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Dungeons and Dragons 5th Edition General

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Previous Thread >>50065316

Player; What are you most excited about with the new racial options?
Dungeon Masters; what are you most excited about with the new monsters and fluff?
>>
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>>50072121
The leaked races.
>>
>>50072130
>a bugbear Battlemaster has 20 foot reach with polearms and whips
>a mounted bugbear dual-wielding lances
>>
>>50072130
>penalty to stats
I hope they never do this agian
>>
>>50072107
It's not super easy, you're correct. But your suggestion of things like forbidding certain items or things of that nature are right on point. Same with >>50072061 's suggestion, because "dominating the weak" could actually fly as long as you're being outright evil
>>
>>50072130
Those are not all of them, of course, not even all monster races.
Does anyone else feel that Wizards included "Warlord" type NPC into Volo as a middle finger to the 4e fanbase?
>>
So how many of you will actually allow the new races? Not because of balance or anything, just because you don't want players being goblins, etc
>>
So, anyone seen any confirmation that Orcs get an ability score penalty like Kobolds? I think the last thread said they got something like +2 Str and Dex at the cost of -2 Int?
>>
>>50072183
I'll be running Eberron soon and I'm allowing the whole lot, but I'll have pretty strict policies on how much work goes into their backgrounds.
>>
>>50072192
Yes, orcs do get -2 int.
>>
>>50072203
Did things apart from those two pages in the previous thread get leaked (with actual screenshots)?
>>
>>50072130
What kind of ability score increase do Tritons get?

Dex and cha?
>>
I personally can not WAIT to play a Lawful Neutral Druid Lizardman

I almost want to retire my character to get started on this right away
>>
>>50072218
Yes, redditfag on reddit has shown a small part of aasimars. Nothing important, though, I would wait until somebody more reliable and less attention whorish gets good pics here.
>>
>>50072239
>I personally can not WAIT to play a Lawful Neutral Druid Lizardman
Samething, their mindset is what I like to roleplay as a druid
>>
>>50072203
Know if anyone got full orc statblock? I'm running a homebrew orc at the moment and would love to be able to convert him before next session, cheerio matey potatey.
>>
>>50072278
its the same as the half orc, but with bonus action dash and -2 int
>>
>>50072323
now that's what I call original content
>>
>kobolds get +2 dex, -2 str and nothing else
Dream status: crushed.
>>
>>50072323
>>50072278
specifically the MM "agressive" trait
>>
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>>50072121
Lizardman HYPE
>>
>>50072323
good jerb wezerds, good jerb.
>>
>>50072340
you are illiterate
>>
>>50072340
Not true, they get pack tactics and can cause advantage on everyone around once per short rest.
>>
>>50072183
Definitely will depending on the game. I love all the goblinoids, mine are more closely tied to the fey though. Bugbears are like bogeyman who get drunk off fear and are disgusted by laugher. Hobgoblins are like the armies of the fey lords, like chess pieces on a board, goblins are wrong and forgotten cast offs formed from idle thoughts. So there's minor tweaking to be done.
>>
>>50072357
>>50072337
>half-orcs are statistically similar to orcs
why is this surprising to people?
>>
>>50072375
More the fact that they put minimal effort into it. Half-elf to elf is a lot more different/distinct
>>
>>50072269
their Bite has so many good RP uses that it's not even funny

>bite
>swallow the chunk you just got while looking directly into the opponent's eyes.
>roll to intimidate

This is going to be fantastic

>able to go with a full on "survival of the fittest" mindset without going down the evil route

Only way this could be better would be if they added Myconids
>>
>>50072384
I really don't know what you were expecting, but I'm gonna guess that it's something highly unbalanced
>>
>>50072384
half-elves benefit from a unique social status that half-orcs don't have, comparing it to the specific half-elf subrace options from SCAG it's pretty standard
what do you think they should have had instead?
>>
>>50072391
Is their Bite a racial weapon like Minotaur horns or an unarmed attack like Arakocra talons?
>>
>>50072391
One problem with druids is that most of the time people think you are playing as a treehugger, now you can just say you are a LIZARDFOLK druid
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>>50072409
I EXPECTED THEM TO MAKE GNOLLS INSTEAD OF LAME-ASS ORCS

>>50072415
GNOLLS
>>
>>50072391
Did Lizardfolk get leaked?
>>
>>50072433
what exactly do you need to change for the orc statblock to represent gnolls?
>>
>>50072460
To be fair you could probably just jam rampage in instead of either the fortitude or the crit die bonus

I dunno
>>
>All these new races with Powerful Build
The age of grappling is HERE

I can't wait to grab two enemies 10 feet away from me on each side as a Bugbear


Also, I notice that Goblins and Kobolds have 30 feet movement despite being small.
>>
>>50072460
>>50072485
I suppose the thing I'm getting at is that if gnolls didn't deserve a stat block, why do orcs?
>>
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>>50072130
>everyone get a +2+1 bonus
>Kobold get +2-2
>>
Reposting from last thread since I posted it at the end:

I'm creating a Half Orc Cleric who worships Kord. However, I want him to be following a misguided cult. I want the cult to be close enough for him to still be able to derive his cleric powers from Kord, but just off enough that any other proper followers of Kord would tell him to knock it off.

Any suggestions on this?
>>
>>50072513
AND sunlight sensitivity
>>
>>50072513
One of the races - tritons, I think, has +1, +1, +1.
>>
>>50072426
I think I read somwhere that it'd be an unarmed attack, but I can not find the source on this to save my life
>>
>>50072527
Still think tritons are just a knock off water genasi
>>
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>>50072523
Play him like this.
>>
I know it will vary from dm to dm, but are lizard folk accepted in towns and such in FR? Are they more accepted in other settings?
>>
>>50072523
Nail 95 theses onto the door of the Orthodox Church of Kord and then create the Reformed Church of Kord?
>>
>>50072555
do people still use the first page
>>
>>50072432
>not just role playing nature themed Jolee Bindo

>>50072579
nigga what?
>>
>>50072561
My only knowledge of FR comes from Neverwinter Nights 2. Lizardfolk there managed to hold a peace with the villagers for a long time, and in the end, if you play your cards right, they also help you in the final battle.
The real answer is probably "depends on the town/village".
>>
>>50072513
I'm really upset that they decided to put stat penalties back in.


It would have been so much better to give them disadvantage on some relevant skill checks to the stat instead. Like give Kobolds disadvantage on strength checks to grapple or resist being pushed and stuff, or giving Orcs a penalty to Int saves or something.

As it stands you are absolutely ducked if you want a Kobold Barbarian. Even more than if you wanted a Halfling one.
>>
>>50072596
They only gave stat penalties to monster races, though. They even put the "Those are monster races, we don't advise you to play those, as they are unbalanced and may be stronger/weaker than regular races". Regular races (the ones with their own entries in the table of contents) don't have penalties.
But I agree, this decision sucks anyway.
>>
>>50072523
I'd stick with my suggestion from last thread. Have them be laws of the nation that have been worked into the doctrine over the years, without strictly conflicting.
>>
>>50072590
>Jolee Bindo
who?!
>>
Away from my book right now, does the DMG have anything in it on training NPC companions? My players got some slaves and want to train them for combat and such.
>>
>We'll never get a generic Minotaur PC block because Minotaurs in the only setting they publish content for are demonspawn cannibals

I'll never get to use these monstergirl tokens I made
>>
>>50072568
I mean, since one of my ideas is for the cult to be extremely pushy, you're not far off

>>50072555
This is very close to what I had in mind

>>50072627
Your suggestion was actually very good. Like your example of refusing to allow bladed weapons, that was a strong addition. I'm also going to institute a height requirement to become a cleric of Kord, and anyone under this height can never rise above a follower. Things like that are what I'm going for right now
>>
>>50072625
I think it's mainly a matter of consistency. They shouldn't just throw all the rules out as far as making races goes just because these are more optional.

It would not have been that hard to try and make them work within the standard guidelines.
>>
>>50072415
>half-elves benefit from a unique social status that half-orcs don't have

Half-orcs would probably still have that unique social status if they weren't retconned to be created through consensual, happy unions between orcs and humans. It's actually funny, because since WotC pussied out on making them bastard children with a constant stigma, there's actually a lore reason to have the "intelligent, civilized" half-orcs be mechanically different from full-blooded orcs now. And they still blew it anyway.
>>
>>50072130

> Kobolds have a 1 turn aura that grants combat advantage to enemies within 10 feet
> How does that worIT JUST WORKS
>>
>>50072236
+1 str, con, cha
>>
>>50072634
He's a character from KOTOR, an ex Jedi living in isolation on Kashyyk. He does a lot of talk about balance, but not in the jedi sense of "good = balance", and largely wants to stay uninvolved unless something is wildly swinging towards one way or the other

you literally find him being a cantankerous old hermit in the woods. He's pretty cool
>>
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>>50072236
here. for what it's worth
>>
>>50072236
Anon, it's literally on the left side of the page.
>>
>>50072548
But Tritons get +1 strength, +1 charisma, and +1 constitution, along with being amphibious, they get a swim speed, spellcasting, the ability to communicate with beasts, have resistance to cold damage, and can ignore the drawbacks caused by being on the bottom of the oceans, like pressure.

That's way better than what water genasi get.
>>
>>50072809
Apart from the cold resist it really isn't much. Water genasi also have amphibious, swim speed and some (slightly shittier) innate spellcasting. You also don't look like a dumb half fish that was split in two
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>>50072777
> mobile
> reddit
> social justice paladin
>>
>>50072499
Powerful build doesn't give you increased reach, it just means that you can drag grappled opponents without worrying about encumberance.
>>
>>50072877
Bugbears have a separate racial that gives them +5 feet reach on attacks.
>>
>>50072130
>goblins reach adulthood at 8
>kobolds at 6
Forget tranny elves, we shotacon now.
>>
>>50072839
dog i just screenshotted the thread that leaked most of this crap. it was linked last thread, i checked it out, it got shit down by WotC
>>
>>50072908
Hardly shota when they've reached adulthood
>>
>>50072877
Bugbear does have long-limbed though.

Does that mean you can hold your average melee enemy at arm's length without having to worry about them hitting you? Is bugbear the ultimate older brother race?
>>
>>50072916
Yes, grapple them at 10ft. and then whale on them and they can't do shit
>>
>>50072951
That's fucking hilarious.
>>
>>50072499
Imagine a party of these big guys
>goliath bear totem barbarian
>firbolg moon druid
>bugbear champion fighter
What is their quest?
>>
>>50072121
What do my fellow dms do to get in the mood

inspiration hasn't hit me yet and i've been planning to make a campaign for weeks
>>
>>50073019
Kick ass, take names
>>
>>50073019
They're on the road to Summer Slam.
>>
>>50072951
Does a grapple attack technically count as a melee attack RAW?
Because the bugbear trait specifically calls out melee attacks
>>
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>>50073038
>>
>>50073040
It does, I was kind of thinking along the same lines as you and checked, if the reach said "Melee weapon attack" we would have a different situation...But this seems like it works, this scares me.
>>
>>50073040
It is listed as a "special melee attack", so yes.
>>
>>50073074
Grappling is a "special melee attack" (PHB, page 195) so guess we have super range big brother bugbears
>>
>>50073107

Mind you, you can still be attacked since you are holding them with your arms, even if they do not have reach weapons, they will just be stuck 10ft away from you..Actually this could be a disadvantage as a wizard or handcrossbow user can attack you without penalty.
>>
>>50072130
So the Orc and Yuan-Ti traits are on p 120, right? I really want playable Yuan-Ti.
>>
>>50072352
Are you sure you are not more hype for yuan-ti? Because you posted a snakeman
>>
>>50073135
Well, just because you CAN grab from 10 ft away doesn't mean you HAVE to. Against a crossbow user or mage, just move next to them to grapple. Also by RAW melee can't attack your arms when you are 10 ft away. RAI maybe, who knows.
>>
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>>50072130
>stat reductions from choosing a race
Yes! I didn't think they would do this but they did!
This is incredibly exciting. I'm hoping for a lot of this now.
>>
>>50072596
>As it stands you are absolutely ducked if you want a Kobold Barbarian.
Good.
>>
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>>50073174
Lizardman HYPE
>>
>>50073175

I am sure we will get clarification of intent from devs or an errata on this, it makes no logical sense to not be able to attack the arms of a creature holding you, no matter how far away it is, for me anyway..I don't DM and our DM does not want us peeking through the monster manual so I don't know if there are any enemies that deal with this problem already, if there is then I guess the same applies here, technically the way I see it, if you grapple over that distance you are occupying two tiles.
>>
>>50073019
This brings a question to light.

Goliaths have been basically the go-to bear totem barbarian race, because powerful build stacked with the level 6 feature, and stone's endurance was a good tanking feature.

However since WotC decided that the best way to do Large races, was instead of giving them a large size, they get the powerful build feature. However now that we have two more races with Powerful Build, their position of power is threatened.

Firbolgs don't pose a threat, since they aren't build around being a barbarian. However Bugbears, with their +2 Strength and +1 Dexterity, make great barbarians. Their TOO SUBTLE sneaky and surprise attack features are great for unarmored barbarians, which totem barbarians usually are, and long limbed is already broken. +5 feet in range to all melee attacks is ridiculous. That gives them automatically a huge area they hold a threat in, making them top-tier tanks. Goliath Bearbarians will have a hard time competing in the tanking field, especially since they no longer are the only ones who get the STRONK benefit of 4x the lift weight.

What do you think is the better go-to strongman tank guys: Goliath Bearbarians or Bugbearbarians?
>>
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>>50073182
You're obviously in need of some leechings.
>>
>>50072915
>implying legal shota is not the best favor
>>
>>50073250
Uh, the one that will fit in my party and be welcomed into towns. that's not bugbear and it's barely goliath
>>
>>50073250
Do Goliaths have anything going for them besides what Bugbear has? If not, then Bugbears are now misunderstood rebels who just want to join a party of good-doers.
>>
>>50073201
I don't see why it should be any worse than a handling Barbarian. You're already missing out on a potential strength bonus and can't use heavy weapons at all, meaning you're stuck with scrappy two-handers.

Playing a small barbarian was already bad. They didn't need to make it outright terrible for Kobolds specifically by capping their starting strength at 13 after dumping all their points into it.
>>
>>50073314
See, here's the thing. As long as races have had ability adjustments, kobolds have taken a strength penalty. They are malnourished cavedwellers. Just be glad this isn't earlier editions, where they had a full -4 strength and -2 con.
>>
>>50073343
These are FR kobolds.

If it were a different setting, where they were just midget dragon people, they'd probably be something more along the lines of a dragonborn-gnome hybrid.
>>
>>50073262
I don't like it because I think all orcs should be retarded or all gnomes weak mind you, but because it fucks with people like >>50072696
Anything that breaks unstated "standard guidelines" is good in my book. Now I feel like I have more room to work when making homebrew races for players, since there's no longer an unspoken law that there can never be direct stat penalites.
>>
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>had to listen to scale fucker faggots bitch and moan about no kobold PC race
>now have to listen to scale fucker faggots bitch and moan about their shit pest race being shit
>>
>>50073451
Yeah. Basically the door is open to shit design and awful homebrewers that will say fuck all the rules and post their crap everywhere, strutting around like proud pidgeons.
You now have more room, and we all know what that means. I can only pray you wont force your subpar super-ideas on your poor players
>>
>>50073228
As a player who uses Octopus form to grapple enemies 15ft away and hold them, our current interpreation on it is "Yes, the enemy CAN stab or bite your limbs to try and harm you. Doing so is a representation of your struggle and allows you to roll athletics or acrobatics to escape the grapple."
>>
>>50073451
>Now I can just give penalties to a race by giving them bad numbers and making it nigh impossible to play certain classes
>This is much better than having to come up with creative drawbacks

Or you could just make a homebrew race that doesn't have a mountain of upsides. Then you won't need to throw on as many downsides.
>>
>>50073533
yeah man it's all good now the gloves are off, female characters will now receive a -4 to strength in my games, half-orcs now get -2 int and I'm introducing a new homebrew race to replace gnomes and halflings that gets a -2 to every ability score
shit's great, there is absolutely no medium or thought process, the penalties are coming out boyo, I'm incredible at homebrew and my players love my rules as they show when they smile and nod while casting their eyes slightly down towards their laps
>>
>>50073451
Giving a race stat penalties doesn't really do much, though. People just won't use that race with certain classes that use that stat, and never feel a difference.

Especially if it's being used as an excuse to add more power to a race, that will never actually balance itself out. People will just find a way to use the power bonus without using the stat that's penalized at all.

I really wish they had gone with an alternative, even if it were still a penalty.
"Dumb. Orcs are slow thinkers. You have disadvantage on Intelligence ability checks."
"Pushed around. Kobolds have trouble displaying physical forces. You have disadvantage on Strength ability checks and saving throws."
>>
>>50073451
wew lad I sure hope I never play with you
>>
>>50073539

Makes some sense, personally I am fine with the enemy being able to just attack, trying to escape should be an action on its own imo, but not a bad system.
>>
>>50073588
This. Stat penalties just encourage minmaxing. All an intelligence penalty does is make it so an Orc will never be made as a Wizard, EK, or AT. Int is hardly used for anything key, except illusions, which are rare enough that this will barely make a difference.

Same with the Kobold thing. All it does is lock them out of Barbarian and Grappled builds, but they already kinda were just for being small.

It's not even a meaningful downside in either case, and all it does is set a bad precedent.
>>
>>50073588
Huh? Constant disadvantage on an entire category of ability checks is way more crippling than a -1 modifier.
>>50073636
All stat bonuses do is encourage minmaxing. Races already get picked for specific classes they get fitting stat bonuses for. The only half-orc full casters I've seen was a joke character.
>>
>>50073697

I play a full orc druid, definitely not a joke character.

Grows psychedelic mushrooms in his beard however, it can get interesting.
>>
>>50072167
There is literally nothing wrong with it, and it makes sense. Stop being butthutr because there is a drawback to playing a race. Get over it. It stops stat inflation which is important bith the cap at 20.
>>
>>50073725
Moon Druid?
>>
quick reminder if you play any of these new races you are a faggot
>>
>>50073593
It is basically, if they want to "Stab my tentacles" then that is what they are doing as their "Escape grapple" action, it doesn't do any damage just how they want to describe, because they can't make a meaningful attack against my body to deal real damage.
>>
>>50073697
Stat bonuses make races better at certain classes. Stat penalties only,makes races worse others.

You still have people playing Dwarf Wizards even though the stats don't line up. A Tiefling can be a druid without a wisdom bonus.

It's possible to work with a 15 in a starting stat for most classes. 16 might be optimal, but a max of 13 is practically unworkable.

Having a penalty to an ability is bad for that one ability, but it still allows you to use basic class features and attacks without detriment.

Having it be a skill penalty makes it like sunlight sensitivity, where it's something you have to keep in mind as a weakness, rather than just a flat penalty to wisdom locking you out from playing anything wisdom based.
>>
>>50073738
Land druid, forest.

He defected from his orc clan in the nether mountains when he went to the high forest to rek some scrubs, stumbled into a small druid grove that 3 high as fuck hippie druids had set up and they ended up taking care of him, he was only 15-16'ish at the time, he does get noticeably more aggressive and confrontational when not on his mushrooms, when on them he only wants peace and friendship for everyone.
>>
>>50073738
Someone shop that "Moon god?" image.
>>
>>50073697
Yes, it's a sucky penalty, but it doesn't lock the character out of an entire set of classes. Your orc wizard can still learn spells, he's just a slow learner and can't recall everything on the spot. He has a great memory, as good as a dwarf or halfling, it just takes him a little longer to get there.
Sunlight sensitivity too is a big penalty in most games but it doesn't prevent someone from choosing certain options by making them unworkable.
>>
Any chance of a screenshot of the aasimar subraces?
>>
>>50073787
Better than elves
>>
>>50072130

Are there pictures of all the races that I missed? Really interested in Kenku and Yuan Ti
>>
So, if I cast minor illusion to block a 5ft pathway, creatures HAVE to spend their action interacting with it to move past? They can't just run head first through it without thinking then use their action to smack my bitch ass?
>>
>>50073697

Really? Cause Half-orcs make great valor bards, clerics, and even certain sorcerers and wizards can go well with it. It just takes a long time to build towards being good for the latter 2. Clerics are set from level 1, and Valor Bards at level 4.
>>
>>50073884
The difference is that sunlight sensitivity applies only part of the time. A kobold won't be as good as a human at spotting something in the daylight, but underground the kobold comes out on top (as do 99% of other races because of darkvision, but the point stands).

A stat penalty applies all the time. An Orc will never make a good wizard when compared to anything else, period. Their stats will never be equal, their attack rolls and DCs will never be equal, there is absolutely no way to compete with even a human or dwarf wizard.

tl:dr; a situational weakness is fine, a permanent weakness with no way to cope with it is not.
>>
If I'm gonna be a Sword and Board Paladin, is there any reason for me not to go Dex?

wear medium armor with a shield and use a rapier. Same damage, same AC. I guess my max AC is decreased by 1 when you compare half plate to full plate but full plate is fucking 1500 gold and weighs a dickton

and with medium armor I could potentially get a breastplate and could be sneaky

>>50073972
Depends. Are they smart? did they see you cast it? are they familiar with the area?
>>
>>50073895
They are called pictures mate. There won't be a scan for weeks. As always with new releases.
>>
>>50073991
No, I agree with that. I was saying I'd prefer the "disadvantage on related checks and/or saves" solution versus a straight penalty to the stat.
>>
Does anyone have any of the Kobold Press 5e stuff that's not in the mega?
>>
>>50074021
If you aren't going two-hander, there isn't much downside no.
>>
People complain about negative stats bringing back minmaxing but that's hardly any worse than just regular maxing is it?
>>
>>50074038
. . . well maybe I should read the entire reply chain, derp.

>>50074092
It's less about optimization and more about the lack of options. If I wanted to play a 'civilized' orc who joined a wizard college, I'm at an immense disadvantage compared to any other race. Similarly for kobolds, if I go anything strength-based admittedly not a big problem now that finesse is unfucked, compared to 3.pf.
>>
I want to do a melee wizard (No MC), whats the:
>Best race
>Best subclass

I was thinking Abjuration or Bladesing (DM let me choose any race for it). Races I dunno, Dwarves and Elves seems good, maybe I can convince the DM to let me play a Hobgoblin. Thoughts?
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>>50074137
i mean bladesinger is the obvious choice if you want to be a melee wizard

for race, go eladrin. Perfect stats and abilities for a wizard, misty step on short rest is awesome for a bladesinger too obviously
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>>50074021

If you intend maxing Dex to 20, then you could even go with studded leather armor instead, since that gives you the same AC as half-plate, but no disadvantage on sneaking. If you don't plan on it, then you could grab the medium armor master feat if the 1 extra AC appeals to you.
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>>50073987
Even wizards are OK from the get go. You just need to pick the right spells at 1st level (magic missiles for instance) and play to your strengths.
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>>50074135
But Orcs ARE NOT a highly intelligent race. It's okay not to play a totally optimal character, and some races are going to be ill suited to certain classes. It's okay anon. It's just a game.
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>>50074092

Not really. I found the only positive advantages refreshing but D&D has always been set up for "Races tend to be explicity good at these classes" so min maxing has always been there. It's a big part of why Half elfs are kind of broken, and tieflings make the best warlocks etc.
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>>50073814
>You still have people playing Dwarf Wizards even though the stats don't line up
Dwarves make amazing wizards, what are you on? Their features counter the the wizard's deficiency in health and proficiency.
>Having it be a skill penalty makes it like sunlight sensitivity, where it's something you have to keep in mind as a weakness, rather than just a flat penalty to wisdom locking you out from playing anything wisdom based.
Sunlight Sensitivity and disadvantage on all skill checks of a type aren't comparable weaknesses because there's no way to avoid or get around the disadvantage on every check that your main stat uses. If I was going to make a character of a race that had a stat penalty to the class I was choosing, I could make a point of picking spells that aren't reliant on my spellcasting ability, bite the bullet and just have a lower modifier, hope to get high enough rolls during random stat generation for it to not be a big deal, or if it isn't a spellcaster then just play the class in an unorthodox way using a different stat. A dexterity based barbarian who is focused on having huge AC to go with their huge HP and resistances, at the cost of the +2 to damage during rages. A strength based rogue who grapples and throws. Likewise, a character with sunlight sensitivity avoids the light.
If you're a race with disadvantage on wisdom checks and you pick a wisdom class you just get to eat shit all of the time. You either don't roll those checks at all or you beg people for Help all the time.
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>>50074092
Having your max in a stat be 15 instead of 17 is one thing. Having it be 13 is a pretty big downside that basically means you can't use that race with a class.

Even with Halflings you could still be a Barbarian with 15 strength, go sword and board, and while you'd be missing out on the damage of a 2hander, you'd still have great survivability and as much strength as anyone without a bonus. It wasn't the best, but it wasn't unplayable.
>>
Alright gentlemen, how do we fix Strength?
>>
A fighter archetype rhat would work well with volo's bugbear (that's strength+int, right?)
Call it medic, combat surgeon, something along those lines. The idea being it has extensive knowledge of anatomy that helps it do damage.
At 3rd level, pick an enemy type (I liked the list from UA ranger) and you deal additional damage against this enemy equal to your int modifier. At seventh level, you pick another enemy type (again from the UA ranger greater favored enemy list)
Also at third level, you gain a precision attack- same number of uses and same damage die as battlemaster maneuvers, die increasing in size and number of dice available at the same rate. You can add this extra die to your attack if you have advantage, another enemy of the target is within five feet and the enemy isn't incapacitated, and don't have disadvantage. Sneak attack, basically.
At third, seventh, and tenth levels, you can get one of these options-
Bonus action to stabilize a character at 0
Action to heal for hp equal to fighter level (maybe fighter level+int?)
One additional hit die at rests to roll for one teammate or split between multiple mates
I just can't decide which feature would best come in at which level. Or maybe it's fine as is, letting the player choose which they want. In that case I'd probably want to think of more options.
At fifteenth you become proficient in wisdom saving throws.
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>>50074175
Oh very true

I will max Dex first and foremost, don't think CHA would really help me as much. Guess I'll swap for studded once I get 18+ Dex assuming I'm in scale mail

an ASI for +1 ac and no disadvantage on stealth seems like a bad trade
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>>50074135
But orcs AREN'T civilized, that's kinda the whole point. It's like asking why animals don't get common and two extra languages of their choice, or why halflings don't live in skyscrapers.
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>>50074137
Your only option is bladesinger. Period.

No multiclass makes it rough, because not having con save proficiency means your concentration won't be a sure thing. Also HP. You're gonna be really, really flimsy. Good AC, but that doesn't help against spells.

Elf is probably your best choice, aside from variant Human.

I'm playing a human bladesinger that took my first level in fighter, the rest in bladesinger, and shit's been going well. I'd want to skip playing it without that first level in fighter though.
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>>50074305
I thought bladesinger was elf only
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>>50074297
>But orcs AREN'T civilized, that's kinda the whole point.
Setting dependent. Also, outliers exist.

>It's like asking why animals don't get common and two extra languages of their choice,
Animals aren't player characters.

>or why halflings don't live in skyscrapers.
Literally nothing prevents them from doing so.
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>>50074231
>Dwarves make amazing wizards

And yet they have no Int bonus. That was my point. Playing a race that can't start with a 16 in your main stat does not make you a joke character. I just used a prominent example.

As for the rest of your point, I agree that it could be a more situational penalty that could be worked around. But the point still stands. It's better to have a skill penalty rather than a stat one so you aren't forced to do weird things like ignore the rage strength bonus
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>>50074332
Yeah, if your DM doesn't waive that really, really lame requirement.

Thankfully my DM is reasonable.
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>>50074257

Hobgoblins are con+int. They'd make amazing Wizards, honestly. They could work great as EKs or ATs as well though.
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>>50074305
I think if I was to do a Bladesinger I'd start fighter and take TWF

Might even take 1-2 more levels in fighter, though honestly I'm not sure if I'd go EKnight, Battlemaster would be so much better

dual-wield might actually be kinda pointless for a gish though, if you can use SCAG cantrips. Still at level 6 that's 3 attacks per turn

>>50074332
That's just a suggesting, it's WotC saying that bladesinger is an elven thing in the FR setting

in any other setting it doesn't mean anything
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>>50074137
Mountain Dwarf Abjurer is pretty fun, I've got the Staff of Defense from Lost Mines and he kicks a lot of butt, 5 extra shields a day to top up the ward and beaning people in the face with a quarterstaff, Heavy-Armour feat and plate for 19AC. Intelligence 14 until level 8 is a bit of a pain but so far so good.
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>>50074137
hobgoblin abjuration wizard
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>>50074236
Make it so you can actually jump far distances or lift really big things at high levels of strength.
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>>50074297
>But orcs AREN'T civilized
Who is Obould?
>Why animals don't get common
What's an awakened animal?
>or why halflings don't live in skyscrapers
Elves and dwarfs don't live in them either, what's your point with this one?
>>
I'm going to start DMing for a second group soon, so I'm going to be running Tyranny of Dragons so I don't have to spend too much time prepping. I've run it before, but I wanted to also do LMoP (which I haven't been able to run yet).

How would you guys recommend overlapping the two? What seeds can I plant in LMoP? And where should I start HotDQ? I'm thinking of replacing Greenest with Phandalin, then just cutting out chapter 4, not sure on including chapters 2 and 3. Thoughts/ideas?
>>
>>50074400
I chose to take defense, because I knew I'd need as much AC as possible to live.

And then most combats I end up burning my first turn bladesinging, and then casting haste on myself.

Next turns are pretty good. I'm not doing the most damage (that's the fucking new ranger with sharpshooter, followed closely by the GWF barbarian), but I'm doing very solid damage, and am near impossible to hit, considering I've always got shield.

Also, two-weapon fighting is irrelevant if you can get your hands on a weapon of speed. At that point, you may as well have taken dueling, to get +2 to damage on all your attacks.
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>>50074381
Right, I based the bugbear suggestion on a post in the last thread, which was wrong, and the thread was dead before I realized and typed that up, so I just posted in this one and didn't read down and see the actual stats had been posted.

I bet there's a strength/int race somewhere, to make me relevant.
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>>50074358
Playing a race that doesn't have a 16 in their primary does not make you a meme joke trash character.

Playing a race that you need to invest everything you can into their best stat top get a PLUS ONE modifier is total trashmeme tier that you literally cannot reach your peak until 19., compared to 8 for others.
>>
>>50074365
Tfw in adventurer league no fun allowed
>>
>>50074297
Forgotten Realms Orcs are civilized.
The only sub-group of them that aren't are the massive fucking mountain orcs in the spine of the world who are closer to Warhammer Orks than D&D orcs as well.

Hell, there was a whole (mostly thrown away) piece of lore about how the orcs of North East faerun got involved in a human war under the promise that they'd receive land and respect if they helped win it, which they did, only to then get shit on with only a few orcs being given farms in shitty areas, and others told to go fuck themselves.
>>
>>50074462
So play a high elf or eladrin.
>>
The Orcs had their own Kingdom as well that lasted more then a 100 years. Until the Drow ruined everything for them
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>>50072555
AWAKEN MY MASTERS!
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>>50074358
I concede, you have good points. Though I still don't hate the idea of stat penalties.
>>
Yep. That leak settles it. My character for SKT is gonna be a Hobgoblin Bladesinger.
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>>50074550
I'm probably making a bigger deal over this than it is, but it does just rub me the wrong way. I'll probably have to play around with it.

Might try and make a Dragon Totem Kobold Barbarian and see how it goes. Maybe even pick up Magic Initiate for some sorcerer spells.
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>>50072121
Hey everyone. Semi-experienced player here, very inexperienced DM, but I've offered to run a couple of introductory sessions to some friends who've never played D&D before. I have a quick question, just to help me design a small dungeon I'm planning on having the players visit if you don't mind throwing a few ideas.

It's about a small fortress along the side of a mountain, which is now inhabited by kobolds, which the players will certainly visit during the few sessions. Having kobolds is an excuse to rely on some classic traps, like trip wires setting off swinging axes, and pitfall traps covered with loose rubble to disguise them, but now that I'm seriously putting some thought into it I'm having a little trouble coming up with any trap or obstacle that's particularly interesting or unique, or ones that fit the location particularly well. I suppose my question is, what traps and tricks have been pulled on you/have you pulled on others that stuck with you, and what kind of fun traps do you think I could include in an old ruined mountain fort, from natural dangers of a mountainside and issues that arise from how badly it's deteriorated since it was abandoned, to protective traps and problems that the kobolds might have set up since moving in. Thank you all ahead of time!
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>>50074604
A wall that says 'TRAPPED' in big letters
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>>50072170
I was thinking the same thing.

I also feel like the robust cow section is Vox Machina's fault.
>>
Gnomes don't have a negative to strength. Why should Kobolds have it?

It doesn't stop a Kobold from being a barbarian. It mostly stops them from wearing heavy armour.

+2 dex is already enough incentive to NOT use strength, as if they need a negative to strength as well. You're already playing a suboptimal character if you're relying on strength when you get a +2 to dexterity.
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>>50074604
Have a pit with a giant lizard in it. Or better yet, have a panicked mobile covered in raw meat try and run past the party, then give them a few moments to ponder it before the giant lizard comes along.
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>>50074723
This. Kobolds should either be +2 Dex/+1 Cha (to reflect their draconic heritage) or +2 Dex/+1 Int (to reflect their racial penchant for planning and trapmaking).
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>>50072735
It would make more sense if it didn't work on the same creature twice in a 24 hour period, or something like that. The idea is that you convincingly beg for your life, which distracts everyone, but it doesn't make sense that you somehow lose the ability to convincingly grovel for the rest of the day. It's more believable that the enemy wisens up to your bullshit.
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>>50074433
>Who is Obould?
You brought him up, you tell me!
>What's an awakened animal?
Brought about by magic very infrequently.
>what's your point with this one?
My point is that creatures with tiny bodies don't have huge houses, and that creatures with tiny brains don't get into wizardry/psionics.

Let's be completely honest, how many of you ever planned on running an orc wizard anyway? How many of you even ran an half-orc wizard before this?
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>>50074744
I would say the former, though I could easily seeing it be split into subraces of trapmaker and dragonsworn kobolds.
>>
How do you guys go about playing incredibly smart characters, whilst yourself isn't quite that smart?

My newest character is a caster, has an Intelligence of 18 at level one. I have no idea how to play her. I was going to go with a kind of Sheldon vibe, but again, I doubt I could pull it off cause I'm not that smart.
>>
>>50074604
you say it's along a mountain side. is it high enough for snowfall and frost to be an issue?
>>
Hobgoblin Divination Wizard with Lucky.
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>>50074791
if you go for a sheldon vibe but fail, you dont come off as smart at all. just as an insufferable cunt.
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>>50074791

Tell your enemies that if they don't reply to this post your mother dies in her sleep.
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>>50074791
Have her always be reading a book. That way you can excuse her not speaking up on topics that she might solve trivially be explaining that she's distracted. This can let you participate at a more normal level by essentially having her multitask.

Then, if the stakes are more serious, you can have her put away the book to make Intelligence checks to investigate or recall information.

If somebody asks you about the book, just make up some random advanced sounding magical topic, like 'wave mana diffusion and the effects upon wildlife'
>>
Today I learned that bugbears are fucking ninjas.
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>>50074787
Standard kobolds get the normal stuff printed in Volo's, without the -2 strength.

Trapsmiths get +1 Int, and have advantage on saves vs. traps/traps have disadvantage on attack rolls/something similar.

Dunno what dragonsworn should get beyond +1 cha. Maybe +1 AC when unarmored/lightly armored (intentionally stacking with draconic sorcerer)?
>>
>>50074673
Presumably the wall is completely fine and serves only to fuck with the players?

>>50074742
It already has a pit with a giant lizard in it. A red dragon to be specific, hideously debuffed because new players and low level, but a fightable red dragon regardless

>>50074802
It is indeed. Snow'll be an issue in some parts of the fort where the roof has fallen in, but I don't plan on making it an issue for travel if only to cut out the boring parts. It's an introductory session, not a tough survival game.
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>>50074909
The wall is actually a door, or something.

I forgot, I just remember a web comic about a wall with 'trapped' on it.

Or, say
'A sign that points and says MIMIC HERE'
The sign is the mimic.

Or, a chest, with mimics inside.
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>>50074305
>human
>bladesinger
>>
>>50074903
+1 AC while Unarmored would be a good fit. Could represent their hardier scales from living in the more hostile environments dragons enjoy.
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>>50074805

Lucky Hobgoblin Fiend warlock 6+/Divination Wizard 2
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>>50074673
>>50074909
>>50074947
>>
>>50074774
>You brought him up, you tell me!
Since your post is a reply to mine I'll answer you, he's Orc that made a civilized kingdom of Orcs.
>Brought about by magic very infrequently
I'll give you this one.
>My point is that creatures with tiny bodies don't have huge houses
Who, even among the modern first world nation population, has a skyscraper for their house? Not to rent out as a hotel or house businesses but just their personal home?

>How many of you even ran an half-orc wizard before this?
I ran him as a walking wrestling cliché.
>>
Why do Hobgoblins get a bonus to intelligence?
>>
>>50074791
easy. If you yourself are dumb/not knowledgable about a subject or topic that is at the moment relevant to your campaign, ask your GM to make an Intelligence check about the thing.

Your GM should then tell you what your character knows based on that check.

As for just generally playing the character, watch your diction and grammar. Avoid words like "gonna" and instead say "going to". Instead of saying "The BBEG is gonna destroy the world!" say "The BBEG is going to destroy the planet!"
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>>50074977
They're organised, tactical fighters. Better intelligence score, better tactics.
>>
>>50074977
Because they're natural wizards.

Light armour proficiency (only needed by wild sorcerers and wizards), martial weapon proficiency (guess who needs that?), +1 intelligence.

What, aren't all hobgoblins you see wizards?
>>
>>50074998
I have literally never seen or heard of a hobgoblin Wizard

and now every munchkin is probably going to try to be one
>>
>>50074977
Because they're an intellegient race.
>>
>>50075013
Sarcasm aside, it's pretty fucking stupid.

I don't agree with the 'because they're an intelligent race!' people. I'd agree if they didn't get benefits that practically exclusively benefit wizards.
>>
>>50075013
They'd be outliers, but an organized military force in a fantasy setting would likely have wizards serving as artillery. In that capacity, they make sense.
>>
>>50074863
Oh, that's a good one. I really like it. Now I just need to come up with some magic-babble for when my DM asks me to describe what I'm doing for said Intelligence/arcana checks.
>>
>>50074231
Advantage/disadvantage is nothing compared to the other factors that go into checks.

>Proficiency: +0 to +12
>Ability Score Modifier: -5 to +10
>Magic Enhancements: +0 to +10
>d20 Roll: +1 to +20
>Advantage/Disadvantage: +3.3 or -3.3 on average respectively
>>
>>50075013
I've seen Hobgoblin warmages before, but only as part of a larger force.

The real problem with these stats is that the more natural Hobgoblin fighter one would expect doesn't get much tactical benefit out of Int, only being helpful for going EK or doing history checks.

Similarly, the weapon and armor proficiencies don't help if they already have them, and it isn't even medium armor like a dwarf so you can justify it on a light armor class or go for more of a strength focus. They don't even get shields to phalanx up with.
>>
>>50075060

by RAW Adv/Disad is equivalent to +5/-5
>>
>>50075050
Have you ever read Ra? God tier magibabble
>>
>>50075075
Don't forget disadvantage reduces your crit chance to 1/400, advantage raises it to 39/400.
>>
>>50075018
More intelligent than Halflings, Non-high elves, dragonborn, dwarves etc?

they're fucking goblinoids

>>50074791
>>50075050
I played an EKnight once who had a magic artifact that made him smart. He was just your standard dumb fighter mercenary until he came upon it when he was guarding some dweeby archaeologists at a dig site.

Besides for when he activated it, his Int was average. He always had to activate it to make an arcana or INT check or cast a spell etc

It was neat. First time I did it I rolled a nat 20 for an arcana check so it really cemented it as a thing for the character
>>
>>50075075
That's what WotC tells the DM to treat it as in the case of passive checks, but mathematically, they are not.
>>
How do I make combat more interesting in 5e? I recently started GMing a campaign and the only combat the party has done has been either with other humans or shadows. I tried to make the shadow fights more than 'just roll and hope for good numbers' by making them unable to see or hear, only being able to detect them through their body heat. This led to things such as using torches to distract them and the shadows attacking those that were packed more tightly together. I was wondering what other ways to add extra stuff onto combat there might be. I'm somewhat new to this so I don't have much experience.
>>
>>50074973
>Who, even among the modern first world nation population, has a skyscraper for their house? Not to rent out as a hotel or house businesses but just their personal home?
Well, instead of a skyscraper, how about a halfling living in a house too tall for it, which is what I meant. A halfling living in a giant house with the ceiling 20 ft up could never clean the rafters without endangering itself, large doors that present a problem due to both their weight and the handle being out of arms' reach for them.

Anyway, -2 to int isn't crippling for a wizard, none of the good spells require a save or hit anyway, it doesn't stop wis or cha based spellcasting either. I'd say the bigger issue is sunlight sensitivity unless you're playing an underdark campaign or an >underwater campaign.
>>
>>50072121
>Cow
FINALLY!
>>
>>50075137
Let your players do more stuff as free actions

ie let them make an acrobatics check to vault over a table or some shit

give each class a handful of per-encounter abilities, just little things they can do
>>
>>50074137
Hobgoblin Bladesinger
>>
>>50075137
Terrain is a huge thing. Add diverse terrain - doesn't even have to be original or unique, just mix it up frequently - and allow opportunities for the players to use the terrain/environment. If they don't, have the bad guys use the environment. Already sounds like you're doing some of this with the torches, but try to brainstorm a few diverse terrain settings every week. Add verticality, add environmental hazards, add walls that try to grapple the PCs, add a flooded dungeon room that requires breath holding and teamwork to progress, add a dungeon that takes place on a fuckhuge monster that needs to be scaled like Shadow of the Colossus.

Also make sure your baddies that aren't just there to die to the PCs. Bad guys want to live (usually). Have them flee, have them grapple, have them fight dirty and take NPC hostages midfight, or set fire to the city's granary to distract while they complete their evilâ„¢ ritual.
>>
>>50072916
Considering my bugbears are literally bug bears, like bears with bug face/parts, the long limbs just adds to the creepy factor. So good.
>>
>>50075267
Does anyone actually like D&D goblinoids? They're ugly as shit.
>>
>>50072201
>eberron monster race background
>during the war i was raiding like everyone else
>now im not, gib me gold and ill raid for you
>>
>>50075308
I do, I tend to also associate mine with the fey though.
>>
Running a level 5 Nu-Ranger beastmaster duelist using an Axebeak pet as a mount, a sort of , about 800 gold to spend and one uncommon magical item, tempted by Saddle of the Cavalier to prevent getting knocked off my mount and forcing attacks against Axebeak to have disadvantage.

Shield, Lance, Breastplate. Chain-Shirt Barding for gear.

We're not 100% sure how to rule fighting as a pair, since the mounted rules are a bit restrictive but allow more freedom for intelligent mounts. DM is open to suggestions. Basically seems it will act on my initative (But track its own still), moving, dashing and since it is a ranger pet, letting it deliver its singular standard attack on my initiative.

Ultimately a singular lance attack from a Ranger will clock in at 1d12+5, although the two 1d8+6 hits from the axe-beak are a nice addition, with 16AC (Disadvantage to hit). Should be fine taking the mount anywhere since big chicken should be able to handle any rough terrain or tight quarters, tempted to pick Athletics and Acrobatics for its skills just as insurance if the GM says "No way your mount can traverse this area, say goodbye to two thirds of your build :)".

So, is Chocoboknight viable?
>>
>>50075308
Eh, they're okay. I mean I question why people like tieflings but they're still played.
>>
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>>50075308
I like hobgoblins but mine look more like oni and have full lion tier manes when fully matured
>>
>>50075370
Horns and a tail
>>
>>50075364
have you read the UA on the Cavalier ? I've always found it to be a pretty good subclass

http://media.wizards.com/2015/downloads/dnd/04_UA_Classics_Revisited.pdf
>>
>>50075370
the stat bonuses are not bad. also horns.

unfortunately theyre branded as the edgelord race
>>
>>50075308
Elves are at least as bad in all official art and yet they're still a popular choice. The ugliness is a feature.
>>
>>50075400

that sounds gay as fuck tbqh.
>>
>>50075370
They're the closest I can get to a satyr. I wish there was more diverse art of them. most people go for the horns and red skin as per >>50075401
>>
>>50075419
What's if you play as someone who had a childhood memory a pretty chill city, and aren't a huge subject of racism
>>
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>>50075430
Nothin gay about a hairy muscled warrior race anon.
>>
I really want to play more DnD. Is there a decent place to play online because after playing the starter campaign i loved it.
>>
>>50075424
I like my elves a bit ugly-graceful, a different kind of ugly, lanky and shit
>>
>>50073040
>>50073074
>>50073118
>>50073175
>>50073228

It doesn't let you hold them away from you anyway because it only gives extended reach with attacks on your turn. I don't think they'd make that mistake a second time, so I believe it's intentional. If you hold them 10' away from you, they'll slip your grip at the end of your turn or something, because you don't have extra reach all the time, only when you attack on your turn.

>>50073250
Extended reach doesn't make a barbarian a better tank, and the Bugbear's extended reach is only on your turn. It makes them a better skirmisher. If you want to threaten an OA, you have to close to 5' range and you don't threaten more area to make enemies go farther to get around you.
>>
>>50075308
Goblins to me are closely tied to the fey. Goblin as a language is to Sylvan as Common is to Undercommon.

Bugbears are like Muftak from the Mos Eisley cantina but with darker fur. Bug and bear. They get drunk off fear, and think joy tastes terrible.

Regular Goblins are like wicked evil children and walking bad ideas all in one. They walk on ceilings, built rickety shacks on precarious cliffs, and fill pigs with gas to make them fly. Nilbogs are an affliction of the goblins, that they embrace because it's an incredibly bad idea.

Hobgoblins or Marching Goblins are the created armies of fey lords, adorned in livery they march and battle at the whims of their lords like pieces on a chess board. Those who have broken away from this life are mercenaries, obedient and brutal.
>>
>>50072502
are you functionally retarded. Gnolls over ORCS?!

ORCS?! THE fantasy villain.
>>
>>50075513
I would think the ruling would be that they'd be pulled next to you.
Don't we have any creature with 10ft reach and grapples? No giant squid rulings or something to base this off of?
>>
>>50074434
Yes. Go straight to chapter 5. After they're done with the mine, have one of the big NPCs (Leosin Erlanthar or Ontharr Frume) approach the characters and hire them to find out where the cult is taking all the loot they've stolen. And don't forget to use Thundertree, since the cult is literally there and it'll be the party's first encounter with them.
>>
>>50075611
Most of those creatures have that reach all the time. I'd rule that since your reach only applies on your turn, you can grapple with reach, but pull the target adjacent to you at the end of your turn - or release them if such movement would drag them into a pit or something.
>>
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>>50075540
Forgot my image.

This is basically a bugbear, except darker fur.
>>
>>50075139
>A halfling living in a giant house with the ceiling 20 ft up could never clean the rafters without endangering itself, large doors that present a problem due to both their weight and the handle being out of arms' reach for them.

That's why you hire a servant. Almost all of the fashions, trappings and culture of the upper classes across human society are done to deliberately inconvenience themselves so that they can show that they have money to pay their way around hardship.
>>
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Anyone have elves that look about as inhuman as orcs?
>>
>>50075418
Looks pretty good, but offering no survivability to the mount just looks like you're one fireball away from saying goodbye to your entire class.
>>
>-2 int means you can't be a wizard
WRONG
Eggnog Crackerbarrel was a young orc who went with his father on a raiding trip. When they battled a wizard who guarded a treasure trove, Eggnog was intrigued by his strange abilities, and took the wizards spellbook as a reward for tagging along. He learned quickly, and his parents decided that since he could provide cool shit for the tribe without being "fancy-blooded" like the snooty sorecerorcs, he began training down a road most orcs would never take. Except Rockspoon Axegrinder, the bard, but his is another tale.
STATS
Dump everything into int, the rest as you please. Maybe more con? Let's be honest ignoring the negative int these aren't wizard stats, at least you won't be encumbered by your tribal wealth.
+1 isn't BAD so you can still use save dc and hit spells, but there are plenty of utility spells that don't require any saves at all. 13 int also means you can multiclass out of wizard, or from something else into it, to get level 2 diviner ability then get out of dodge. And as always, prestidigitation alone is worth the dip.
>>
I'm kind of disappointed that the kobold stat block doesn't have anything to do with their love of traps. I'd have been happy if they were like evil rock gnomes and could make small traps a limited time per day.
>>
Hobgoblins should get +2 Con, +1 Str and +1 Dex. That'd make them great martials in general, as they're supposed to be. Plus the only other actually beneficial stuff they get is Darkvision and Saving Grave, so I don't think it's too much.
>>
I drew a picture to represent a bugbear using the Lunging Attack battlemaster maneuver using a reach weapon.
>>
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>>50075756
I would take anything over the unibrowed monstrosities in D&D.
>>
>>50075833
?
> If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount take half damage from it.

Plus, since it's a fighter class you'd get the mounted combatant feat pretty early I suppose.
>>
So I'm going to build a caster warlock and I was thinking about taking magic initiate for my starting feat to get message, dancing lights, and mage armor from the wizard list. Do these seem like good picks? I wanted to focus on non-damage spells that aren't based on abilities and don't level up.
>>
>>50075902
>Mount takes half damage. Still dies because 19hp. Hope you got a back up mount :^).
>>
>>50075902
That won't help you against a fireball since there's no attack roll to trigger the reaction.

Mounted Combatant won't help against a Con save aoe like Cone of Cold.
>>
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Well, I wasn't that excited for Volo's Guide, and now that it's out even I am disappointed. From what we've seen, races aren't that well thought out mechanically. It's basically of the level of the average homebrew: not terrible, but definitely not that good.

Good thing my players arent anglophones and wont pester me about that shit.
>>
>>50075933
>>50075941
Good points. I guess I'd ask my DM to give a bit of a plot armour to my mount, a bit like they did with the revised ranger
>>
>>50075916
Warlock is a martial class in disguise. Play a wizard/cleric/bard if you wan't be buff/debuff caster.
>>
>>50075985
It helps if you can get Find Steed once or twice a day for an emergency mount.
>>
>>50076039
But... you can't unless you beg DM for a custom magic item that does it or multiclass like what 7 levels of Paladin?
>>
>>50075916

I think you'd be better off just dipping into a level of Bard to get those spells, rather than using up a whole feat (and your racial selection) on Magic Initiate. Look into a race like the Tritons or Tieflings to get free support spells.
>>
>>50075916
Well, if you're planning on going for the Tome Warlock, you can always pick up those sorts of cantrips quite easily through that, unless you felt the need to own a tremendous number of cantrips.
>>
>>50075916
do you really need magic initiate for that? you can just pick up dancing lights as one of your tome cantrips and mage armor as an invocation
>>
Anything confirmed about the Tabaxi, orcs, or lizardfolk?

Any new race that would make insane warlock pact blades?
>>
>>50076052
I was replying to someone saying he would ask his DM for something. That's my suggestion of what to ask for.
>>
I'm joining a level 9 campaign of a friend

I dunno what the other players are, there will be five of us in total.

What the fug should I play? I think Multi-classing is allowed

I was thinking a Battlemaster fighter Tempest or War cleric. 6 Fighter 3 Cleric

Or maybe an Eldritch Knight Bladesinger
>>
>>50076115
>Tabaxi
>playing a furry
not even once
>>
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>>50076138
>Multi-classing
>>
May not be a very /5eg/ related question but where do you guys go to ask for character art? I have a very precise description of what I want, with multiple pictures for inspiration... But I don't know where to find someone willing to draw/sketch for free
>>
>>50072121
>Brontosaurus
IT'S BACK, BABY
>>
>>50076138
For the last time. Either go Pure Bladesinger or Pure EK. There is no reason to multiclass them together.
>>
>>50076171

Soon
>>
>>50076185
Could it be worthwhile to get 6 levels of Abjuration Wizard to go with Eldritch Knight? I think Arcane Ward would be pretty sweet to help defend allies.
>>
>>50076170
The English language.
>>
>>50076170
I draw them myself. But if that were a satisfactory option for you, I assume you would have done it already. In that case, maybe try the draw threads on this very board.
>>
>>50075941
It won't pass the Wisdom save to escape the swamp of sadness either.
>>
>>50076222
Your ward has like 15-16 hp. CR9 creature hit like 30 damage. And after that it only regain pitiful amount of hp.
>>
>>50075883
Cute <3
>>
>>50076222

Not really, I wouldn't dip more than 3 to get Haste faster. The ward is great on an abjuration wizard because they have lots of wizard levels. You... will not. It's useful to be sure but it's gonna disappear in a single hit at higher levels.
>>
>>50076144
Don't even try and kid yourself, everyone is just going to play the Tabaxi as catgirls.
>>
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>>50076115
>Kenku; ????
>Lizardfolk: Con +2 Wis +1 (can bite and gain temp HP, breath underwater, and swim speed?)
>Orc: Str +2 Con +1 Int -2 (Same as half-orc, and also has Aggressive from MM?)
>Tabaxi: Dex +2 Cha +1 (can move fast, and run as bonus action?)
>Triton: Str +1 Con +1 Cha +1 (The rest is shown in >>50072130)
>Yuan-ti Pureblood: Cha +2 Int +1
>Aasimar Sub-race's stat change the +1 Wis. (can also transform for a short time, and some changes to the racial spells?)
>Protector: Wis +1
>Scourge: Con +1
>Fallen: Str +1

I think that's what has been leaked from the other races, might have got some of it wrong.
>>
>>50076369
Fuck you I'm playing a catman.
>>
>>50076385
Man I fucking love fallen characters, but they seem too edgy. How do you play them without looking and feeling like a cock mongling faggot with a gaping pozzed up asshole?
>>
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>>50076402
Same difference.
>>
>>50076410

Pretty easy, portray them as someone who disagreed with their celestial superiors and was thrown out for it. They were morally right but the gods are inflexible and so they keep doing the best they can despite their fallen status.

>>50076385

Kenku are dex +2 Wis +1, and have an ability that lets them (perfectly?) imitate things they've heard. Don't know the details though because redditanon kept it vague to avoid the wrath of Wizards.
>>
I'm thinking of using the Mindflayer Zelix from the OotA afterword in the adventure

Do you think rescuing an insane Drizzt Do'Urden from an insane asylum set up to feast on juicy crazy person brains would be fun?
>>
Starting a game in December my DM said he would allow race from Volos Guide and UA. He has oked my idea for a Kenku mystic.
>>
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>>50076431
the resemblance... yes... i see it now.

they're both for furfags
>>
>>50076431

> draw a girl
> call it a boy

hmm
>>
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I want to play a Bugbear Oath of the Ancients paladin and keep the light of fear in the hearts of kids. In my off time I'll act as both Sinterklaus and Krampus, scaring the shit out of little buggers and giving presents to the good ones and threatening to return and gobble up the naughty (Which he wouldn't follow through with. Probably. That spiel about good kids being sweet and naughty ones bitter is true in his experience, but he lies about them being too sweet and preferring the latter.)
In combat, use medium armor that doesn't inhibit sneaking and a great weapon- either an executioner's axe (greataxe), executioner's sword (greatsword), guillotine blade (halberd), or a maul with a symbolic shape if I can come up with one. The naughty monsters get unpleasant surprises.
>>
>>50076431
Waifushit is the worst.
>>
>>50076454
Can you help me brainstorm some possible disagreements?

Maybe punishing a mortal for a crime against the divine powers but that mortal is favored by a god, and that god cast the aasimar for recompense?
I like the idea because it would portray them as sticking to the law, and not giving special treatment. But maybe that's a bad idea.
>>
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>>50076431
If you only going to play them as anime characters have some better taste.
>>
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>>
>>50076682
Eh, it was weak bait.

Gimme some 80's/90's shit anyday.
>>
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>>50076562
*cough*
>>
>>50076562

I don't really think it's a bad idea, it's a solid way to role play a fallen aasimir without being edgy like you said. I'm not super well versed with the Aasimar lore so it depends on whether you see them as an outcast angel, or the angelic equivalent to a tiefling. Some ideas:

-Aasimir was ordered to protect an evil person in pursuit of the greater good and the Aasimar deeply disagreed with the acts they had to turn a blind eye to.

-A dark past doesn't have to mean a dark future, the fallen Aasimar works studiously to correct the dark history that got them here, whether that's a mistake they made or tainted blood from long ago.

-The Aasimar made a tragic mistake in the heat of the moment and was cast out for it. They killed an innocent, doomed a town, or some other serious misstep for a celestial being.

-The world of life is too tempting even for heavenly beings, and a heavenly bloodline is no guarantee of a noble life.
>>
>several aasimar subraces, including fallen aasimar
>no subraces for tiefling
>no redeemed tiefling
I am a slightly salty boy.
>>
>>50076788
Tiefling already a lot of subraces
>>
>>50075463
roll20
>>
>>50076803
Which sourcebook? They're not in the PHB, SCAG, or Elemental Evil.
>>
>>50076827
In SCAG, it's a sidebar in the races section.
>>
>>50076827
SCAG, page 118.
>>
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>>50076827

>They're not in the SCAG
>>
>>50076860
>>50076866
>>50076874
>a variant rule sidebar is the same as 3+ subraces in the official rules
So variant human is a human subrace. Gotcha.
>>
>>50076788
>>no subraces for tiefling
they are in the Sword Coast book
>>no redeemed tiefling
Tieflings aren't evil by default because their great x10 grandfathers fuck ups. Youare more then allowed to play a good or normal in mindset Tiefling.
>>
>>50076889
There are
Infernal
Abyssal
And feral tiefling subraces

Infernal is phb, abyssal from UA and feral from scag
>>
>>50076889
>Different appearance
>Variant ability score increase
>3 different variants that modify or replace spellcasting
Well, yeah. There's UA too, though that doesn't count I suppose.
>>
>>50076923
The sidebar in SCAG is not an official subrace listing, unless the variant human in the PHB is as well.

However, I did not know about the UA article. so there's 2.

>>50076908
>Tieflings aren't evil by default
And nothing in Aasimar state they have to be good, at least not in the DMG. Yet here we are.
>>
>>50076364
>Not really, I wouldn't dip more than 3 to get Haste faster.
Dip 3 levels of wizard so you can learn haste at level 16/17 instead of level 13/14? Typo and you meant 5?
>>
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shit... is there any item that helps to cut away light sensitivity that drow (and now kobolds) have? I could swear there was one in older editions, like magical goggles (or fuck, just dark goggles).

I was super stoked on making a kobold fighter battlemaster, which I still might be able to do, but go with dex/finesse and battlemaster DCs can use str OR dex, so it's still possible.

However I'm still rather pissed about the whole thing, means i'm going to have to homebrew.
>>
>>50076989
Wear a hat.
>>
>>50076989
Are you talking about some sick Riddick goggles?
>>
>>50076977

A straight EK will get their 3rd level spell slots at level 13. For straight casters, 3rd level spells are available at level 5.

To calculate your multiclass spells slots for our hypothetical wizard 3/EK 6 multiclass it's 1x (wizard level) + 1/3(EK level). So our character would get 3rd level spell slots at level 9 as they would have the spell slots of a fifth level caster. 3 + 1/3(6)= 3+2 = 5.
>>
Ok, anyone feel like the new PC races are just kinda odd?

Like look at a lot of their racials. Almost everything is based around combat. There is very little flavor stuff. They're also all pretty feature packed

Volo's makes regular Humans even more of a joke
>>
>>50076788
You mad they didn't write a few pages of lore on the different tiefling options nigga? You got options and you can even mix and match. That's better than distinct subraces.
>>
What do we know about fallen aasimars so far?
>>
>>50076385
>You technically can have a Good fallen aasimar
Also it makes 0 sense that your stats and traits change
>>
>>50077058
You get slots, but you still don't learn the spells until the actual level.
>>
>>50077060
Most of them are staple D&D creatures. Most races don't have flavor racials. They're in line with 5e race design.

Regular humans are a joke and people who don't allow variant humans are snowflake-obsessed. A feat basically gives a choice of racials.
>>
>>50077014
https://www.youtube.com/watch?v=YVFgI_F4R7Y
That is a man who has had this exact situation happen in a D&D game before
>*roll*
>You don't see any monsters
>>
>>50076989
>>50077014
Sundark goggles, from 3.5 Races of the Dragon. Negate the dazzled condition from light sensitivity, grant a +2 vs Gaze attacks, impose a -2 on search and spot if the wearer doesnt' have low-light vision, and prohibit the wearer from using gaze attacks. Dunno how they'd translate to 5e.

>>50077064
Except it's a lot easier to justify banning a variant sidebar than it is a full subrace with fluff. Even if some options really should be (winged stands out). Giving them a few paragraphs of lore and full stats adds legitimacy. Plus, is there anything wrong with more player options? Hell, add in subraces for the other uncommon races while you're at it.
>>
>>50077058
Great. You have 5th level caster spell slots and have access to spells known as a 3rd level wizard and a 6th level EK. What has that got do with Haste? Did you even read the part of the book you're referencing?
>>
>>50077060

Meh I'm okay with them. Tritons have out of combat stuff (and the other races we haven't seen full leaks of may as well) and I'd rather have 99% of the races be great with one stinker, than make everyone shit so they don't overshadow the regular human.

>>50077097

Womp good point.
>>
>>50076989
Carry a dainty parasol.
>>
>>50077116
>Dunno how they'd translate to 5e.
Sundark Goggles
Wondrous item, uncommon

While wearing these goggles, you treat bright light as dim light and dim light as darkness. You do not benefit from darkvision but can ignore the effects of sunlight sensitivity.
>>
>>50077060
Half-orc is combat feature packed.
Variant Human is often used as a combat buff.
Dragonborn only have combat features.
Goliaths too.
While I wish there were more shameless ribbons like dwarves' Stonecunning amongst the new races, they did a pretty good job of at least having their combat things be richly tied to their fluff. Unfortunately they didn't take the chance to do more with hobgoblins and kobolds; there was a lot of potential with their combat strategy and Tucker-isms that was passed over. Tritons are nice and fluff/ribbon rich, and Bugbears at least have abilities that round out most of their fluff and looks satisfying. Goblins are...potentially abusable, perhaps. That free pseudo-rogue dip is strong as hell.
>>
>>50077162
I was going to complain about disabling darkvision but then I realized you can just take them off.

Make them cheap-ish like a healing potion and we'll talk.
>>
>>50076989
well, if I play my kobold battlemaster how I imagine, light sensitivity may not come into play too much, since i'll be playing him like a 4e warlord and giving other people attacks instead of myself. That, and since i'll usually be attacking in tandem on a monster, pact tactics will negate the disadvantage into a straight roll if it's in direct sunlight.

basically, you have to work around it in a smart manner, which sometimes you just wanna be dumb and brute about things.
>>
Are any of the new races not FR based? Don't know much about the non-monster ones
>>
>>50076923
>>50076969

I dont like how the Abyssal Tiefling is constantly changing, could you just roll on the tables and have it work like Infernal Legacy?
>>
>>50077189
Volo, the character who has written this guide to monsters, is in FR.
All of them are FR based, since that's the default and current focus setting.
>>
>>50077189
>>50077219
That said, the actual mechanics are setting-agnostic, and things like orcs and kobolds exist in basically every setting anyhow.

>>50077213
Don't see why it wouldn't be balanced.
>>
>>50077066
Ironically the make great paladins
>>
>>50076311
kek
>>
>>50077186
>pact tactics
Can I just comment that these errors are really common and kinda funny. Kobolds and Thugs with Pact Tactics and warlocks summoning pack blades and making GOO packs?
>>
>>50077303
A little premature, but at least it's a good thread picture.
>>
>>50076410
Just accept that's what you want to play and own it.
>>
>>50072596
>kobold barbarians are just as powerful as human barbarians
Gtfo with that SJW shit
>>
>>50072596
That's why you should roll stats. Get that 18 and your kobold barbarian or orc wizard will work just fine.
>>
>>50077387
Except they still aren't. A human Barbarian can get +2 strength from the start, and use heavy weapons without penalty. A human Barbarian is already stronger than a halfling Barbarian. Why do they need to make Kobold even weaker than that? Is 14 strength with a longsword in two hands really going to compare to a 16 strength human with a greatsword and a feat to boost it further?
>>
>>50077551
Because fuck you, don't play a kobold barbarian.
They should have given halflings and gnomes the same treatment.
>>
>>50077570
>Because fuck you

Yeah, that's a great reason for a design decision. It's not enough to simply make it less viable to play a race with a certain class. You have to make it complete garbage by expecting people to use a +1 for the main stat.

Heaven forbid a halfling be raised in the wilderness and learn how to get angry and hit things with a stick. He's already worse at it than any medium race, but we gotta stack more penalties on it because less options is better than more options.
>>
>not wanting to play a race that had "luchador" as a kit
>>
>>50073040

5e RAW attacks require an attack roll, grappling is a contested ability check
>>
i know a few people already got their hands on volo's
would any of them happen to be scanbros?
>>
>>50076369
Really? I thought that the alternatives were "furry" or "nubile savage dark-skinned blonde catgirl", most players would just not play tabaxi altogether due to the fear of magical realming.
>>
>>50076369
i was gonna play khajit but whatever u say kiddo (^:
>>
>>50074773
Wailing and Bawling so hard you literally puke up your stomach takes a lot out of you.
>>
>>50074702
What do you mean? Not familiar with Vox machina.
>>
>>50076402
The watermonster is right, catman. They are among us.
>>
>>50073250
I think +1 Con, Stone's Endurance, and Athletics are all more tank appropriate than Stealth and a range increase that only works on your turn. Besides certain saving throws, Con is the better defensive stat for barbarians than Dex, since it affects both HP and AC.
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