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/5eg/ Fifth Edition General

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Thread replies: 324
Thread images: 13

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Previous shitposting (currently rolling for stats!) >>49965132

Simple question: what's your favorite familiar that you've been allowed to play with, either by rules or DM benevolence. Martials need not respond.
>>
Don't bother continuing your silly discussion about rolling for stats over. I already solved stat rolling for you 2 years ago with the invention of 6d20 down the line. Then I solved it again for you pansies too scared to roll up a suboptimal character with the "roll 3 then flip" method. All the other discussions are pointless, because they deal with suboptimal methods like 4d6 drop lowest, or 3d6, or even 8d2, etc.
>>
>>49973988
the fuck are you talking about
>>
>>49973988
Holy shit the arrogance.
>>
>>49973923
While it's good they're not min-maxing, it's also kind of lame.

That approach won't get their character anywhere, wasting their power increases on non-benefits to represent things. While everyone else is hitting harder, trying out cool new things such as spells gained from a feat or developing their character in a way such as 'resilience in con, because after being beaten up so many times he's started to get used to it' or something, the other guy is saying 'I raise my battlemaster's int by 2, because they've been doing a lot of studying of battle tactics' or something. And while that sounds cool, it does very little for them in-game and nobody will really notice.


sub-optimal but interesting sidegrades like 'I take the keen mind feat to remember everything' can be fun, but simply 'I raise a stat I'll never use by 2' isn't really going to be doing anything.
>>
>>49973913
I liked my psuedodragon I had in one campaign, unfortunately the DM had a heart attack and it fizzled out while he was recovering in the hospital.
Though, the party was probably going to throw my Warlock off the boat as soon as they got a chance (kept trying to sell me into slavery even when the other party wasn't interested in buying slaves)
>>
>>49973973
>best stat 13
rolling under 13 after 6 attempts is only 17% while there's 92% chance of rolling 14 or higher after 6 attempts.
>>
>player links another player to a furry homebrew race which gives you +4 stats and the ability to customise 3 other of the best or new and better racial traits

Fuck off you aren't the DM you are bad at being the DM nobody wants to play your DMPC ridden railroad adventure of furries and half demons
>>
>>49974053
If they notice, and it makes them feel better and have a more enjoyable game, then I encourage it with all of my heart and soul.
>>
>>49973991
Say you have a player with 18 in their best stat, and 14 in their best stat.
I've seen this happen.

I've seen a monk player with 2 18s to start with, and a monk player with 2 14s to start with.

That's a big fucking deal.

Monk Super has, compared to the other monk:
+2 to damage on every attack (+4 total, +6 with flurry of blows, +8 at level 5 with flurry of blows)
+2 to actually hit with said attacks (essentially multiplying damage, including the damage just gained from above)
+4 to AC (Seriously. 4 AC.)
+2 to save throw DC (save throw DC is something usually hard to boost.)
+2 to save throws in the two most important save throws in the game, ignoring con.

I know 14 monk's con was shit and 18 monk's con was probably better, but imagine that it was 18 and 14 again:

18 monk starts with 12 HP.
14 monk starts with 8 HP.
18 monk, on average, gains 8.5 HP/level if rolling.
14 monk, on average, gains 6.5 HP/level if rolling.

HP is essentially multiplied by AC and save throw boosts, as it makes it harder for enemies to inflict damage in the first place.

Also, 18 monk then gets +2 to save throws against con. That means, they have +2 to all relevant save throws.

Oh, and then they get +2 to stealth/sleight of hand/acrobatics/perception/medicine/animal handling/insight/survival.

If the monk is one of those sorts that gets 'You use this feature as many times as your X modifier' then this might be even worse.

It's a thing I've seen, and it's a horrible thing.
>>
>>49974131
The fact that there's a chance at all is the issue.
Tell me, if your player rolls 13 as their best stat will you let them re-roll?
>>
>>49974021
there are two good methods of rolling for stats. Balls to the wall high variance 6d20 down the line after declaring race and class.

Or "roll 3 then flip".

To do the latter, you roll 3d6, rerolling any total result lower than 6. You repeat this process 3 times until you have 3 numbers between 6 and 18. For each number, find it's paired number.

18,6
17,7
16,8
15,9
14,10
13,11
12,12

Those paired numbers are your additional 3 stats.

So for example, I roll 3d6 3 times and generate 17,11,9
I consult the pairs, and get 7, 13,15

My stat array is now 17,15,13,11,9,7

There are some tweaks you can apply depending on how powerful you want the NPCs. You can add one to all the secondary numbers for instance (which ensures that stat rolls won't be all even or all odd). You can set the minimum and maximum values to different numbers (though the min and max should always be equidistant from 12, unless you're changing the average). You can change the dice rolling method while keeping the min/max and flip. This would be if you want the results to have different weights, perhaps weighing 15/16 and 8/9 more heavily than middling numbers to avoid "average" pcs.

With this method as is though, all stat totals will add up to 72, the average stat will be 12 for all players. Modifications are only meant to be undertaken with known goals in mind, because no one stat rolling method will actually solve all desires of every DM and every player you morons. You're all debating different things and I'm surprised that decades into the lifetime of the hobby you idiots haven't realized that some people like variance, and some people like balance, and both are valid goals in the pursuit of fun.
>>
>>49974204
That's still better than 4d6 drop 1, but it's still sit.

18 and 6 is still much better than 12 and 12.
>>
>>49974187
I've seen a player roll nothing above a 6 and then a player roll nothing below a 16. In both cases, I made them reroll.

>>49974200
Look, I don't remember the original guideline, but if the sum of your ability scores is less than 70 or greater than 80, you should reroll.
>>
>>49974204
I explained this last thread. Also, I prefer this method (3d6 and flip) as well as keeping the standard array as the backup option instead of allowing rerolls.

Yet there is still some guy upset that people don't like the roll 4d6 drop lowest method and he's getting really defensive about it. I'm enjoying the show tremendously.
>>
>>49974279
Your method is retarded.
>>
>>49974268
>rerolls
Why are you even rolling if you're just going to tell them to reroll?

Why not just give them a fucking array?
>>
>>49974305
There's an element of randomness to it, which is fun.

Personally, I have everyone start at 10 and then add 2d4 before racials.
>>
>>49974200
>Tell me, if your player rolls 13 as their best stat will you let them re-roll?
no, not at all. if they somehow ended up rolling for stats (3d6, no rerolls because fuck them) they accepted their fate already.
>>
>>49974299
That's fine. Why do you think so?
I like the small variance it can give to a group of PCs without being crazy. However, I've been considering taking out 17s and 18s all together, though.
>>
How do I implement statistically the access to dry land and fire in a world that's 99% underwater. This race i the only race with access to these things, so I figure it would be represented in the character statblock?
>>
>>49974370
I think it's silly that 6 is even on the table. Stats below 8 are criminal. Not to mention it almost makes you not want to roll well, since you'll be saddled with a rather unpleasant penalty.
>>
>>49974364
Correct answer.
>>49974268
>Look, I don't remember the original guideline, but if the sum of your ability scores is less than 70 or greater than 80, you should reroll.
See >>49974305

Roll and accept your fate or don't roll at all you pussies.
>>
>>49974400
Nah, I think I'll keep doing what's fun. Just a little bit of the unexpected, but nothing major.
>>
>>49974375
Proficiency with smiths tools and dwarven weapon/armour proficiency
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>>49974397
Right, that's why I'm considering taking 6s and 7s off.
However, the reason I have liked the 18/6 in the past is the idea of "yoiu're really fucking good at something, so you must be overcompensating." However, at least with 5e, it seems too easy to plop a 6 in your dump stat and be done with it.
>>
>>49974204
even with this, 16,8 and 15,9 are on average better than the standard array and all of 18~14, 6~10 are better than 13~12, 11~12 while also being more likely to happen.
>>
>>49974375
Could you clarify? are you saying that you want some sort of feature for a race that gives them access to dry land and fire? Or are you saying how does a race get access to dry land and fire in an underwater world?

the former seems silly. That's more of a roleplaying thing than a character mechanics type thing.

The latter is more reasonable: underwater caverns, island control, and basic knowledge of chemistry.
>>
>>49974436
I disagree with your views on excellence, but those are your views. I would think that +0 modifier should be the baseline, instead of penalties.
>>
>"fun"
worse argument ever, to be honest, famlings.
>>
>>49974428
Great! Doing what you and your group think is fun is what matters. My job here is done.
>>
>>49974436
The nice thing about 5e compared to previous editions is that saving throws are based on the stats, rather than derived from two different stats. So if you do have a weakness to a stat (commonly intelligence), then a varied campaign will usually present foes that put that player at risk (commonly intellect devourers). That's one thing I really like about 5e, but if I were redoing the monster manual (It's on a laundry list of improvements to make), I'd give way more of these save abilities to monsters.
>>
>>49974450
-1 doesn't seem harsh to me.
-2 can be a little troubling, but when its a stat you actively try not to use (most likely), then you probably won't see it enough to care.

Do you often see negative stats coming up a lot when you play?
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>>49974448
Neither.

How can I represent through stats a character that has access of dry land and fire. It's where they come from, these dry bubble cities underwater, so their equipment and abilties will be coloured with that technological capability that nobody else in the seas has.

There is a suggestion to give them the dwarven armor proficiencies with smiths tools and armor, but i don't want them all to be smiths or makers, but it's their kind alone that makes metal weapons, armor, even glass.
>>
Having never played a Paladin before, which is the most important stat for one with a sword and shield, but also expects to be the party face?
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>>49974508
The DMs I've played with, and as a DM myself, there's not always an opportunity for the specialist to handle an entire task. Penalties also matter a lot for saving throws, where you might not have any buffer between your penalty and the DC (say you aren't proficient or you don't have advantage)
>>
I'm sick of having to manage a resource pool all the time. This shit drives me up the fucking wall and I personally think it's a retarded way of balancing an un-balanceable game

What are classes focused on always-on or unlimited-use abilities, aside from Champion Fighter and rogue? Good homebrew also welcome.
>>
>>49974508
saving throws mostly, having to dump wis or dex is kind of dogshit, specially when wis and dex are already godlike stats for skill checks.
>>
>>49974507
Speaking of intelligence commonly being the dump stat this edition, what could we do to make it more useful?

Have more int based abilities other than knowledge?
I was toying with the idea of making int useful for warlocks and bards alike.
Bards, as many have mentioned, feel incredibly powerful this edition (some say THE best class, which I might agree with). Since a lot of what it means to be a bard is collecting stories/memorizing songs/gathering information about the world, would it be too unreasonable to give them some sort of int dependence?
>>
>>49974536
An even amount of Charisma and Strength. If they can't be even, then slightly more strength.
>>
>>49974525
You could set up a list of proficiencies they can choose from. For example, choose 2 of: smithing, chemistry, acrobatics (I feel like acrobatics would be easier in the water, and so nobody would really be proficient in it), etc.
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>>49974536
for pretty much every paladin you want str as your best stat followed by cha, with good con as you will probably end up getting lots of beatings.

you can pretend to be the face of the party but you will have overall crappy skills outside of your diplomatic skill of choice and no/not many diplomatic spells.
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>>49974547
Stop being stupid
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>>49974552
Right, these were the main two I was concerned with. I often don't see them dumped, however. For this reason, among others.

>>49974546
This is true. And again, saving throws seems to be the biggest issue I find, personally.
>>
>>49974563
One way I've pondered is making ritual casting available to everyone, if they meet certain intellect requirements, and changing a few spells to be rituals.

So just as a very basic outline:

To cast 1st level ritual spells, you need at least 11 INT to memorize the ritual.
12 INT for 2nd level ritual spells, and so on, all the way til 9th level ritual spells (if any) at INT 19.
>>
>>49974547
What resources are you having to balance, famalam? Spell slots? That's not so tough.

Maybe you can try warlock? Although some might consider this counter-intuitive, it depends on what trouble you're having exactly with keeping up with things. They have lots of 1/day things as part of invocations, also lots of at-will effects in their invocations. And their spell slots are easy to track with their recharge on short rest.

To be honest though, I don't know what's resources exist that are so tough to manage...
>>
>>49974637
I like it. But then can we please take find familiar off the ritual list?
I'm not DMing for a party of owlphiliacs.
>>
>>49974547
Warlocks are the best casters for this, as they get always on pact boons (pact of the chain is incredibly useful), and invocations that allow casting certain spells at will.

Wizards are a close second, with several of the schools offering always online features only limited by your creativity. Illusion and Conjuration, I'm looking at you.

In the martial realm, rogues you mentioned, but you forgot the new ranger. Beastmasters have the best pets in the game, and again, it's only limited by your creativity.
>>
>>49974567
I'd want to stick to existing book proficiencies as well. Proficiencies could work. Maybe I start with the Half-Elf as a base as these people are technically true-humans, but the "common people" role are Merfolk so they have a slightly modified human statblock.
>>
>>49974567
>make swimming proficiency
>I can finally put all my points into swimming
>>
>>49974661
Yeah, the existing rituals might have to be pruned or changed to discourage spam like that. Find Familiar is already arguably good enough to be worth multiclassing for if your main class doesn't have a good capstone.
>>
>>49974641
>>49974690
Whatever has a limit on its uses, spell slots being the most and I don't even want to have them. Even the fucking barbarian has to decide if he should spend a rage.

I just want to stop blowing my encounter share of whatever shtick my class has and spend the rest of the encounter spamming regular attacks or cantrips.
>>
Making a human fighter, 2h starting at level 4

15 str
12 dex
15 con
8 int
4 wis
12 cha


Do I want to take the human +1 to all, the +2 to a score, or replace them with feats?
>>
>>49974749
Then play warlock with pact of the chain, multiclass into conjuration wizard, and spend your encounters chucking damaging explosives while your familiar either drops them itself or gives your frontliners advantage on every attack.
>>
>>49974777
>4wis
Hahahaha, hope you like murdering the rest of the party
>>
>>49974793
I'm thinking about taking the lucky feat and being a folk hero
>>
>>49974793
Thog like his friends though.
>>
>>49974788
This is literally the opposite of what I stated. Wizards rely on expending a limited-use resource. Otherwise they are worse then peasants.
>>
I feel like making up a bunch of magic items this weekend, so what kinds of magic items would you like to see? I'm mostly looking to make some race/class specific/flavored items because I feel there's a lack of things like flavorful great weapons, polearms, bows, etc and an overabundance of stuff for arcane casters.
>>
>>49974854
No class is going to always have access to their best features bub. except the multiclass I just gave you. the spell slots don't matter, you've got 2 of the best always on features in the game.

Minor Conjuration
Pact of the Chain.

Look em up, read em.
>>
>>49974811
>I'm thinking about taking the lucky feat and being a folk hero

Has there ever been a more bullshit feat.
If I ever find a DM that lets me take this feat I'm going halfling divination wizard with the lucky feat.
>>
>>49974749
>Even the fucking barbarian has to decide if he should spend a rage.

If you can't even manage how many rages you have per long rest... you might need to find another hobby.
>>
>>49974920
I can. I don't want to, and I tired of having to beg my party to take a short rest either.
>>
>>49974958
You dumb, bro.
>>
>>49975095
I don't really blame him. The once per day/once per short rest type design is fundamentally retarded.
>>
>>49975128
There should be like a quick rest for smaller class features like inspiration or superiority dice
>>
Does it make sense for a race to exist that's connected to a unique item for them, like a mask or something? How can I implement that?
>>
>>49974777
Wait, is there a feat list I'm not seeing? I'm drawing up my first Paladin now.
>>
>>49975152
I saw something about possibly making a short rest last 10 minutes and long rest 12 hours in the DMG.
>>
>>49975178

Sure, there's a bunch of Dwarf-specific magic items in the DMG. How you would go about implementing that really depends on what you want to do with it. Is it just fluff? Is it a legendary artifact with stats? Is it just an item of great power with racial significance or literally the font of life for the race? etc.
>>
Open Hand Monk 9
Elk Totem Barbarian 3
Fighter 2

(30+15+10+15)x2 movement speed while raging and dashing

Rage beforehand

Initiate Grapple
Attack
Flurry of Blows
Open hand shove to ground
Open hand shove 15 feet to wall
Action surge Dash ~140 feet directly up wall
Fall on enemy for 14d6 damage
>>
>>49975231
I'm thinking more an item tied to them from character creation.
>>
>>49975279

Sounds like you should just make it one of their racial bonuses then with the magical artifact part of it as the fluff explaining it. They have darkvision because the Mask of Truth they're all required to wear at birth grants it to them or whatever. That sort of thing.
>>
>>49975232
While you're at it, hold a 30lb dumbell in your hands.

When you reach the peak of your jump, drop a dumbell for 14d6 damage with your item interaction, THEN fall.
>>
>>49975325
>Not opening a bag of ball bearings to obliterate the target for 1400d6 damage
>>
>>49975307
It's more like a cap of water breathing sort of thing. Their kind exist in these bubble cities and no one outside the bubble city can survive without a way of breathing underwater, so characters who are expected to adventure with groups that can breathe underwater should have a method of doing so as part of character creation right?
>>
>>49975232
I'd pay to see that being roleplayed
>>
>>49975353

I'd say so if the whole (or majority) of the campaign is going to take place under water. Otherwise, the mission to obtain their oxygen hats could be the intro series of adventures to introduce them to the world and they get their hats at the conclusion of it.
>>
>>49975383
The campaign will be entirely underwater.

So my question is how to implement that in a statblock. Is something like it really powerful or because of the context something rather inconsequential in regards to balancing?
>>
>>49974900
>halfling divination wizard with the lucky feat
basically my current pc's concept, except he is actually a bard pretending to be a divination wizard.

i still want portent, though, fuck luck.
>>
>>49975445

If the entire campaign is underwater, and underwater survival is not a focus then I think it's an inconsequential item you can give them to make the campaign flow smoothly. While it could be powerful in normal D&D, in your setting it's just 'we can do the campaign' so I think it's fine.
>>
>>49974466
>Pedantry Ho!
Worst. Not worse.
Worst is to Best as Worse is to Better.
>>
>>49975603
typo, i have disgraced my lineage and will commit ceremonial suicide to atone for my sin.
also english is not my first language but that isn't an excuse.
>>
>>49975383
>>49975553

Now I just need a name for this trait. It reminds me of the bubble helmets of the old school sci-fi tales, which is appropriate as they're technically the strangers of this world.
>>
Can anybody give me a quick ELI5 on how wizards are supposed to work? I started playing the starter set with some friends last week and my buddy wanted to make a high elf wizard but I'm an idiot and we didn't get all the rules for picking spells, cantrips, and whatnot. Right now there's a strict "no wizards"rule in effect until somebody figures it out.
>>
I'm thinking about running a campaign heavily focused around the material hit point rules in the DMG.

Something like Dark Messiah, where missed Greataxe attacks shatter tiles, fireballs blow wooden bridges apart, and monks shove enemies through wooden railings.
>>
>>49973913
I keep it simple; I like ravens. I'm occasionally edgy.

Anyhow, Bladepact guy here with a question, need opinions:

I want to change lifedrinker to make the Warlock more durable as well as boosting it's combat potential. What do you think the best way to do this is?
>Heal yourself equal to the necrotic damage dealt, once per round, only on your turn. Better than other options because it's actual healing, worse because it's reactive - can't benefit from it until you take damage.
>Gain temporary HP equal to the necrotic damage dealt, once per round, only on your turn. Better than the other options because it's simple and can be used prior to taking damage, worse because it won't stack with your other sources of temp HP.
>Gain a ward (see Abjurer Wizard) equal to the necrotic damage dealt, once per round, only on your turn. Better than the other options as it stacks with everything else, worse because it's more complicated and might actually be OP due to stacking.

Current version of my rework attached.
>>
>>49975909
be prepared for a glacial crawl of a campaign.
>>
>>49975996
That's still an invocation tax on this shit
>>
>>49976282
I figure something that both boosts your damage and survivability would be worth an invocation. I can't think of any other class that gets 2 stats to damage for free, except maybe bladesinger.
>>
I'm planning to run Deaths House for my group as a Halloween one-shot this weekend, starting with a mini-oneshot 2-4 encounters leading into it.

Each character has at least an uncommon magical item each by the time they reach the house. My first concern is that they stampede through without issue due to being level 3 in a level 1-2 module, but I've heard from other sources that the campaign is highly imbalanced and super deadly.

Should I make some of the encounters more difficult or leave them all as they are?
>>
>>49975839
Wizards have four things to keep track of: cantrips, spells in your spellbook, spells you have prepared, and spell slots. Cantrips are the easiest; you can use them at will without preparation or spending anything. Spells in your spellbook are spells you can choose to prepare when you take a long rest. You can prepare a number of spells equal to your Int mod plus your wizard level. Spells you've prepared are spells you can spend spell slots on to cast them. Spell slots are the resource you spend to cast spells.

Other spellcasters tend to be simpler than wizards, having just a list of spells known and spell slots to spend on them. The really unique thing about wizards is that they can steal other people's spells. If they find a spell on a scroll or in another wizard's spellbook, they can copy that shit.
>>
>>49976494
you understand deathhouse alone can take upwards of 4 hours depending on how slow your group is right?
>>
Party I may be playing with is

Wizard, Rogue (AT), Fighter (EK), Fighter (Battlemaster)

I was thinking Cleric or Bard. What say you?
>>
>>49975128
>game design is fundamentally retarded
At some point there is a time cost drawback to your player's actions. If not per day (a simple easy to track metric) it's a cooldown period of some amount of time or the cost of a slowly recharging pool or stamina/mana. I can't think of any game with zero time cost abilities.
>>
>>49976509
Well we have a 14 hour+ Session planned, so hopefully they don't whizz through in 4 hours.
>>
>>49976494
Deathhouse was made for levels 1. You'd have to change every encounter and trap in there for level 3s. In fact it's dumb for you to have them go to it at all at that point. Just build off the map and make your own up.
>>
>>49976513

Play whatever is fun for you.
>>
What ability and skill should a player roll to rape a hostile hobgoblin?
>>
>>49976686
Anal circumference
>>
>>49976686
Athletics to knock them prone, Athletics to hold them down, Athletics to force insertion.
Intimidation if you want them to stop struggling.
>>
What would be a good backstory for a legendary neutral evil sentient greatsword, that apparently originated from Netheril?
>>
>>49976710
First you'll have to tell me who, what, or where Netheril is, as I am a plebian.
>>
If you were going to join a campaign as a 6th level Bard,

Would you go Valor or Lore? Assume that the rest of the party is pretty balanced with a Wizard, Fighter, Rogue.
>>
>>49976709
Which skill would allow the player to slowly Stockholm Syndrome the hobgoblin into loving submission?
>>
>>49976781
Lore, nigga.
>>
>>49976845
What if the game was combat-heavy?
>>
>>49976795
Athletics
>>
>>49976850
Still lore
>>
>>49976743
So am I. I was hoping we'd have some Realms fan on the board. What I know is it was an ancient empire ruled by wizards, it had floating cities, and they caused some kind of magical cataclysm. But really, any ideas in general are welcome, I can figure out the Netheril part later.
>>
>>49976795
Isn't that just a Strength roll?
>>
>>49976894
What two spells would you take for your level 6 magical secrets?

I was thinking Fireball, as I don't really have a good damage button, and then cribbing something from paladin or ranger for shits and gigs
>>
How's this for humans in an underwater campaign?

Drylander:

Ability Score Increase: Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age: As they are human, drylanders mature in their teens and rarely live more than a century.

Size: Drylanders range from barely 5 feet to just over 6 feet tall.


Speed: Your base walking speed in 30 feet. You don’t have a natural swim speed.

Stranger’s Crown: All Drylanders found away from their homes wear a necklace that manifests a bubble of air around their heads. This necklace acts as a cap of underwater breathing that is bound to the Drylander that wears it. Drylanders protect this necklace as it’s their only means to survival beyond their cities.

Secret of Fire: After purchasing starting equipment, choose one of the character’s items (armor, shield, or weapon). That item is made of superior forged metal, and is treated as a magic item with a +1 bonus. If the item is lost or destroyed, it can be replaced the next time the Drylander character returns to his or her homeland or another dry city at the cost of the weapon. If the character is 10th level or higher, the item has a +2 bonus.

Skill Versatility: You gain proficiency in two skills of your choice.

Languages: You can speak Dryspeech, Aquan, and one other language of your choice.
>>
>>49976936
Counterspell is great.
>>
>>49976919
>What I know is it was an ancient empire ruled by wizards, it had floating cities, and they caused some kind of magical cataclysm.
So it's the Kingdom of Zeal from Chrono Trigger.

I don't know about backstory, but it should definitely have a sense of superiority in regard to basically anyone that isn't a powerful spellcaster, maybe to the point of viewing those without magic as slaves, or an untouchable caste.
>>
>>49976936
Revivify
>>
>>49976686
>>49976698
>>49976709
>>49976795
>>49976860
>>49976927
When did this thread become /pfg/?
>>
>>49974721
>>49974661

Just make it so you can't learn all rituals this way. Detect Magic is okay, Super cool interdimensional mansion maybe not so much.
>>
>>49977005
Listen, we have to rape the goblins before they rape us
>>
>>49976975
It is a greatsword though, something most full casters wouldn't generally even know how to or want to use.
>>
>>49976795
Persuasion, possibly?
>>
>>49976710
Netheril is megafucked by the 'present' of the FR. Definitely make the sword stir-crazy. It's been a very, very long time since they made any of those. The FR wiki can help with more.
>>
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>>49973913
>GREETINGS!
>>
How do I voice as a dwarf? or any kind of inflection
>>
/tg/ My DM has asked me on a way to buff Bladepack.

Bonus action to summon
Can be used as a focus
Doing so removes disadvantage from casting at adjacent enemies

Yay nay?
>>
>>49977184
use text faggot
>>
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First session with a new group, very run of the mill generic getting started stuff.

But we went pretty quickly from 'Clearing out a goblin cave because they're attacking the roads' to 'Finding sadistic ways to torture their leader and playing with their bodies'

I know most of the party is Neutrally aligned, and the rest are Good (who happened to not be there during the torture/corpse play) but even as a player how much they got into the whole "lol dead bodies" thing was uncomfortable.

Should I just drop ship or see if I can steer them clear from this sort of shit?
>>
>>49977209
>Bonus action to summon
Make it the same action as drawing a weapon. so free if you only draw one, costs an action to draw 2 without the dual wielder feat.

>Can be used as a focus
Probably OK.

>Doing so removes disadvantage from casting at adjacent enemies
No longer a thing. Ranged attacks have disadvantage if you're in melee, casting does fuck all. And removing the disadvantage from ranged attacks encourages eldritch blast spam even more.
>>
>>49974333

>min 12 in every stat

Wew lad
>>
>>49977265
Just say, "Why the fuck do you want to do that?"

Call them out on doing weird bullshit for no reason. They'll probably just slink down and knock it off once they realize everyone is thinking they're fucking weird because they're doing weird bullshit for no reason
>>
>>49977302
It sounds crazy broken, but what it usually means is you'll have at least +1 in any saving throw and it's easier to monk
>>
>>49974333
7+3d6 drop highest?
6+4d4 drop highest?
>>
>>49977454
7+2d4 is the only thing that even makes sense.
>>
Rolled 2, 1 + 10 = 13 (2d4 + 10)

>>49977454
No.
>>
>>49977266
Wait what? Was there yet another caster buffing Sage advice?
>>
>>49977454
Why would I allow formulas that permit numbers below 10 if my formula starts at fucking 10?
>>
>>49977504
Wow you are super retarded.
>>
>>49977550
>7+3d6 drop highest
>Minimum 9 (7+1+1)
>6+4d4 drop highest
>Minimum 9 (6+1+1+1)

?
>>
>>49977496
they really love sucking caster dick over at wizards of the coast
>>
>>49977496
>>49977639
It was never a thing in 5e. Reread the combat section of the book.
>>
>When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
>a spell
>>
>>49977700
To amend this, there is no default penalty just for casting a spell. It doesn't provoke or cause disadvantage in of itself.
>>
Hey guys, newer player here. What can you guys tell me about melee spellcasters?

I know a bit about Arcane tricksters because a friend of mine plays one, but I want to know more about the other classes in the game. From what I understand, fighters can become eldritch Knights to cast spells, and wizards can start to spec into melee. Could you guys break down the uses for each in a party?
>>
>>49977504
because starting at 10 is stupid?

>>49977475
but i want 18 to be possible, only very unlikely, while not fucking up the mid values too much.
>>
>>49976956
Any advice or criticisms?
>>
>>49977737
Starting at 10 is the only thing that makes sense for adventurers
>>
Rolled 6, 2 + 8 = 16 (2d6 + 8)

>all these people who don't use 8+2d6
>>
>>49977824
> not wanting to laugh at people who roll 3

Also wouldn't 2d6+6 be better?
Minimum is 8, maximum is 18.

2d6+8 would allow people to get 20 at character creation, before racial.
>>
Rolled 5, 4 + 7 = 16 (2d6 + 7)

>>
Rolled 6, 5 + 8 = 19 (2d6 + 8)

>>49977873
Yes, it would allow that. I hate 8s
>>
>>49977760
I'd disagree, unless your party is explicitly 'average persons' at the start.

Even a level 1 adventurer has some level of skill over your average person.
>>
>>49977725

So 'melee spellcaster' can actually cover a lot and it sort of depends on what you mean by it. There's a few hybrid casters who use magic to enhance their class and options (e.g. Eldritch Knights) while others are full casters who also happen to be able to get stuck in melee (Clerics). That said, some differences.

The main thing to remember is that each of those paths doesn't change the base class but enhances it so Tricksters (AT) are still relatively sneaky and rogue-y, EK are still fighter-y and so on.

-Arcane Trickster: Still a rogue, still like sneaking around and backstabbing. Going trickster however will give you more party utility and battlefield control options, as their spells largely come from enchantment and illusion schools. Mage hand as a bonus action has endless creative options.

-Eldritch Knights: Incredibly tanky. Shield is a signature spell for an EK, and their access to abjuration spells means they get a lot of defensive buffs. EK will typically be in a tank-oriented role, but between spells like Firebolt and Find Familiar you have a lot of flexibility not offered to the other fighter paths because you're very competent at any range and can use find familiar creatively. Also has access to evocation spells but these generally shine less than the abjuration ones. A handful of non-restricted spells let you choose a secondary focus.

Bladesinger: Can enter a 'combat trance' that lets them act like a magical dervish twice per short/long rest. So for 10 rounds you get to have a respectable AC, while also enjoying all the perks of being a wizard. Their role is still mostly wizard-y but they can play the role of backup striker in the party and offer another angle for melee. Often shine with multiclassing (normally fighter and/or rogue) if they want to be really melee heavy, or as a dip to make the EK even tankier.
>>
>>49977700
Some people are still stuck in 3.pf. I think any kind of spell in melee range provoke OA.
>>
>>49977882
What's so bad about 8s? Honestly the 'standard spead' is good for a reason. It's fun to have that one stat that a character just can't perform in.
>>
Rolled 3, 5 + 8 = 16 (2d6 + 8)

>>49977916
It was okay when saving throws weren't retarded.
>>
>>49977873
i was letting 18 because 3d6 do let you get 20 at creation, but dropping highest and using more dice lets you skew the distribution down to the reasonable numbers without letting you go below 8 (technically 9)
>>
>>49977725
>>49977894
There is also
:Cleric (depending on domain, they can wear heavy armor and wield martial weapon.)

:Druid (casting concentration control spell to soften enemies and then turn into a beast and maul people)

:Valor Bard (medium armor and martial weapon. Buff friend with inspiration and debuff with spell.)

The term for melee spellcaster is gish btw.
>>
>>49977895
No it doesn't
>>
No, the best rolling set up for true fantasy adventure is 3d6 drop low + 6
>>
>>49977936

Paladin too but I assumed anon was talking about the hybrid paths. I did miss valor bard though!
>>
>>49977895
>I think any kind of spell in melee range provoke OA.
Except if you read the rules, it doesn't. Not even making a ranged spell attack provokes, you just have disadvantage on the roll. If casting in melee provoked, all melee cantrips/spells would be a lot less useful.
>>
>>49974900
It's not broken if you don't abuse it. Trying to find ways to "beat" DnD is what breaks the feat. We play using the rule of "no gay ass bullshit" and it seems to work out. Getting advantage on 3 attack rolls saves or checks a day is FAR from being OP.

It's great and arguably the best feat, but not OP.

Just don't have five minute workdays.
>>
>>49977725
EK and AT: Play your normal rogue or fighter self, but have buffs and situational spells to enhance yourself. What normal fighter gets +5 AC as a reaction? The one with the Shield spell, that's who! Want to be sneakiest rogue? Cast invisibility! Having a familiar is also incredibly good, not for touch spells but because they get an action every round that they can use to help you or feint an opponent, giving people advantage on them.
I don't know about melee wizards, sorry.
>>
>>49977995
>>49977949
suppose to be "they think".
My bad.
>>
>>49977894
Gotcha, I'm playing with a new group of strangers next week at a local game shop. I don't know anything about them, just that they're starting a new campaign and invited me. I've always played melee centric characters, (Barb, Rogue, monk) and since I'm starting a new character, I want to break out of my comfort zone and try something new.

Currently I'm looking at:
Warlock - serving the old ones sounds like a ton of fun, with a lot of good rp opportunities, I like the idea of a character who starts off power hungry and slowly succumbs to madness. My issue is that I'm not sure how to play that character, and also be a good and courteous party member in real life.

Cleric: I don't really want to play one, but I'll play one if we don't have a healer. RP stuff seems pretty one note for a dude like this. I've never seen anyone RP a cleric that wasn't the generic "I just wan to help people!" guy.

Wizard: one thing I've been really good about while playing, is figuring out alternative ways to solve problems. Wizard seems pretty cool, since you have a huge bag of tricks to mess around with. Even while my friend was playing as an AT Rogue, I ended up suggesting more ways he could creatively use mage hand all the time. Being able to manipulate the game creatively seems like a ton of fun, since I'm always thinking outside the box.
>>
>>49978069
If you want an interesting Cleric, Omin Dran from Acquisitions Incorporated is a pretty good one.
>>
>>49974900
> Halfling
> not Kor

PLANEWALKER SON
>>
>>49977920
>It was okay when saving throws weren't retarded.
If saving throws were like AC where the attacker had to roll to hit them, all saving throws would be 14+stat+proficiency. 14! If you have an 8 in a stat, it's like having 13 AC.
>>
>>49978069
Do you play 40k? Play your Cleric like an Inquisitor. Shout HERETIC and burn people.

But in all seriousness, take the stereotype video game Cleric out of your head. Cleric and D&D just have to follow their god teaching, you they can be RP as anything, as long as you choose the right god.

God of Luck? Your Cleric is now Gambler.
God of Trickster? Your Cleric is now a con man
God of Trading? Your Cleric is now a jew.
>>
How do I roleplay int checks like history, arcana etc

Do I say anything in character or do I just go history check?
>>
>>49977209
>>49977266
>>49977639
>>49977700
So bladepact buff amended to:

Summon as drawing a weapon
Can be used as a focus
With it your eldritch blast can be used as a range: melee/5ft weapon

Hmm?
>>
>>49978364
> You charactsr found something
> "This triggered me!"
> inform the party about how you was totally rape in college, because your professor make an eye contact at you
>>
Any good build that involve Assassin with Divine Smite?

I just want to roll shit ton of dice.
>>
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>>49978069
This got me thinking, how the fuck do you roleplay a Cthulhu serving warlock without completely shitting on your group?

Or the kind of warlock that gets it power from Hell, those exist too, and are objectively evil, no?
>>
I'm making a magic item that could be used either by a monk or a druid (in this case a moon druid). Primarily it gives a +1 bonus to unarmed attacks and natural weapons, but I also wanted to include some extra elemental damage. How should I do this? After activating, it lasts for 1 minute, once per day? Maybe at will but just 1d4 extra damage? Using charges? Party is 7-8th level, by the way.
>>
>>49978865
Hubris, basically. You know where you're powers stem from, but surely YOU'RE strong enough to resist corruption. Right?
>>
>>49978865
The idea of using dark powers for personal gain/greater good is nothing new.
>>
>>49978069
Look up that one Oglaf comic about Sithrak the Blind Gibberer.
That's how I play my Cleric. You're still helping people, but at least it's more amusing.
>>
>>49977653
The combat section of the book says that ranged spell attacks have disadvantage if you're within 5 feet of your target.
>>
>>49978865
You knew it literally said in the book that some warlock just steal their patron power without the other party knowing right?
>>
>>49977209
Charisma to Hit and Damage instead of Strength or Dexterity.
Medium Armour Proficiency.
>>
>>49979047
The important word in that sentence is ranged, not spell. Shocking grasp, booming blade, vampiric touch, and other melee spells work fine.
>>
Looking to improve the Shambling Mound at the end of Deaths House for a more satisfying "Boss Fight." It had good defences and health, but didn't really do much that engaged the party except the odd engulf. Now that I'm playing through it a second time with some others I'm considering adding these benefits.

Can cast Thorn Whip, +3 for 1d6 damage as a Bonus action each turn.
Lair-Actions as though a Green Dragon.

I considered giving it Legendary Actions or Resistance but the actions would likely be Thorn-Whip or Slam, and I can't think of any cool "2 actions" abilities to make it more interesting or interactive than "It just attacks a lot."
>>
>>49979067
By other party you mean their patrons, or other PCs? I wrote my post from school, so I didn't have access to the phb.
>>
DM'ing for the first time tomorrow. Any last minute pointers?
>>
>>49979337
Do not wear underwear
>>
>>49979337
Be good.

Don't be bad.
>>
>>49979251
Patron. You can steal power from a sleepig GoO and they wont know shit.
You are like a tick.
>>
>>49979337
Don't over plan your stuff. Player never go along with your plan. Quantity is better than quality. It better to have a bunch of loose plot, rather than a few in-depth one.
>>
Alright. Warlock backstory time. Feel free to critique, don't be afraid to be harsh. I'm afraid I might've written too much, and I should cut down quite a bit.

Gonna post it as a reply to this.
>>
>>49979645
[Character name] was once a student. Under the apprenticeship of a wise old man, he spend months doing mundane tasks in his masters home. Cleaning, dusting, and organizing tomes in a tower several stories high is not an easy task, and not one that [character name] thought he'd be doing under his apprenticeship. Eventually, the young [race] grew tired, he thought he'd be casting spells, not rearranging heavy bound tomes on massive bookcases. Despite having free reign to roam the tower. Despite memorizing every square inch of the Wizards home as he cleaned and dusted the man's house, there was one room he was forbidden to enter. His master gave him a grave warning. He was never to enter that room, or else his training would cease prematurely before he learned a single spell. One day, while tending to his tasks, his master grew ill. Normally his master would occasionally supervise him, making sure that [character name] did his job diligently and did not wander into the forbidden room. As his master retreated to bed to get well, [character name] saw his chance. For months he itched to enter the forbidden room, and now he finally could. He snuck in without a second thought. The room was pitch black, there were no lights anywhere. Except for one solitary candle on a table that glowed an ominous purple. He seized his chance, and ran to the table. There was a single book on top, bound with a thick, strange leathery sheet. He'd never seen such a thing before. He cracked the book open, and peered inside. His world went black.

He came to hours later. It was dark, his hands sticky and wet. He panicked. How long had he been out? Did his master find out what he'd done? Why were his hands wet? Why was he clutching this dagger?

...wait

(Cont)
>>
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>>49979658

His body grew cold as his greatest fears came to fruition. He ran to his masters room, sure enough, his master was dead. Stabbed by an unknown assailant, several times. The [race] ran back to the forbidden room, and cracked open the foul tome yet again. On the very first page , he was greeted with a massive wall of text. It was written in an unreadable, ancient, eldritch language. However, there was one like he could read. Stained in his masters blood, at the bottom of the page read [character name]. Almost in a trance, he grabbed the tome and bolted out of the tower. He needed to get as far away from the accursed place as possible. Over the next few months, he found himself alone in the woods, the more time he spent with the tome, the more he could read it's ancient text. He quickly learned a few easy spells with it, and used his newfound power to survive, practicing and honing his power by hunting small animals for food. He had started to hear voices in his head, whispers with promises of power and glory. No longer was he a tool for a decrepit fossil, who couldn't even teach a dog to fetch, never mind magical spells. No, he served a new master now, one that would give him what he wanted, in exchange for a few simple tasks.

With a grin, he set off for adventure
Just the right ammount of edge? Or did I take it way too far?
>>
Is it bad that I feel nervous about getting in to even this as my first foray in to tabletop RPGs?
>>
>>49979670
It doesn't explain why your character would want to join the party. Need better motivation.
>>
>>49979823
Popping your trpg cherry can be scary, since you don't want to look bad or anger 4-5 other people. just like your first orgy
>>
>>49979823

We all started as noobs once. Relax, enjoy your group (hopefully) and have a good time, it's a lot of fun.
>>
>>49979823
People will find your noobness amusing for up to 3 sessions then you better start reading and learning the rules and demonstrating you are trying to learn how to fucking play!!!.
>>
>>49974900
If you don't mind being MAD then Halfling Monk/Divination wizard with the lucky feat is for you.
>>
>>49979939
We're still in the planning stage at this point, but only one of us that I know of has any experience in it at all.
>>49979889
>>49979857
All I can do is suck it up, I guess.
I wouldn't even know what kind of character to play beyond vague, broad ideas
>>
>>49979960

Play the starter set. Its a nice foundation in the game to get you started actually playing quickly and the adventure(Lost Mine of Phandelver) holds your DM's hand.
>>
Is there any way to make a high elf into a good cleric? I've got a player who is insistent, and I just don't see it working out on a standard array
>>
>>49979960

Well what kind of gameplay sounds fun? Blinding enemies? Creeping around for backstabs? Swinging a giant sword? Throwing fireballs? Turning into a bear?
>>
>>49980058
I'm just going to go with whatever the GM wants to do, really.
>>49980145
I typically prefer the upfront approach, so Fighter and Paladin have their appeal for me Barbarian not mentioned because Paladin has the JUSTICE appeal, but Sorcerer also seems like a neat departure from what I usually do in anything else.
>>
>>49980177

Why not give Eldritch Knight a spin? You get both arcane power and all the REALLY good strengths of fighter.
>>
>>49979844
I imagine he isn't fully in control of his own actions ever since he signed the contract. The way I see it, the whispers started in his head a few days after he fled the wizard tower, and now is actions are more or less influenced by his patron. He joined the party because he has the power, and the confidence to finally adventure. He basically went from a nobody, to a dude who can throw out eldritch blasts over the course of a week.

I'm going to rewrite the second part of the story, where he hides out in the woods. Instead of hiding out for a few months, it's just been two weeks. No one knows about the death of his master, only he does. So once he got over the trauma of what he did, and realized fact that he could finally cast spells, he set off to get the glory and attention he always wanted. The dude has always been a manipulative, power hungry dickhead, and now with the old ones whispers in his ear, they're convincing him to find a way to bring them into the world.


I don't know, I'm kinda struggling with the whole thing. I've never played an objectively evil edgelord character before, I prefer to play heros, so I'm new to writing an evil backstory. I could use all the help I can get.


Though I might just change to a neutral character who got into something way over his head, and is only working for the old ones because they're constantly in his head and he's afraid of the consequences. Especially since I dont want to be an asshole irl and I want to make sure everyone at the table has a good game.
>>
>>49978690
Not really amazing, but just 2 points in paladin after 3 could do you some good, no attack twice, but smiting when you crit will definitely not tickle.
>>
>>49980074
Choose Booming Blade or Green-Flame Blade for your wizard cantrip, use a rapier and a longbow for your damage, and focus on buffs until your wisdom is boosted well enough to deal with save-based stuff. And honestly, you could do the save-based stuff anyway, since you're just a point behind--not as well as a race with a Wisdom boost, but still decently enough.
>>
>>49980074
Yeah, easy! They get good weapon proficiencies, so either a longbow & light armour WIS + STR cleric, or a longsword & medium armour WIS + STR cleric. You get more benefit if you choose a domain without heavy armour prof, as you won't be using it (or you'll be missing out on your +2 DEX), but it's no trouble if you do.
If they would rather use spell most of the time, then WIS has them sorted (picking light domain), and their weapons are just neat backup plans.
Basically, yeah, they'll be fine.
>>
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Friendly reminder that 5e is garbage of an edition and anyone who plays it is human trash and should feel ashamed.
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>>49980288
That doesn't seem friendly at all.
>>
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>>49980297
That's probably because playing 5e is making your brain rot.
>>
What's the big deal with Kenders?
>>
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>>49980314
>>49980288
>>
>>49980320
From what I recall they're supposed to be an essentially fearless and socially-minded race of people that don't really have a sense of personal belonging
Players turned them in to CN asshats that hoard everything that's not nailed down.
From an inexperienced point of view, relying pretty much just on from what I've read.
>>49980193
That does seem pretty neat as an idea, actually, though it just raises questions as for an in-character reason to do so.
And wouldn't a need for Intelligence for the spellcasting put them in a bind for their stats?
>>
>>49980380
>And wouldn't a need for Intelligence for the spellcasting put them in a bind for their stats?

Nope. There's no minimum requirement to cast spells, and they get access to their list no matter what. A low int score just means you should stick to the abjuration spells which only affect you or allies and thus low int isn't a problem. And that's fine because abjuration is REALLY strong on EKs.

As for an in-character reason it can be whatever you want. I'm playing a sneering high elf magical duelist EK.
>>
>>49980380
Not really. I mean, having a higher Intelligence would help you, but a 16 or even 14 should be enough, since most of the time you will be casting defensive and buffing spells. Most of the time, Shield, Absorb Elements and Magic Missile should be enough for you, and none of those rely on Int.
>>
>>49980380
E Knight could be easily played with 10 int.

You should pretty much never use offensive spells or spells that require a dc.

shield, absorb elements greenflame or booming blade. Buff spells. Take like magic missile so you can finish someone off at range
>>
>>49980639
Shame, seems to almost defeat the purpose of being a spellcasting Fighter to me, but it still seems interesting anyhow.
>>49980404
>>49980424
Duly noted, thanks for the help.
If I roll a sorcerer or wizard I'll probably give them a flaw that has them have a fear of being touched by people, or at least strangers.
>>
>>49980662
EKnight is just a fighter with some spells.

If you want to be an actual spellcaster, go bard or something.
>>
What is you guys' opinion on house ruling called shots?
Do you allow them? Are they overpowered since there's no reason to ever not shoot for something's eyes?
>>
>>49980200
> not making a contract with humanity collective unconciousness to take responsible for your action
> increasing your power by creating bond with people
> get senpai to noticed you during your academy life misadventure downtime
> end up as jesus saving the world
>>
>>49980708
It's better to homebrew something with set effects, but any way I've tried has just bogged down combat, the same reason they didn't get called shots in the final DMG release.
>>
>>49980708
Yeah, that's a fair point. Bards just seem silly to me.
>>
>>49980708
pointless.

Always some new player who says "I stab him in the eyes!" and then gets butthurt because dealing 5 damage to a 40hp monster does not mean he stabbed him in the fucking eyes
>>
>>49980727
Bard doesn't have to be silly. You can flavor them as anything. You can be red mage. You can be dovahkin.
>>
>>49980727
Tell that to my War drummer Valor bard's face lil nigga.
>>
>>49980727
>>49980739
I'm probably playing a bard soon and I have no intent on making him musically oriented at all.

Flavor!

>>49980751
how is valor bard? I can't decide between Lore and Valor. I kinda want to be an archer.
>>
>DM tells me the group will continue without me because they don't want me there
>When inquiry is made, he explains that I annoyed everyone
>"It's a clashing of styles" bullshit
>Tries to explain his friends don't owe me an explanation and it's his fault
Do I just find a new group and tell my friend to go fuck himself? I worked on a Barbarian/Fighter and nobody even had the balls to tell me why I was annoying and how to improve.
>>
Speaking of Valor Bard. How bad is it for me to use Great Club as a weapon? Monster Hunter Hunting Horn is cool.
>>
>>49980765
Well give us the story fag

>>49980770
Great Club is straight up worse than a Maul for no reason.

Use a Maul and flavor it as a Great Club
>>
>>49980765
This sounds like it has nothing to do with the game and someone doesn't like you because of political views or something.
Unless you're a great big fat retarded smelly neckbeard who carries a bag of chips everywhere.
>>
>>49980762
It's a decent gish class, takes kinda long to get the really good stuff. Lore is just better in general and probably better for an archer.
>>
>>49980813
>Hanging out with buddy at his place before the group arrives
>Everyone arrives, he has us explain our characters
>Playing a Worf-style character (Hurf durf muh honor, etc)
>We start up, get going, etc.
>Being fairly new, I struggle to get into the role of my character
>Have some moments of levity where I say silly shit and whatnot, DM knows it's all ooc because otherwise it wouldn't make sense
>Allows everyone else to ic do shit to my character
>Get to a point where we fight a revenant in a dragonkin's body
>The revenant has a leg lopped off, starts beating the dwarf barbarian in the party with it
>Figure taking the leg as a trophy would be neat, if only to add something to my character's bragging rights
>Get a bit overzealous at times, want to go where the next-immediate quest is unless it's too much for the party to handle
>At one point we encounter a tribe of mountain people and they invite us to chill for the night and get some stuff settled.
>Our rogue was sneaking about while around 200 arrows were aimed at his party
>When the mountain people lowered their weapons, my character called for the rogue to show himself as a sign of goodwill.
>Eventually end of night happens, don't hear jack shit about my behavior or whatever
>Get text yesterday that I'm apparently annoying the group and it's not a "deep-seated character flaw, but a lack of meshing of styles".
>But my friends totally don't owe you an explanation, bro


tl;dr I get kicked for "being annoying" but it's not a "deep-seated character flaw", but that the styles don't mesh.
>>
>>49980708
Don't do it. You could use the lingering injuries table and have it occur on a critical hit
>>
>>49980739
>>49980751
>>49980762
Points taken, I just don't really see how, I'm still pretty inexperienced with all this.
>>
How do you guys use curses, and what type of curses?
I’m curious since I’m planning to give my players some items but have them be cursed but I don't know what course I should use. The main problem I have is that I tend to either make the curse irrelevant or fuck the player over. Any suggestion?
>>
>>49980818
Not even about political views. I can admit I get a bit loud and over-zealous at times and if someone told me to cool my jets and such, I would.
>Unless you're a great big fat retarded smelly neckbeard who carries a bag of chips everywhere.
I regularly shave, my weight fluctuates (overweight, but not planet-sized), and I only consume junk food with the group.
>>
>>49980891
Do you have autism?
>>
>>49980878
I've played a Bard who was more Skald-flavored. Recite poetry, lop people's heads off and throw in a healthy dose of gallows humor. No silliness, no music, and a grim sense of duty.
>>
>>49980915
Psych analysis from 5-6yrs ago diagnosed me with moderate aspergers.
>>
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>>49980878
Ok so...
I have a character who wear white and red Far Eastern robe, she wield staff and longsword in combat.

She has the ability to pull out talisman and create barrier around party member, reducing the damage form enemies.She can also channel holy spirit via sacred dancing and heal people wound.

Now if you don't look at my character sheet, you could really tell that she is a Lore Bard?
>>
>>49980939
You weren't supposed to take the question seriously.
>>
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>>49981001
Yeah, well, fuck. I'm sick, got that bullshit slung at me, and now anons are telling me to let it go. I don't want to have to get to know some strangers only to be told to fuck off again. I was even planning my character's build as he gained levels and ways to improve on my gaming style.
>>
>>49978865
Cthulhu pacts absolutely don't have to be evil, sure, perhaps it had influence over your mind, but it probably has no use for you, it might not even be conventionally sentient. You get weird dreams, occasionally you experience mental disturbances and start speaking strangely.
>>
So I'm trying to decide on a feat/asi for my Lv 5 Half Orc Barbarian. It's between tough, savage attacker, or just a bump in strength. Thoughts?
>>
>>49981026
No worries dude, try not to take things too seriously. TAke care and get some new friends. those other fucks are fucks.
>>
Can I change spell slots and cantrips between games? Or do I have to stick with my choices?

This is assuming you're playing in the same campaign with the same character.
>>
>>49981341
I'm just gonna grab my Barb/fight Human from my buddy and join groups at the local card shop. I was thinking of running him with spirit beast since berserker is the path of least survival, or focusing on building fighter since it's my base class. What is a good way to build fighter with barb subclass?
>>
>>49981390
I'm a newb, but it depends on house rules. Looking a bit online, it seems like normally the answer would be "no" despite the flexibility of the classes that would normally employ spell slots and cantrips, but in this case, I would leave it to your DM's discretion. If they're fine with it, sure. Just don't make a habit of changing them around each game.
>Meta-gaming
Don't be a faggot
>>
>>49981390
You can't change cantrip.
You can change spell prepared. You are out of luck if your class doesn't prepare spell (ie.Bard,Sorcerer)
>>
>>49981448
I play an Arcane Rogue. It's not about meta gaming, it's more about experimenting with a giant bag of tricks. Illusion spells and deception are super interesting.

>>49981466
So I assume I can change spell slots then? Since I'm more similar to a wizard.
>>
>>49980874
You seem fine, grill the friends for info anyway so you can make them suffer the awkward
>>
>>49981493
>I play an Arcane Rogue
> it's more about experimenting with a giant bag of tricks
>Illusion spells and deception are super interesting.
What are your cantrips? Usually a rogue is focused around the setup rather than being in the action. Prestidigitation is probably a given, since it allows you to fuck with NPC's without actually doing harm. Think distractions with magic.
>>49981507
>You seem fine, grill the friends for info anyway so you can make them suffer the awkward
I just asked for my character sheet from my buddy and hinted that strangers at the local card shop have bigger balls than his friends.
>>
>>49981548
>I just asked for my character sheet from my buddy and hinted that strangers at the local card shop have bigger balls than his friends.
The best part is, odds are that if you ARE doing something you don't realize, randoms aren't gonna be afraid of hurting your feelings like your pussy friends friends.
>>
>>49973913
Played a Swashbuckler/ Dragon Sorcerer/Fey pact chainlock with a monkey familiar.
Shit was cash.
>>
>>49981567
>The best part is, odds are that if you ARE doing something you don't realize, randoms aren't gonna be afraid of hurting your feelings like your pussy friends friends.
They're not even my friends to begin with. They usually ignore my existence unless my buddy gets us all together. It's more like me, my friend, and his friends. There is no reason they should hold back, considering he allows them to do a ton of shit to my characters that shouldn't even be happening.
>>
>>49981175
>t's between tough, savage attacker, or just a bump in strength

Both of those feats are bad. Do you have Great Weapon Master? If not, get Great Weapon Master.
>>
Making a level 6 paladin for an upcoming game

Does Great Weapon Fighter apply to polearms?

Would it apply to the bonus action pommel bash too?

Or should I just take Defense, my ac is pretty low.

Should I even bet polearming with a pally? Kinda thinking i should just sword and board it
>>
>>49977005
I want to marry a cute hobgoblin!
>>
>>49976956
Can I get some feedback on this?
>>
>>49981671
Uhh its completely ridiculous?

Are you intending for it to be balanced and in line with other races? If so please go and read the races and compare them to that
>>
>>49981658
You absolutely should use polearm as a paladin, because you can smite with your pommel, and your superior reach offers more attacks of opportunity. So, more smite opportunities.
"But anon, I have only so many smites per day." You don't smite on every attack, you dolt. You want to make as many attacks as possible, because more attacks = more chances to get a critical strike. And smites crit.
>>
>>49978069
Diverse clerics are easy, as long as your setting doesn't have shit deities
>>
>>49981671
You made a half elf with a swim speed and two free magic items, one of which scales and can be replaced for free

?????
>>
>>49981658
>Does Great Weapon Fighter apply to polearms?
It seems to
>Would it apply to the bonus action pommel bash too?
Paladin spells count as bonus actions, and you would probably be wanting to swing for something like Sentinel if you're looking at party protection/battlefield control
>Or should I just take Defense, my ac is pretty low.
Paly's should have a level 1 spell to self-heal at least once a day. Depends on what your devotion will be, but you're also a tank so probably heavy armor is your friend.
>Should I even bet polearming with a pally? Kinda thinking i should just sword and board it
Depends what you're going for. Crowd control, or party protection?
>>
>>49979205
Have it conjure some Blights or some shit, just deploy little plant dudes
>>
>>49981691
Oh boy are you correct

Also im vengeance so I can hunters mark, which as I understand could then be proc'ed by my two main attacks and my pommel strike (when I have my BA)

Also that improved divine smite 1d8, would that apply to all my attacks? Cause dayum

I could smite a fucker with the reaction polearm attack right?
>>
>>49981733
Yes, you get +1d8 on all your attacks, including pomel attack, and you can smite with your reaction.
>>
>>49979205
Shambling mound fight becomes utterly fucking lethal, if you remember that the water in the pool is nearly waist high - it should be difficult terrain... But not for the mound.
Three out of four my PCs died in this fight.
>>
>>49981609
Like rape?
>>
>>49981741
>1d10+5 + 1d8 + 1d6, + 1d10+5 + 1d8 + 1d6, + 1d4+5 + 1d8 + 1d6
>not even counting actual Smites

Sweet babby jesus
>>
>>49981688
The underwater breathing cap is something inconsequential as the whole campaign is underwater.

I wanted to show statistically what access to dry land and fire allows right out of character generation. How can I still do this?
>>
>>49981753
Nothing as bad, but here's an example
>Make a joke about my barb/fight stomping the rogue 1v1
>He's playing a halfing and we joke about his size being an advantage
>Have a "come at me, bro" moment
>One of the newer dudes/DM's friend ic slaps my character upside the head despite the joke being ooc
>Rogue tries to steal from my character, then pass it off as an "oops, I fell" moment.
>Make a joke about there being a murder or two tonight ooc to give the situation some levity and not have my guy simply snap the dwarf's neck then and there.
Shit like that. It wasn't even that I filled the session with ooc chatter, but actively trying to play my character to a T and NOT distract away from the campaign itself while making jokes/having my character do things that a single-minded Wof-lite character would do.
>>
>>49981696
It started as a half-elf because they're the next closest thing statistically to humans. I don't want to use the human statblock because merfolk use it and I like the charisma bonus because people of this race are meant to be strangers to the land like sword and planet protagonists.
>>
>>49981696
They don't have a swim speed, so they have all the disadvantages of underwater combat.
>>
>>49981548
Cantrips are Mage hand, mending and message

Spells are find familiar, sleep and disguise self

Seems to be well rounded and gives me quite a bit of utility. Find familiars is OP as fuck, so I've stopped summoning flying familiars
>>
>>49981817
>Cantrips are Mage hand, mending and message
Mage hand is fun and hijinks a-plenty. Does your character have a lot of purpose for something like mending?
>Spells are find familiar, sleep and disguise self
Seems like a lot of flexibility for a variety of situations.

Honestly, it seems like you've got a pretty good handle on what your character ought to have. I'm wondering how many of those you'll use in the campaign, though.
>>
>>49981854
Rogues are required to have Mage hand, I wanted to use message to distract guards or enemies so that they would reposition.

Haven't found a use for mending, but I couldn't decide what else to take, I thought it'd just be nice to have just in case.

The only reason I was curious about spell swapping is because I wanted to swap out sleep for hideous laughter, just to see how it would change encounters. I don't want to use the same tactics over and over, which is why I wanted to rotate out spell slots, but I don't know what rules the majority of DMs follow, I just play random adventurers league games.
>>
>>49981940
>Rogues are required to have Mage hand, I wanted to use message to distract guards or enemies so that they would reposition.
Same result can be achieved with prestidigitation, and with a much greater range of options.
>Haven't found a use for mending, but I couldn't decide what else to take, I thought it'd just be nice to have just in case.
Ask your DM if he'll allow a one-time exception for prestidigitation. it's not hugely useful if you're being watched, but it makes the situations you would use message for that much more viable
>
The only reason I was curious about spell swapping is because I wanted to swap out sleep for hideous laughter, just to see how it would change encounters
I would keep sleep, personally. It gives you a chance to keep the advantage for your party and abuse sneak attack.
>I don't want to use the same tactics over and over, which is why I wanted to rotate out spell slots
It's usually your DM that determines what your encounters will be and leaves it up to the player to determine if one strategy will work over another. Rogue's are very "outside the box" thinker, which means a majority of your encounters will be trying to neutralize any threats to the goal your party is attempting to achieve and/or keeping the advantage.
>but I don't know what rules the majority of DMs follow, I just play random adventurers league games.
I would ask whoever is hosting what kinds of rules the group follows if it's a consistent set of people. If it varies or whichever, you might get a DM who allows you to swap spells slots and cantrips as a one-time thing or with the con of downtime.
>>
/tg/ What do you think about starting a campaign where the characters are all dead and their souls are bound by a very strong Lich who sends them around to do work for him. The Lich in question is very much a Status Quo kind of guy and works to stop the kinda fragile balance from getting out of whack.
>>
Does anyone here have familiarity with the Roll20 API?

I'm testing some scripts out (specifically one that automatically sets traps off/reveals them if detected) but I can't seem to get it to work.
>>
What's the optimal split for a paladin/warlock multiclass? 11/9? Planning on going 6 pal /3 lock /8 pal then not sure where to go next
>>
>>49982032
Why the hell would you ever want more than 2 levels of warlock?
>>
What happens to the unborn, simple minded (either too young or mentally handicapped) or the ignorant/illiterate (never learnt about the existence of Gods because they lived outsice civilization, different cultures, etc) when they die in D&D?
>>
>>49981817
Arcane Trickster cast spell like Sorcerer (eventhough they use Wizard list). They have limited spell known and they don't prepared spell. They don't even have a spel lbook.

So no, you can't switch your spell between session. You can switch a few spell known at certain level though.

For more infomation, look at your spell casting class feature. If you can prepared and switch spell, it will say so.
>>
>>49982048
The same thing that happens to everything else.
>>
>>49981940
My DM would allow it, if you're a newbie and you're lower than level 4. Once you reach level 5, you should know all your shit.
>>
>>49982047
Because Shillelagh Paladin is the SADDEST PALADIN.
>>
>>49982048
If no god wants them, they go to the plane that matches their alignment - in their case, probably the Outlands. If they were truly of subhuman intelligence, they might go to the Beastlands instead.
>>
>>49981817
> Arcane Trickster
> Can only learn Illusion and Enchantment spell
> Have Find Familiar, a Conjuration spell

???
>>
>>49982091
They have a few free slots to take any spell.
>>
>>49982048
>>49982075

http://forgottenrealms.wikia.com/wiki/Wall_of_the_Faithless
>>
>>49982074
You take two levels of warlock for Agonizing Blast and for the two extra spell slots you can use to smite things with. You don't get a third spell slot until level 11. You could maybe justify a third level of warlock to improve the quality of those spell slots so you do an extra damage die when smiting with them, but more than that will really be cutting into your paladin features.
>>
>>49982114
Nice, gotta love how evil all gods are.
>>
>>49981817
>>49981854
Actually AT should learn Booming Blade. It make up for the lack of extra attack and Cunning Action + Booming Blade is fun.
>>
>>49982010
A Harper Lich?
>>
>>49982010
Telling the players "you have to follow this guys every rules" seems ehhh to me. DnD is usually about the freedom of choosing your characters decisions and personality. You gotta loosen his grip on them.
>>
>>49982010
I would think that you watch too much Overlord.
>>
>>49982047
Pact boon, free ritual casting for all classes, rechargeable spell slots above 2 for smites
>>
>>49982032
Yeah 11/9 sounds fine, level 5 spell slots and d8 on hit. Good luck on getting past 9 though of course.
>>
>>49982047
You are bad at optimization. Even a sorlock should go sorceror 5/Warlock 3/sorceror X
>>
>>49982215
Ritual casting only progress with Warlock level. Not worth it if you're multiclassing.
>>
>>49982233
You can easily get level 2 ritual casting which is a lot of utility and a familiar right off the bat
>>
How do I rp 4 wisdom?

My character has 8 Int and 12 cha
>>
speaking of Warlock. I want to be pact of tome (Undying Light patron). What should I choose for my cantrip?

What I currently have
- Eldritch Blast
- Prestidigitation
- Light
- Sacred Flame

Maybe Shillelagh, Guidance and Green-flame blade?
>>
>>49982298
A child pretty much, immature, not that bright, but can get lucky with words and being cute.
>>
4e was really fun.
>>
>>49982323
Those are fine is you are committing to being in melee often.
>>
Rolled 8, 20, 16, 2, 14, 9 = 69 (6d20)

>>49974204
dwarf warlock
>>
>>49982326
My character is starting lvl 4 and is a dwarf barbarian with 18 str and 18 con. I'm doing folk hero background and going chaotic good since that would fit a low wisdom character I think.

I'm gonna try to just make him rash, unobservant and less knowledgable.
>>
>>49982409
Is the DM really not letting you reroll? Or are you choosing to do this to yourself.
>>
>>49982406
Not sure you can understand language with that intelligence there. Good rolls otherwise
>>
>>49982406
Viable.
>>
>>49982420
I dunno, I'm typically the funny one and they pressure me to play the dumb brute character and I don't want to lolsorandom humor, nor do I really want to play someone autistic

4 wisdom by the book is basically someone blind, I wanted to kind of do gimli but he has like 13 wisdom I think
>>
>>49982438
Well if you want to gimp your character, have them missing an eye. By the book that's disadvantage on ranged attacks and perception checks. My DM is cool with that and now I have a cool eye scar.
>>
>>49982388
EB and Sacred Flame take care of all the range
>>
>>49982451
They do but you don't have to have combat Cantrips for every situation, you can just stand in the back and keep firing off EB and SF. Then take mending and message.
>>
>>49982447
Ok cool, so having one eye and generally acting/talking foolishly would be about 4 wisdom then?

My folk hero background had terrible monster, I could tie that in pretty easily
>>
>>49982469
I'd confirm with your DM about that, but yeah you could play it as that.
>>
>>49975996
I don't like the Ward thing; it's too easy. Charging the Arcane Ward of the wizard is difficult, intentionally so. To address it, though, give medium armor proficiency as part of Pact of the Blade--it removes it as an invocation tax.

Secondly, I also don't like Student of Murder and Student of War. Stealing class features is a no-no; in addition, between lifedrinker, hex, and the extra attack, it also doesn't need it. The latter is taken up by the feat Martial Adept--the invocation is basically the feat, which is also kind of a bad thing.

I like Two-fold Blade and Eldritch Shield, however. Also--allow Pact Blade to learn GFB for free. The best thing about GFB is that it would stack with Hex and Lifedrinker. Why GFB and the other cantrips weren't in the PHB I'll never know.
>>
>>49976513
Ranger/Life cleric.

Stay back and heal when you aren't sniping.
>>
new memes boys

>>49983134
>>
>>49975346
kek
>>
>>49979960
New guy here, as well. In my experience, it helps if you have a character concept already pinned down so good on you for wanting to get that out of the way before showing up at the table.

>>49979857
It's a bit less scary if you're mostly playing with other first-timers. You also get to look cool by comparison, sometimes, since others have even less of an idea of what they're doing.
I'm still a bit overwhelmed by how much my character has to face it up without any real help from the party at times, since our PC with the highest charisma score is playing a haughty half-elf princess with a hard-on for making others do her bidding. At least it's amusing.
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