Have some homebrew to make you less gay.
>>
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>>49261386
Yeah, damn shame.

>>49261439
I do prefer 5e's art style more, but I can't say a big chunk of Pathfinder's art screams anime or overly fan service-y, with exceptions (example: iconic witch's tits are literally falling out all the time).

>>49261450
Yeah I don't buy into the "everything is equally horrible here!" mentality. /5eg/ can devolve into shit-flinging too, but nothing on the scale of what happens in the depths of /pfg/. That's not counting the fanatical worship of certain 3rd party publishers and the drama involving individuals working for said publishers. Which is, again, a damn shame, because there are some pretty cool anons over there.

>>49261632
plsno
>>
>>49261440
First, it's assumed that the DM is using some common sense in dictating what creatures are important enough to be solos. Second, an army needs a backbone of stands or else all the solos will count as isolated, taking double damage and heavy penalties to everything. Solos can't keep integrity with each other; they must remain next to a stand to avoid being isolated.
>>
>>49257273
One of my players is playing a Bladelock of the Undying. He spends every fight on the front-lines dual-wielding shortswords and taking hits like a badass, he's probably one of the two most mechanically powerful characters in the group, and his roleplay is beautiful. I soundly disagree that non-EBook builds are garbage.
>>
>>49260715
There is a lot of redundancy with these abilities. 7 and 11 are both just meant for not missing even though there is cover between you and the target. Have one of them help hit your shots, and the other do something different. Level 7 is about defense in the ranger book, so let them put disadvantage on ranged attacks against them, by shooting an arrow at the missile. Give them per wisdom uses per long rest.

Second changing the damage from lightning to fire and cold means you can always not have an issue with resistance. That's not fair when other classes have to often deal with that.

Third while your ability is very similar to the level 17 monk, 2 levels higher, it also can be done from 600 feet away, while a monk has to punch them. It's very damn strong, and level 15 spells are meant to be strong, but they aren't level 17 abilities for a reason. Let them Use their bonus action and get an automatic critical attack on their next hit.

Fourth your fancy attacking once per turn for damage is dumb. Damage doesn't come from the dice with martials it comes from the modifiers. You are encouraging them to do less damage.
>>
>>49258783
I ALWAYS have in my jungles:

A pavilion of golden domes buried deep in the jungle, filled with gold, flowing wine and beautiful women.

They all have snake tails instead of legs, and seem a bit too hasty to get down and dirty. But the charm effect usually does a pretty good job of making the PCs comply. I always assume someone will pass the save and have to smack the other party members around to make them realize their about to get eaten by snek women.

I'm now wondering what I would even do if they all failed...

My group has no waifu fags, and rarely does anyone even do a "I find a woman to sleep with in the bar". I am blessed in that way...
>>
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>>49258783
Terrifying coconut crabs
>>
>>49261616
>>49261725

Ok, that makes more sense. I was planning on having the PC army go up against an enemy force of 6 bigass demons, but it seems like it'll work a lot better if the enemy army is many, many weaker demons and one enemy general.
>>
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>>49260086
Bump
>>
>>49261978
Storm King's Thunder is less expansive in some ways (it's 1 to 10th lvl), but more expansive in others (it details almost the entire North and has a lot of flexibility of how it develops like CoS does).
Plus the overall plot is pretty cool, though that's partially because it's just King Lear with Giants.
>>
>>49261632
Why is this so much more balanced than most of the homebrew I see on here.
>>
Anyone get Cloud Giant's Bargain scanned?
>>
>>49262030
It's in the Mega under AL season 5.
>>
>>49262039
Thx m8
>>
>>49262021
You can say a lot of bad things about them, and most of them are true, but you can deny the effort and care they treat their stuff.

Dedication is a strong virtue. Too bad is wasted on that pdf.
>>
>>49257600
Make one initiative roll for all your minions (or one each for zombies/skeletons if they have different dex scores)
Distinct tokens so you're not searching through things figuring out which ones are yours
Roll as many attacks as you can at once and learn the to-hit modifiers to quickly get through rounds
Plan during other people's turns so you can immediately place minions then start attacking
Just general stuff
>>
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>>49261909
>>
>>49262013
>1 to 10
Hold on, doesn't the main adventure start at 5-7 level? Please tell me the initial adventure to level the players is long at least.
And slightly unrelated, but are the AL adventures stand alone from the modules or more like sidequests?
>>
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Any pastebin for fantasy grounds 2 ?
>>
Help me make this homebrew good and functional!

at level three you gain an ability that grants you a spendable resource if you take minimum 5 (and 10 after level 10) damage from a source that last until a Short or long rest or two hours. These can be spent before an attack roll or ability check that isn't CHA, INT, or WIS. You can have a maximum of four of these resources stored and can only spend
one at a time

Spending the resource.
Level 3: +1 to hit. +2 if raging
Level 6: +2 to hit. +3 if raging
Level 10: +3 to hit. +4 if raging
Level 14: +4 to hit. +5 if raging

Going into a rage consumes all resources but you can gain resources if you take damage after activating the rage.

Help me build this onto something good and balanced! The rest of the abilities I'm planing to make non-combat utility.
>>
Did WotC ever post the high res map of the savage north yet?
>>
>>49262288
If you don't start the players off with another adventure (most like LMoP) then chapter 1 takes you from 1 to 5. It should take a few sessions but not too many. Rest of the adventure uses the milestone level up system and will take characters to 10th/11th level but they can, theoretically, get to around 13 if they do everything but there are options for even more shenanigans that could take the players to higher levels.
>>
I'm sure I'm hardly the first one to come up with this concept, but I was bored and tried my hand at making a Homebrew archetype for the Fighter semi-based on the 4e fighter and mostly revolving around marking.

I ended up doing it because there was a thread about the Fighter the other day, and people argued that the class shouldn't even exist anymore, and that higher levels in 5e, the Fighter gets outclassed, damage-wise, by Barbarian, Rangers, and Paladins (not to mention, Casters). So I kinda wanted to go for something that would keep a high damage output at higher levels.

I'm worried I may have made it a bit too cheesy, as this is my first go at doing a homebrew.

https://docs.google.com/document/d/1FIxBN5C4YC3-YCCQPg6DCiqXHM7ULO4pokbHQcj0HE0/edit?usp=sharing

Let me know what you all think.
>>
Which is the best class/build to make a mind controll character? Something like a jedi: "These aren't the droids you're looking for".
>>
>>49262555
lore bard
>>
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>>49262642
More from the ranger fix
>>
>>49262659
I like what I'm seeing so far. As someone who has wanted to make a bounty hunting ranger, favored enemies actually doing relevant things is nice to see. Here's hoping for beast master tweaks as well.
>>
>>49262231
I'm sorry you can't appreciate art senpai~
>>
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>>49261492
Bump
>>
Since Kaladesh is the next MTG plane, what do you guys think the chances are of an Eberron supplement sometime next year? The relation isn't totally unfounded, although they mentioned that Innistrad and Curse of Strahd was a happy coincidence.

On the other hand, I can't imagine them not making a DM's guide to Kaladesh like the Zendikar and Innistrad ones.
>>
>>49263081
Good god do I hope we get Eberron next year, but a big part of me doubts it.

We're officially in "who the fuck knows" territory for future 5e products. We've got a "mechanical expansion" book coming next year sometime, and speculation over this new Amazon entry: http://www.enworld.org/forum/content.php?3774-Labyrinth-new-WotC-hardcover-on-Amazon-for-April-2017#.V9MznWgrKUk

Outside of that, we don't even (misleading) hints like Perkins gave about CoS and SKT.
>>
>>49258656

3-5. I love that feeling of "I'm damn good at what I do" but still having the issues I face be small enough to be understandable in light of my own lived experience.
>>
>>49260833
You might be in the wrong edition. There is literally only one save or die in all of 5e, monks get it, it eats up two of your actions, and does require an attack roll and saving throw. Also it's higher than level 15.

I say this to everyone that tries to homebrew, because maybe only 1 in 20 actually does it: read the fucking players handbook.

Seriously, all homebrewers need to actually read the book and not assume that this is just like other editions.
>>
>>49262485

C-C-C-CROSS COUNTAH!!!

Well I have only read that far so far, but be aware that the Barbarian has such a skill and at a higher level. So there is that to consider already.
>>
>>49260871

Does he project his fist across the map as well?
>>
>>49257600
If you have some skill at coding you could write a simple program that would make an attack roll for each of your minions and then roll damage for the ones that hit and total it all up for you. At least, that's what I plan on doing whenever I play a necromancer
>>
>>49261492
I think the problem you'll face is whether or not the players would want to play as not-FOXHOUND. What if they decide not to hold/protect the stronghold from Snake? What prevents them from betraying the soldier who hired them?
>>
>>49258628
Don't touch anything. Everything is trapped and the treasure is usually cursed and/or garbage.
>>
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Why is champion fighter the worst archetype?
>>
>>49263552
I realize now my first post was not specific enough.

I'm trying to figure out what kind of character I should play.
>>
>>49263564
It's very bland but at least it is playable.
>>
>>49263564
Because it bores people who need moving parts in order to think creatively, leading to whiny-ass bitches complaining about it all the time.
>>
>>49263405
Given he can move further in a single round than the ranger's short-distance shots - yes.
>>
>>49263608
>>49263626
>does less damage than a battle master just using only trip attack maneuvers
>playable
>>
>>49263626
>lol my pet rock is great because I have imagination
>>
>>49263626
But it's objectively worse than battle master.
>>
>>49263337
This. Much of this.
>>
>>49263665
>Increasing chances to crit
>More fighting styles
>Regeneration if under 1/2 health

It literally make your Fighter more of a Fighter.
>>
>>49263337
My favourite part of Quivering Palm is you can wait monk level/days before activating it. You could put it on your calendar.
>>
>>49263719
>My completely foctional and imaginary alter ego with arbitrary rules that only work if everyone agrees on them (and sometimes not even then) is superior to yours!

Seriously, best not compare who's imaginary entertaining waste of time is better then the others and instead stick to arguing using matters of actual substance then subjective opinions.
>>
>>49263913
>Omae wa mo.....shinderu.
>>
>>49263790
>chance to crit is objectively worse than taking battlemaster maneuvers
>but at least you get +1 AC
>and at least you regenerate 8 HP per round
>better hope you don't get spiked at a high level
>>
>>49264095
Geez I didn't know you wrote the archetype, sorry.
>>
Newbie question here, a worg has the chance to trip "creatures". Does this apply to humanoids or PC's?
>>
>>49263346

Does it? Damn. I rarely ever go Barb. Maybe I need to rethink that.
>>
I've been trying all day to find that fuckin purity or innocence chart or whatever it was from a previous edition's ravenloft campaign. I remember it had paladins be the lowest possible tier, aka completely innocent/pure, and everyone else was lower. I also remember that once you fell from the purest tier, you could never get it back - the best you could hope for was the one below it, which is like redeemed or some shit.

Can someone help me find this shit?
>>
>>49264207
Worgs can trip humanoids and PC's (who are also humanoids).

>>49264351
Berserkers at 14th level can hit back after taking damage via reaction.
>>
>>49257435
Everyone knows Donatello is best ninja turtle, and therefore staves are best weapons. I agree that there should be a weapon specialist feat for it.
>>
>>49264492

Well, need to come up with a new class feature for 7th level then. I mean, we can't have two classes have the same power, what is this, 4e? HAHAHAHAHAHA

But seriously though, I did really like 4e, but that's besides the point.
>>
>>49264510
There is. It's called polearm master. Rtfm
>>
>>49264133
I didn't.
The Champion does have some deficiencies, but when your arguments and comebacks are based off subjectives instead of more solid facts the conversation becomes pointless.
Well, MORE pointless anyway
>>
>>49265106
The only solid fact is that Champion sucks dick compared to the other fighter archetypes until level fucking 18. And even then, it's only ok at that point.
>>
>>49265525
>Hurka
>Hurka Durka
>Hurka Durka Durka
I cordially await your response.
>>
Me and a couple of friends are doing a campaign together because the last one we were in was a disaster. I'm DM because no one else wants to and I clearly don't know what the hell I am doing. Are there any recommended campaigns that are not too difficult on someone new to DMing?
>>
>>49265579
Lost Mine of Phandelver.
>>
>>49265578
>Hurka
>Hurka Durka
>Hurka Durka Durka
Mohhamed Jihad, Durka Durka Allah?
>>
>>49265578
No way senpai - how could I top a response as brilliant as that?
Not possible.
https://docs.google.com/spreadsheets/d/1JIrEV1RFv6yxWEdqG6zP3z-ZONDTacquGyqYj8G-CdE/edit#gid=1769534668
>>
>>49259349
Stone giants have a +12 to athletics because of higher proficiency score, as they're all supposed to be graceful and whatnot.
>>
>>49265525
My party has a champion fighter with GWM and Tavern Brawler. He wrecks shit up. Up to level 4, he barely ever got a crit, but after getting Extra Attack, he's been rolling crits left and right. Coupled with great weapon fighting style, he's been doing about 20-40 damage with each round of attacks. Whenever he goes up to something, they die, and fast.
>>
>>49265664
>linking an optimization spreadsheet
Fuck off
>>
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>>49265820
Cool! He's worse than he would be if he were a battlemaster ^_^

>>49265858
>arguing about mechanical superiority vs inferiority and told "lol it's subjective"
>stats
>"fuck off with your subjective math"
>mfw
>>
>>49265820
>5% addn. chance for critical hit
VERSUS
>guaranteed critical hit die 4/rest
Just think about how retarded you sound for a second.
>>
General /tg/ question as I'm going to try and pull this in my irl campaign. should it come up.

I'm playing a favoured soul sorcerer that's hitting 4th level and is about to take Great Weapon Master. (VH feat was WM for GS)
Theoretically, I drop an enemy or roll a crit on the first round. The book says 'on your round' but doesn't specify 'on the same round'. Round two rolls around.
Can I make a bonus action attack?
>>
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Am I right with how I'm handling Arcana skill check in relation to the spells Identify and Detect Magic?

Arcana - I can recall the lore/history behind magic items, spells, planes of existence, magic in general. However, I can't detect if an object, creature, etc. has magic nor can I identify the properties of a magic item (disregarding that I can use a short rest to physically examine an item to learn its properties)

Identify - I can examine a magic item and know its magical properties right away.

Detect Magic - just sense if an item or creature has magic properties on them whether it be a spell or being a magic item. I can't identify the spells (save for the school) or the magic item's properties but I know this object/creature has magic

So to put it in context with what I understand using an example: the Spider Staff in Lost Mines

I found this staff. With Detect Magic, I can see the staff has a magical aura about it so I know this staff is a magic item. Now looking at it, the staff is made of black adamantine and is shaped like a spider, with an Arcana check, I recall from my studies that a staff much like this one yields great power and it was called the Spider Staff and it was created by a great wizard from years past. However, beyond that, I do not know what properties it yields just that I know its history as mentioned.

With an Identify spell, I then know the staff can be yielded as a quarterstaff (dealing 1d6 extra poison damage), it has 10 charges to cast any of the following spells: "web" and "Spider climb" without any need of components. I also identify that the staff refreshes its charges each day at dusk (1d6+4) and if I expend the last charge of the staff, there's a chance it will crumble into dust and be destroyed (rolling a d20 where a 1 will cause the staff to be destroyed.)

Is that right? I have to admit, the Identify and Arcana check on its history feels rather blurred but it's still something that I can tell but can't explain in detail.
>>
>>49265979

To add a conclusion to my post, this is a TL;DR of how I understand it regarding dealing with the Spider Staff:

Detect Magic = see if staff whether the staff is magical
Arcana = recall the fluff of the staff
Identify = recall the crunch of the staff
>>
Whats the absolute worst character (as in your dislike for the character, not evilness) you have played in 5e?
>>
>>49265639
No, no, that is for when we get into the argument about Warlocks, not Champion fighter.
>>
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>>49266277
Oh, my mistake.

Baka laka baka laka, durka durka jihad!!!
>>
>>49266030
>>49265979
Sounds about right to me. You can also just hold a magic item and get the sense that it's magic and spend a short rest fucking about with it to figure out its properties. Which makes identify a bit of a crap spell now.

As far as I know there's no way to know if a magic item is cursed until it's too late either.
>>
>>49266441

I dunno, I had a DM who liked to make sure that using short rests had its consequences so we couldn't short rest spam (esp with how a lot of things can be resolved with a short rest)

>dungeon
>we find a magic item
>short rest to know its properties
>hear a dice roll behind DM screen
>suddenly 3 goblins and a hobgoblin on our ass
>if we had identify spell we could've identified it and went our way

But yeah I can see why Identify can be a crap spell esp since if, in the scenario I presented above, even when we use Identify instead of short resting, we still need to short rest to attune it but hey, that's a short rest less from a random encounter.

So yeah, I guess at the end of the day it's up to the DM, I now kinda feel like shit picking Identify last session now that you brought up the short rest bit.
>>
I'm working on a paladin Oath for paladins who worship gods of arcana or knowledge. Feedback on this ability?

#### Smiting Bolts
Starting at 7th level, you learn the ability to convert your smites into bolts of pure arcane energy. You gain a ranged spell attack that you are proficient with that you can use with the Attack action. Like your Divine Smite, this attack requires you to expend a paladin spell slot; the damage of the attack is equal to 2d8 plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend. The attack has a range of 60 feet.
>>
>>49265979
Arcana is a knowledge skill for recalling lore about spells, magical items, eldritch symbols, magical traditions, the planes, and magical beings.

What Arcana CAN DO is identify that an item may be magical, that some runes are of a magical design, how magic can function in a given situation, how to activate a magical item, disabling magical traps (such as wards), and information about the planes and otherworldly magical creatures such as elementals.

The following is what Arcana CANNOT DO and what you can do to get the information:
- Can't give you the properties of a magical object [Identify]
- Can't get rid of magical effects [Dispel Magic]
- Can't tell you that a item is magical [Detect Magic/Identify]
- Can't tell you that a creature is affected by non-apparent magic [Medicine]

Given the spider staff, here is what does what:
- Arcana will tell you the item is likely magical, who would have created the staff, how magic staves usually work, and what the staff likely does if it is magical (ie: "makes you like a spider").
- Detect Magic will detect that this is a magical staff, but it does not have a school of magic.
- Identify will tell you this staff does bonus damage on a hit, can cast Web and Spider Climb, the exact number of charges and any other crunch information.
>>
>>49266568
Well that's why you just put the item away with the rest of the treasure until later.
>>
>>49266576
Level 7 paladin ability is supposed to be an aura effect.
>>
>>49265927
1d8 is not as good as 2d6 reroll 1s and 2s. It averages to about double, I think. Don't get me wrong, I also think Battlemaster is awesome. But I see no reason to shit on Champion.
>>
>>49266758
>he thinks getting +8d6 5% more often is better than +4d8 100% more often
>he thinks that battlemasters can't take GWM
Math says battle master has 30% more efficiency over champion. Maybe if fighters could roll more damage dice, champion would actually make sense, but it doesn't.
>>
>>49266705
Hmm what would you suggest instead I do with this? Id like to keep the ability if I can
>>
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>>49266850
HELL let's take it one step further and say that, for whatever reason, a 5th level fighter makes two attacks and one WOULD HAVE been a critical hit with champion (being rolls of 19, 20)

Champion fighter does 8d6+8 (37.2) damage.
Battle Master fighter does 6d6+3d8+8 (40.8) damage after expending two superiority dice.
Both rolls include the tilt from GWM.
>>
>>49266961
The only way the damage would be weighted in the champion's favor is if the attack rolls are both 19. But we're looking at a fraction of a chance for two champion crits to roll up, versus 100% chance to use the bonus dice.
>>
I ran into a problem while DMing

This rogue had a shitty Strength modifier at -2 so his Athletics check have been pretty bad whenever he had to roll for it.

Now the party reached a ravine where a 10ft gap that required a long jump to get across. Everyone crossed well and the rogue failed his, thankfully, the barb and wizard succeeded on a check to grab him and hoist him up before he fell.

Later on they ran into another gap (20ft this time) in the mountain travel, the rogue decided to use an Acrobatics check cause he said he will backflip across the gap and since his Dexterity modifier was a +2 and with proficiency on Acrobatics, he was granted a +4 modifier on the respective skill check. He felt this was a way to circumvent his Athletic weakness. If I recall, RAW says that I may use a Strength check to allow a person to long jump further than his Strength score but I wasn't sure how to handle this with a Dex check so I said "Alright, go for it." and instead made it that he can "backflip jump" as long as his Dex score (14) and would have to roll an Acrobatics check to go further across the 20ft gap. He rolled a fucking 1 and fell to his death.

Good laughs all around but I look back to it and I feel I could've handled that moment better. Any advice? I can separate when an Athletic check is needed and an Acrobatic one but it feels weird on fluff that the Rogue can do backflips, somersaults, dives, and balance on ropes but is apparently too scrawny enough to make a long jump.
>>
>>49266867
Some kind of aura effect that fits your fluff.
I don't have a whole lot to go on with simply "worships gods of arcana/knowledge".
>>
>>49267011
Athletics is for climbing and straightforward maneuvers like jumping. Acrobatics is for balancing and complex maneuvers like back-flipping off of a table.
>>
>>49267011

Nearly every kit comes with rope. If your party is too stupid to use rope, then let them die.
>>
>>49265927
Say a combat lasts for the rounds on average, and a day has about 5 combat encounters. Those numbers may vary, but let's assume then 15 rounds of combat per day. That's 30 times a 5th level fighter attacks. With Action Surge and GWM bonus action attacks, let's say this raises the number to 40. Let's assume +4 str, GWM and greatsword.

A Battlemaster should crit with 5% of his attacks. That's 2 out of 40. Then technically, they can do upwards to 84d6+8d8+40str damage per day. That's 490 on average.
A Champion, with 10% chance to crit, also increases his chance to have a bonus action attack. I think 43 sounds reasonable? With 4 crits out of those. Then they can do upwards to 94d6+43str. That's 501 on average. Admittedly it's not a big difference, but it's there.
>>
>>49267195
You forgot to include the BM's additional dice after short rests.
>>
>>49267195
Assuming two short rests, that's 12d8, not 8d8.
>>
Not necessarily looking for what the anon asked awhile ago, but is there just a good 5e alchemist homebrew?
I'm looking around and either bad formatting or complaints in comments is leading me away from many.
>>
>>49267306
A quick and dirty alchemist is just Wizard treating spells as alchemical vials. Does require some extra suspension of disbelief though ("Couldn't the Wizard just stockpile these spell potions?")
>>
>>49266961
How are they doing 6d6+3d8? Shouldn't that be 4d6+2d8? Or are you assuming the battlemaster would crit as well? I don't get your math. Either the champion got 2 crits and you forgot the bonus action attack, or they got one crit and you forgot to add the modifier one more time.

>>49267277
I assumed only one short rest. To be sure, the more short rests a battlemaster gets, the more advantage he gets over the champion.
>>
>>49267195
You're math is silly.
Here is better math.
https://www.reddit.com/r/dndnext/comments/3gdhj7/champion_vs_battlemaster_why_5e_has_bad_math/
>>
>>49267365
>Either the champion got 2 crits and you forgot the bonus action attack, or they got one crit and you forgot to add the modifier one more time.
If you read the post, you'dve seen the assumed roll of 19+20 (on two attacks).
Battle Master maneuvers are doubled on crits just like any other damage dice, so if the rolls are 19 and 20, one is a hit, the other a crit.
That means one attack does 2d6+1d8 (with manuever) and the other does 4d6+2d8 (with maneuver).

>>49267365
An adventuring day is supposed to assume 2 short rests, otherwise your estimated math about # of attacks in a single day is off considerably (since you included Action Surge).
>>
>>49267345
I planned on giving that as an option, but I thought I'd try to find something fun and actually put together.
Also, it's a new person to the table so I don't know how well they'd handle not getting their imagination through. I could see, "But I want to spend the next few weeks and make 30 Bombs of Fireball".
>>
>>49263546
I feel like the assumption is made that they have taken this job as mercenaries / sellswords at the least, and if the Liquid/Boss character is a beloved NPC at the most.

The question is how do translate what is essentially a chain of 1v1 boss fights, into a way that the system is used to (the group of adventurers fighting other monster).
>>
>>49265756
so they don't follow the proefincency table in the MM when it comes to ATH?
Because Fr Giants are CR8 and Stone Giant are 7 and they ahve the same bonus.
I'm guessing is a lore trait where by logic they are more athletic because they usually try to chuck rocks at people.
>>
>>49267277
>>49267365
Then assuming two short rests, so another 2 attacks from an extra action surge
A Battlemaster should crit with 5% of his attacks. That's 2 out of 42. Maybe one of those crits will have a superiority die in there. Then they can do upwards to 88d6+13d8+42str damage per day. That's 534 on average.
A Champion, with 10% chance to crit, also increases his chance to have a bonus action attack. Let's say 46, now. With likely 5 crits out of those. Then they can do upwards to 102d6+46str. That's 544 on average. Again, there it is.
I won't stand by my math, though, these are just assumptions that seem reasonable to me..
>>
>>49267573
Some creatures have "expertise" in their skills, thus applying double their proficiency. See the Perception on dragons, for example.
>>
>>49267587
I wouldn't stand by your math either. It's already been calculated by some nerd from that other site, and you keep making certain assumptions as if Battle Master is somehow not a Fighter.
>>
Okay, nobody is gonna argue that the Battlemaster isn't ridiculous, right? We can agree on that, can't we? As for the Champion, additional crit range is fine and dandy, but I think the level 7 ability is where it really shines. And, at the end of the day, the Champion is still a Fighter, which counts for a lot by itself.
>>
>>49267622
cool, so it's basically as I said, a more lore based bonus than mechanic wise. thx.
>>
>>49263255
My personal theory is an Undermountain sandbox, which I'd love, personally.
>>
>>49267733
The only good feature of the champion fighter comes to it at level 18.
>>
>>49267733
>You have 1/2 proficiency on things you are probably already proficient in
wew lad. I hope you don't say that the jump bonus is the hidden gem or something, because compare that to two additional maneuvers and a bonus maneuver die.

>nobody is gonna argue that the Battlemaster isn't ridiculous, right?
Fighters tend to be more powerful than on paper and white-room maths. But Paladins and Bards are the most powerful combat classes in the game.
>>
>>49267733
Champion should get a hard overhaul, aside from the crit mechanic which is really badass, it really need some slight better bonuses, maybe more strenght based.
>>
>>49267813
Bearbarians are actually ridiculous mang.
>>
>>49267843
What if we just threw in a couple points more of damage per hit?
>>
>>49267813

I'm not so certain about that last statement. I certainly feel more powerful as a Fighter now than I did as a Paladin.

>>49267843

I think the Champion should be left alone, at least until the Ranger, Monk and Frenzy Barbarian are "fixed."
>>
>>49267813
>You have 1/2 proficiency on things that aren't skills
It increases base strength ability checks, which is important for smashing objects.
It also improves your initiative by 1/2 proficiency (which at level 7, is +2 rounded up.)
>>
>>49267843
If they made the level 18 ability the level 10 ability, it would be in a better spot.
>>
>>49267813
>Str fighters are proficient in dex skills
Don't forget that is 1/2 prof added to Initiative as well, just like bards do.

>>49267843
Do you think they should get a similar feature to the barbarian's Brutal Critical? Maybe at 10th level, along with the extra fighting style?
>>
>>49267843
>At 3rd level, you have honed your strikes to great precision. Your weapon's damage dice are maximized.
>At 7th level, you have reached the peak of fitness. Add your proficiency to any strength, dexterity, or constitution check you make. If you are proficient, add twice your proficiency instead.
>At 10th level, your strength or finesse with a weapon is surprisingly potent in combat. Double the number of dice used with your weapon attacks. Additional dice, such as from the rogue's Sneak Attack, are not doubled.
>At 17th level, you have mastered your ability to produce devastating blows with your weapons. Successful attack rolls with your weapon are always critical hits.
>>
>>49267868
>I'm not so certain about that last statement. I certainly feel more powerful as a Fighter now than I did as a Paladin.
A paladin can do far more damage than any fighter thanks to extra attacks that can become smite attacks.
>>
>>49267990

I never felt like I had enough spell slots as a Paladin. I was always holding onto those Smites for when I needed them. It didn't make me feel like I was doing all that much. I was, however, a fantastic damage soak, something I'm not getting quite as much of with the Fighter for no real reason.
>>
>>49267990
That depends on how many fights you have per day. If the paladin is the only healer in the group, even with Lay on Hands he'll be hard pressed to not blow everything on smites. And those half caster slots can burn fast.
>>
>>49267868
You get +5 to every single saving throw - that *SPREAD TO ALLIES* - as a well built paladin, an ability to remove any magical effect from yourself or from an ally with a touch, and immunity to fear, disease, and possibly charm passively. On top of tons of other shit.
>>
> Aura of Regrowth: At 2nd level, once per long rest, 1 standard action to activate, concentration to maintain, lasts one minute otherwise, self and conscious allies within 15 feet of the caster that are not undead or constructs regenerate 1d4 hp at the start of their turns so long as they start within the radius. The regeneration increases to 2d4 at 10th level, 3d4 at 14th level and at 18th level the radius increases to 30 feet and the caster can add their wisdom modifier to the amount regenerated. At 20th level aura of regrowth refreshes on a short rest and the aura can affect unconscious creatures.

Am I nuts, or is this as unbalanced as it seems? It's on a full-caster with a d8 hit die, and fucking Unarmored Defense. >.> Tell me I'm not crazy and it's broken. My DM seems to think its perfect.
>>
>>49268361

It's stupid. Remind your DM that Aura of Vitality requires level 9 and a spell slot.
>>
File: le monkey face.png (80KB, 500x408px) Image search: [Google]
le monkey face.png
80KB, 500x408px
>>49268361
>standard action
>>
>>49268425
No. It requires a level 6 lore bard.
>>
>>49268467

Yes yes, we know we know.
>>
>>49268493
You better.
Hail to the king, chump.
>>
New bread

>>49268316
>>49268316
>>49268316
>>49268316
>>49268316
>>
>>49261842
I don't mean to insult you or your friends intelligence but there are several things wrong with his build.

1. dual shortswords is inferior to dual rapiers, which is what you should be using
2.Undying is actually probably the worst Patron mechanically, he should be a Fiend.

Even with dual wielding rapiers and hex you only deal marginally better damage than a blast lock while putting yourself in harms way. It just isn't cool, despite being insanely cool.

And before you start freaking out, yes, I am ONLY speaking in a combat sense. I only have a problem with warlocks mechanically. (although i'll admit they are insane duelists with Agathys, Hellish Rebuke, and Hurl Through Hell).
>>
>>49261842
>bladelock
>facetanking damage
>"mechanically powerful"
Kek.
>>
>>49261855
Arcane archer guy here. Some potential changes:

1. Imbue arrow is changing: I'm dropping the scaling weapon damage (it was intended to imitate a cantrip, but it was useless, you're right). It's now a bonus action to alter an arrow's damage type.

2. For the defensive ability at level 7, I'm considering allowing the character to effectively turn an arrow into a flashbang, dealing no damage but blinding anything in a 10' radius (as the spell blindness/deafness, so a save every turn to get out of it). If they make their initial save to avoid blindness, they have disadvantage on attacks for 1 round. Usable per short rest.

3. At level 11, I'm not sure if I want to keep phasing arrow or give them seeking arrow. If the latter, it would grant advantage if the target has neither cover nor concealment. I think the second option is more flavorful - I like the image of an arrow snaking around trees and shit to hit it's target.

4. Oath Arrow now grants an automatic critical hit rather than instant death on a failed save. If the attack roll is a natural critical hit, the target takes triple damage on a failed save. It's also usable on a short rest.
>>
>>49269297
Why don't you just play a ranged paladin?
Mike Mearls approves!
http://www.sageadvice.eu/2015/10/23/improved-divine-smite/
>>
>>49266867
>>49266705
How about it add proficiency to all skills based on charisma bonus /2 ( if you are lore bard then you dont get this)
>>
>>49270101
I don't like that, but it's your homebrew.
>>
Are there any youtube videos that give a good overview of everything 5e that I can listen to while I'm at work?
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