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/5eg/ D&D Fifth Edition General

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Thread replies: 362
Thread images: 43

File: warlocksummon.png (233KB, 299x407px) Image search: [Google]
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> New Unearthed Arcana: Rangers and Rogues
http://media.wizards.com/2016/dnd/downloads/2017_01_UA_RangerRogue_0117JCMM.pdf
> Don't forget to rate the Artificer in the official survey:
http://sgiz.mobi/s3/9c17dda91a1d

>Official /5eg/ Mega Trove v4b
https://mega.nz/#F!z8pBVD4Q!UIJWxhYEWy7Xp91j6tztoQ

>Pastebin with resources and so on:
http://pastebin.com/X1T

>5etools
https://5egmegaanon.github.io/5etools/5etools.html

Previous thread:>>51509123

What new archetypes are you hoping for the sorcerer and warlock?
>>
>>51517658
Where's the discord link? I wanna join.
>>
>>51517666
Alright, Satan.

>/5eg/ Discord server
https://discord.gg/0rRMo7j6WJoQmZ1b
>>
>>51517658
Some kind of Sorcerer overhaul or variant would be nice but some subclasses are also fine. Djinn or any elemental type are always cool options.
>>
>>51517658
an update for bladelock like they did for ranger
>>
What are the best wizard spells that cause forced movement?
>>
>>51517715
>Wanting an entire overhaul for the stupidest class option that they should remove.
>>
>>51517722
wish is pretty good
>>
>>51517722
There's not really any good ones anymore. A Warlock is a better "shove niggas with magic" choice.

Wizards get like Grease and Gust.
>>
>>51517722
Watery Sphere
>>
>>51517736
Is that Orko from He-man?
>>
>>51517658
I'd be down for a new pact type and a few new patrons
>>
Rogue advice? Starting a Storm King's Thunder campaign, transitioning from Mines of Phandelver and starting at level 5. Our DM is new to DM but has been doing a great job with these modular adventures at least.

Not interested in going ranged, and very tentative about multi-classing at least until much later.

I was running a Paladin through Phandelver but our party seems to really, really need a Rogue. DM loves to punish with traps.
>>
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>>51517658
Repostin from the last thread. Looking for critique.
>>
Should I go Deepstalker or Hunter for my Strength Bugbear Ranger? Also is there any point it would be best to dip into Assassin?
>>
>>51517750
Whoops I needed to fixit, forgot art credit.

I think not. It was just a concept image by the artist.
>>
>>51517763
Meh, I find it tepid.
>>
>>51517763
As someone who doesn't normally like Homebrew. It seems good.

I would would rename Wild Surge because of Wild Sorcerers and make it half level damage. It seems a little powerful as is.

Also Phantom Steed doesn't feel right on the spell list in my opinion.
>>
>>51517773
Oh yeah, also looking for critique for this monstrosity.
>>
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xth for Eberron is the best D&D setting.
>>
>>51517762
>advice

Don't play as a rogue.

Just buy a 10 foot pole.
>>
>>51517763

So it's a sorcerer that's main trick is 'killing his own allies'? As you didn't make the surge ally friendly and a sorcerer isn't going to be wanting to be in melee range with enemies.

Resistance to Force Damage is also so very, VERY situational. It's just a really rare type of damage unless you fight a lot of low level wizards.
>>
>>51517814
It's not all about the traps. Expertise into Perception is going to be important for the group as well. We're light as fuck on solid perception rolls.
>>
>>51517790
Oh? I'd love to hear why you think so, and how I could improve it.

>>51517794
I felt like the damage was balanced against the tiny range and the possibility of friendly fire. And yeah...Phantom Steed is odd. Any good "Psionic-y" replacement at that level?

>>51517833
Force and Psychic damage feel very close to the original Wilder class. If I'm wrong, I'd love to know what others think I could change to make it feel closer to the original.
>>
>>51517851
Hypnotic Pattern my nigga
>>
>>51517851
Could give resistance to force and psychic damage. Make the Wild Surge like Storm Sorcerer: Half level, no save and no friendly fire.

Hypnotic Pattern's at that level I think.
>>
>>51517851

The Wilder was never really tied to an energy type. They could be a pyrokineticist as easily as a telepath.

The main thing Wilders had was 'Risky but potent boosts to spellcasting' alone with an odd version of Rage (They got a boost to saves, attacks and damage for a few turns after a wild surge)
>>
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Cant decide what to play in an upcomming curse of Strahd campaign. Have 3 ideas and all the party "roles" are filled so I can do anything.
3 Ideas are
Gnoll Tribal Barbarian
Human magical girl-esk Fae Warlock
Kenku Illusionist Thief
>>
>>51517918
What are you using for Gnoll stats? If they're decent always pick Gnoll.
>>
>>51517773
The pdf completely eats the spell motes description for me. Can't really give feedback if a core feature is missing.
>>
>>51517876
>>51517883
This sounds like a good couple of ideas. I'll be sure to make these alterations.

>>51517885
I meant to say that Psions in a very broad and general sense seemed to traffic in force and psychic. I'm not sure how to implement a "Spell-Rage" mechanic that doesn't unbalance the system though.
>>
>>51517939

>I meant to say that Psions in a very broad and general sense seemed to traffic in force and psychic.

Not any more than any other element. If anything, psionics was about elemental versatility. Since they could easily shift the element of the spells they were working with (As elemental missile etc was all elements)
>>
>>51517931
Oh shit, you're right. What the heck is going on in here!? ARGH.
>>
>>51517918
Warlock or Thief.

Barbarian in Curse of Strahd is just asking to get fucking scrubbed out for being a retard.
>>
>>51517964
Hm. Damn. Memory loss is a hell of a thing.

In that case, I still prefer Force+Psychic here because it's rather rare in the rest of the game. A niche to fill, I suppose.
>>
>>51517931
http://homebrewery.naturalcrit.com/share/rymjKpUjvx

That version doesn't work perfectly with all the browsers, but partially obscuring a title or two is better than eating one of the core features. Goddarnit!
>>
>>51518001
>I still prefer Force+Psychic here because it's rather rare in the rest of the game. A niche to fill, I suppose.

It does lead into the issue though that resistance to it is kinda worthless. As most mind-affecting things don't count as psychic damage and force effect are as rare as hen's teeth outside of magic missiles.
>>
>>51517990
If you are using the homebrewery make sure you /page is in the right place. Also if you want to move something to the next column you can enter

```
```

to shove anything beneath it across. The spell list is also missing.
>>
>>51517918
Kenku
>>
>>51518022
Well if WotC's talk about the Mystic pans out, that might not soon be the case.
>>
>>51517637
The art I've seen of bugbears doesn't seem particularly long-limbed. Given they're described as lazy, they might make more sense looking like sloths.
>>
>>51518034
I know that, it seems that there is some spacing discrepancy between the PDF conversion and the one on the web page, like one or two lines.

Frustrating as all hell. Probably gonna rework this shit in Indesign at some point.
>>
What race should my Blood Hunter be?
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>>51518117
Deus Vult.
>>
>>51518015
I really love what I'm seeing here, great stuff. Just scanning through it the only thing that jumps out at me as OP is Spell 'Absorpsion', a reaction to reduce the damage of basically every spell that hits you for minimum 11 damage at the level you get it? I know this is kinda working off deflect missles but it might need some touching up. Maybe its only for cantrips? or a number of times per short rest? Maybe I am over valuing it, it might not come up so often. Regardless, i'll give the rest a thorough read later. This is a class that I would definitely play.
>>
>>51517808
too high fantasy/sci-fi
>>
>>51518117
Firbolg
>>
>>51517930
https://www.dandwiki.com/wiki/Gnoll_(5e_Race) useing this place for gnoll and kenku player stats.
>>
>>51517876
>>51517883
>>51517885
Made some light adjustments. Not a fan of Wild Surge's new name though. Any ideas on that? How is the archetype looking now?
>>
>>51518170
Kenku have official stats in Volo's.
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>>51518177
Mental Blast? I'm not good at names but it's better then it was.

Also with the last ability does it increase the range to 30 feet all the time or just when you spend the 5 sorcery points?
>>
>>51517808

But worst for 5e.

It really doesn't line up with the 5e design ideas about heaps of magic items and keeping people low level as high level people are incredibly rare but basically unstoppable juggernauts, which were core for Ebberon.
>>
>>51518170
The Gnoll honestly looks pretty weak. You could try asking if you could Refluff Bugbears from Volo's or Half-Orcs from the Players book.
>>
>>51518067

Maybe but I can only really comment on what already exists.

Part of the issue is really 'How does Force differ from bludgeoning/slashing/piercing'. It likely should have just been folded into one of those three. It's a spell, so it's obviously Magic Bludgeoning even if you make it do physical damage.
>>
>>51518124
Oh, thanks. The original intent was to make a sorcerer-type of class that was more definitely separated different from Wizard.

Spell absorption is a thing I will probably need to playtest to see how good it truly is. It's true that at later levels it might become overbearing (when most attacks are magical, more or less), so giving some kind of restriction would make sense, such as only being able to use it when your Conduit is not charged and "ready to absorb"?
>>
>>51518177
I'd call Wild Surge "Eureka" but I'm a huge fag.
>>
>>51518216
A small crafting homebrew and allowing uncommon magic items to be readily purchased fixes that right up and works great. And attunement still keeps players from getting too crazy.

Eberron is supposed to be about heroic action, anyway. Characters are meant to be strong, so a few +1s here and there from magic items hurts nothing.
>>
>>51518199
>Mental Blast
Might go for that. Still feels off.

The ability increases the range of the psychic damage from 10ft when SP is spent, to 30ft when SP is spent. Since the increase in range is only relevant when points are spent, I'm not sure what the difference is?

>>51518237
Fair enough.

>>51518240
How so? The Eureka part, I don't doubt the fagginess of /tg/ posters.
>>
>>51518223
Eh Im fine with it, I dont normally play races for the mechanics anyway and the +stats fall in line with the class well enough.
>>
>>51518255
Well it's kind of a meme-y declaration for Inspiration.
>>
>>51518243

Eh, I'd disagree. It's much more of a 3.5/4e setting, tied in with the design decisions of those editions. The sort where a guy could go silly with piles of magic items.

That and going by the Artificer, that's really not what they are intending to do. Since it takes multiple levels to create even the most basic of magic items with no provisio for replacing the item if it gets broken/stolen beyond 'Make another one in several levels'
>>
>>51518268
>le memes
Oh, who cares?

It might not fit in that case though. If the ability granted Inspiration, that'd be funny. But as is something implying that the Sorcerer is causing mental damage would be better. Thanks for the thought though.
>>
>>51518255
Not that anon, but Wild Surge is a little too close to Wild Magic Surge, especially for a Sorcerer archetype.
>>
>>51518216
>>51518282
Artificer is a thing, and it was actually pretty good.
>>
>>51517918
For This warlock, how exactly do they play in 5e? Reading it they seem kinda limited to just casting eldritch blast +1 or two spells between resting. What makes them special over just a Wizard other then having a pretty good cantrip? And how important are the pacts? Blade seems fin, although youd need good physical stats to back and it, and chain seems fun for the roleplaying of having a familiar.
>>
>>51518308
I don't deny it. I was looking for alternate names, but Wild Surge really is the best sounding so far. Damn them for using it on the Wild Magic Sorcerer.
>>
>>51518282
You disagree, but it's working fine in the Eberron game I've been running, the one I'll soon be playing in, and the second one I'll be running here in about a month.
>>
>>51518329
Warlocks are strictly a one trick pony in 5E.

They are long ranged high damage blasters. Nearly any other option aside from Eldritch Blast is the wrong option. You can also take stuff to let you cause forced knockback with your blasts.

The pacts are very important. Tome is the best, Blade is okay, Chain is a meme. There are more in additional supplements.

>>51518332
I dunno. There's nothing "wild" about it. It's pretty predictable and premeditated. Might as well just call it Psychic Feedback or some shit.
>>
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So a few things I decided on about my setting so far.

1 is that on top of the setting being post-apoc-but-still-fantasy, I am looking to maybe look for inspiration from Conan, as I want my setting to be more brutal and far less whimsical, an example is like dark sun. As such, I will be making a snake god as part of the man pantheon, and to top it off, there is very few actual gods if any because of the apocalypse the setting went through some centuries back. The majority of domain holders are more like living patrons. So an actual enormous sentient snake has some vestige of godly power but resides on the material plane, along with others of these pseudo-gods, this could mean many things, places of power are built around these figures, cults, etc. They are immortal but don't have the insane godly power as the actual gods did, so they are not nearly as invulnerable.

One last idea is that since I have seen the complaint about a lack of customization, all the playable races in my setting will be reworked to include a feat at first level just like the human variant.
>>
>>51518369
Fair warning : With a free feat, there's virtually zero reason for anyone to pick human variant.

Human variant gets +2 stats and a feat. Every other race gets +3 to stats and no feat.

This would let other races have +3 to stats, and use their feat for another +1 or all kinds of garbage. It effectively makes humans the worst choice.
>>
>>51518369
Sounds cool.

>>/wbg/
>>
>>51518369
Sign me up for half-elf senpai.

>+2 cha
>+1 to any other two stats I want
>Darkvision
>Sleep immune, charm resistant
>Skill versatility
>Bonus language

>and now a free feat
>>
>>51518390
>>51518407
do note i said reworking the races, they'll have to have things reworked or something or two removed to put in that feat. And yes, humans will have to be reworked a bit as well, but more changed rather than looking to straight buff or nerf.
>>
>>51518425
I'd suggest banning Variant Human, allowing all other races you're looking to add (no changes), and then adding the feat on top.

But then ban feats after 1st level.
>>
>>51518434
>ban feats after first level

Fuck you.
>>
>>51518466
Fuck me? No no no no.

Fuck you.

Wait, why?
>>
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>>51518434
>i want to encourage customization
>ban feats after first level
you're achieving the opposite
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>>51518434
>Banning feats after level 1
>"Customization"
>>
>>51518516
>>51518529
The guys I was replying to wanted to give out a free feat to everyone. Give them their customization right up front so they can make the character they want to play. Who needs more than one fucking feat?
>>
> too many character I want to play
> not enough campaign
how do you cope with this anons.
>>
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>>51518558
This has to be bait.
>>
>>51518558
Fighter and Rogue. That's why they get extra ASI instead of a class feature at a certain level.

PAM + GWM + Sentinel
>>
>>51518567
>>51518576
>getting feats
>not glorious ASI Master Race
No, THIS is bait.
>>
>>51518562
By realizing half the characters I want to play are suboptimal trash and condensing them down until I have about three or four I want to play, and then play them.
>>
>>51518593
>stats cap at 20
>WELL I'M A FIGHTER SO I GUESS I'LL PUT SOME ASI INTO MY SHITTY INT SCORE RATHER THAN TAKE A FEAT SINCE MY STRENGTH IS MAXED
>>
>>51518329
For one thing, Warlocks recover spells on short rests, Wizards have to wait for a long rest.

Warlocks have better durability and are easier to gish than Wizards.

Wizards (as always) have a much better selection of spells. As a caster focused Warlock you're going to mostly be a blaster/debuffer.

Chain Pact is a trap though, go Tome (Find Familiar is a ritual) if you want a familiar.
>>
>>51518595
But... all these Warlock build I will never get to play...
>>
>>51518607
Knowledge skills are dope as fuck nigga.
>>
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>>51518593
So you have no idea what you're talking about. Why didn't you say so?
>>
>>51518620
Because talking to a cretin is a waste of brain cells.
>>
>>51518329
Warlock is a turret.

Tome Warlock is a walking turret. That can move at 100ft (or 200ft with dash) per round, shooting Eldritch blast at 600ft away and pushing enemy back 20ft at level 5.
>>
>>51518614
Literally the least amount of builds imaginable.
>>
>>51518659
*ahem* let me correct myself.

All these 2 level of warlock dip builds, I will never get to play.
>>
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>>51518645
Lol, the amount of denial here is hilarious.
>Posts shitty homebrew rules that make sense, publicly, presumeably for feedback
>Get told why shitty homebrew rules make no sense
>NO YOU GUYS ARE ALL STUPID REEEEE!
>>
>>51518680
Acceptable.
>>
>>51518649
whats the speed from?
>>
I'm new to dnd s do /tg have a spellblade class, you know the ones who cast a spell to his weapon so it have an extra magical effect to its attack
>>
>>51517731
Making the bladelock stronger wouldn't require that kind of overhaul.

Improving the entire warlock, though, might be a good idea.
>>
>>51518716
Phantom steed as a ritual
>>
>>51518739
Yes.

It's a Fighter-path in 5E called the Eldritch Knight.
>>
File: Magus Class.pdf (1B, 486x500px)
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>>51518739
There's a couple. I like this one myself.
>>
>>51518320

Not really. It's item creation system was 'once, at X level, you get an item. This item cannot actually be a weapon or armour despite you needing to personally create your special gun item'
>>
>>51518761
Is being non-white a Magus prerequisite?
>>
Would it be reasonable to allow a High Elf Rogue to count a ranged cantrip (with an attack roll) as a ranged weapon?

The one in the game I'm running is kinda annoyed that he basically gets no use out of his cantrip and was hoping to make a magic sniper.
>>
>>51518739
Anything with the cantrip Booming blade and Green-flame blade.

>>51518761
> want class bloat in 5e
please go back to fapping to your precious fox girl in /pfg/
>>
>>51518808
No.

There's a whole class built around being a magic sniper. It's not your fault he didn't take it.
>>
>>51518808
Add it to the spellsniper feat maybe?
>>
>>51518739
Pffft. http://homebrewery.naturalcrit.com/share/rymjKpUjvx

There's my homebrew, exactly on demand. The PHB doesn't really have anything like the Conduit archetype, just half-casters who can cast simultaneously while smashing heads.
>>
>>51518797
Take your /pol/ and leave.

>>51518815
>please go back to fapping to your precious fox girl in /pfg/
No need to be a little bitch. It's a niche 5e was lacking and it's a wonderful little class.
>>
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>>51518833
Ahh... Finally got the PDF working.
>>
What does everyone think of the MM? Well designed and well written or?
>>
>>51518189
Is it online? Or you happen to know what they get off the top of your head?
>>
>>51518910
I'm not the one violently striking down orcs in my homebrew. Orc lives matter.
>>
>>51518947
https://5egmegaanon.github.io/5etools/races.html#Kenku
>>
>>51518739
The class you're looking for is Paladin.

No really.

The "smite" spells literally do exactly what you want, they add magical effects to your melee attacks.
>>
>>51518827

Might not be a terrible idea.

>>51518824

Doesn't seem much better than 2 hand crossbows. That gives him 2 shots at sneak attack damage.
>>
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>>51518971
Thanks! After seeing that warlock is kinda boring I think Im gona do a Kenku Rogue Arcane trickster
>>
>>51518979

I must admit, it would be nice to see a Paladin Variant that goes with a heap of arcane spells added to it's spell list as it's thing and goes with 'Blending arcane and divine magic'

Paladin of the Arcane Order iirc was the name of the 3.5 feat that did that.
>>
>>51518947
Literally google 5e Volo's PDF and there's a website hosting all the 5E pdfs.
>>
>>51519005
You can literally just fluff a Paladin's magic to be Arcane instead of Divine if you want, as long as you don't have a "No Fun Allowed" DM. Nothing in 5e actually says a Paladin's magic comes from a GOD, just their Oath.
>>
>>51518910
> gish
> niche 5e was lacking

No. If you want to be special snowflake or you're a sperg who doesn't know how to refluff. You should go back to /pfg/
>>
>>51518979
But what i want is like for an attack you can imbue/enchant your weapon with different spell with every attack (i think)

for example:

First attack burns then the second one freeze, the third one is corrosive and the last one is poisonous

As far as i know paladin only inflicts radiant and fire damage
>>
>>51518910
5e is full of gishes of various types.
>>
>>51519092
They have different spell smites, if you want to use all of your prepared spells for that.
>>
>>51519092
Paladins are literally the ONLY class with default access to the spell Elemental Weapon.
>>
>>51519092
So you want a class that can do every type of damage in the game while mixing melee and magic and can't see how this would be the slightest bit unbalanced? What you're asking for is literally "I want a fighter but with a customizeable magic weapon!"
>>
>>51518761
what the fuck is that bowstring?
>>
Is there a controllable version of lycanthropy? Or alternatively a wolf type beastfolk that mirrors a permanent lycanthropy in stat? I need it for my next campaign
>>
>>51519182
Shifters.
>>
>>51519132
To a degree yes but it doesn't have to be that good 1d4 (i think) is enough

Also how do you use spoiler on text?
>>
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>>51519182
Lycanthropy can be controlled with time and effort if you are aware of it, but choosing to embrace the nature of your curse also alters your alignment over time to match the specific breed.
>>
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>>51519216
An alternative to paladin, going from more smashy to more casty, is Valor Bard. Pick up Elemental Weapon and/or one of the castable smites for your Magical Secret.
>>
>>51519216
[ spoiler] without the space.

And again, Paladin literally has what you want.
>>
I've let my players choose if they wish to roll or use more consistent methods for starting attributes and HP-

The only issue is the Barbarian rolled for everything, relatively botched it, and as a result has the lowest HP in the party.

They're only level 3 and I believe he's going Bear Totem to help compensate, so I'm not too concerned, but in case it's a problem, any clever solutions for this sort of thing?
Bar giving him some magic item.
>>
>>51519289
You could have him gain the Tough feat as a quest reward. Just fluff out the unique training and that its a great power/secret from whoever.
>>
>>51519049

I meant more 'Getting some of the iconic arcane spells on the list'. A bit of list expansion as one of it's things. As Paladins have plenty of spellcasting to fuel it with.
>>
>>51519275

Man, I really wish 5e had kept the 4e system for elemental weapons. It made it all so much simpler. Flaming weapon = your weapon attacks now do fire damage. Rather than dealing with resistance/immunity for each component of your damage.
>>
Is it bad that I want an Artificer archetype that's focused on making and using it's own melee weapons?
>>
>>51519325
Nah, I want that shit too. Give me my rocket hammer, Wizards.
>>
>>51519316
Elemental weapon and Fire/Frostbrand weapons aren't literally made of heat/cold etc, it just imbues your weapon with it. It makes no sense that a hot metal sword doesn't strike at all with its steel blade.
>>
>>51519325
Not at all. I doubt they'll make new archetypes anytime in the next few years, given their pace, but it certainly fits.

Some halfway between Gunsmith and Fighter, melee flavored of course, would work well.
>>
>>51519334

It's a hell of a lot simpler mechanically though.

That and 4e let you pick. So you could do fire or physical damage with each hit.
>>
>>51519325
I wanted one with some kind of self modification. Give me a robot arm to beat the shit out of people.

If was any good I'd homebrew it.
>>
>>51519325
>>51519365
I was thinking that a mechwarrior archetype where you fight inside your level 6 feature for melee would make sense.
>>
So on the Artificer, I keep hearing that, for concentration spells via infuse magic, the person who activates the infusion maintains the concentration rather than the Artificer. Is there a source for this ruling anywhere?
>>
>>51519403
http://www.sageadvice.eu/2017/01/10/artificer-class-questions-answers/
>>
>>51519251
So i can control my action but I'll turn chaotic evil?
>>
>>51519342
>>51519331
>>51519365
>>51519380
Glad I'm not alone. I just wanna play a Craftknight. That and having your construct 'evolve' with you seems great.
>>
>>51519251
Is it just me or is there nothing that says a werewolf can't cast spells?
>>
>>51519500
Pedo
>>
>>51519486
>The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

In other words, the DM has final say, but a party with which a chaotic evil Werewolf could interact favorably is more likely to result in you being able to continue playing the character, but you should act more and more evil, and give 0 fucks about restrictions and be impulsive.

On the flip side, a Werebear is neutral good, and is thus much more likely to fit in with the standard adventuring party.
>>
>>51519527
>Neutral Good Werebear just acts like Winnie the Pooh
>>
>>51519518
A werewolf in human form isn't vastly different than what they used to be, especially if they are fighting their curse.

Whether or not a DM lets you cast spells in hybrid/wolf form would depend on the DM and the components of the spell. After all, a wolf doesn't exactly have hands for somatic components, and even a hybrid may have issue pronouncing the verbal ones.
>>
>>51519545
>"Oh bother," cried the werebear, sundering the goblin's head
>>
>>51519545
I typically have my Werebears as friendly lumberjacks with a slight druid tint. Log cabin, chopping wood, friendly with bears in the area, rip tear destroy evil that threatens the area.
>>
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>>51519521
I don't see how that's relevant or applicable.

>Character refuses to use any weapons they didn't make themselves, would rather go in to battle armed with nothing but the hammer they use to create things
>>
>>51519251
How would you fluff the curse interacting with the shifter race from Eberron?
>>
>>51519574
Well, I applaud your conviction in not denying it.
>>
>>51519604
Not familiar with Eberron, sorry.
>>
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>>51519609
I don't even know how you got that, but nah.
>>
>>51519630
Shifters have traces of werebeast blood, but are a distinct race. They can do a sort of 1/8th shift and gain a particular bonus based on their subspecies.
I guess really it'd either be they're more susceptible or far less. Guess it'd just depend on whether the DM wants a dark or a light campaign.
>>
>>51517763
You likely want to give them an actual feature at level one either on top or instead of the bonus spells. Wild surge is nigh on useless since you don't want to ever be within 10 ft of the enemy, you won't metamagic often enough each day to make use of it and (as already mentioned) it hurts allies, so it's essentially worthless. The concentration-less detect thoughts is interesting, though I'd prefer it be a bit more clear on whether you can detect where minds are or "just surface thoughts" as the text says. Elusive mind seems interesting, although I wonder if it needs an aura. Overwhelming power is absolutely abhorrent: it provides only a marginal benefit to an already terrible ability, and giving the option to spend 5 sorcery points to make an arbitrary change to the damage type of a spell is pretty useless unless the only spell you've ever learned is fireball. Beyond that I don't see why you have this focus on force damage here when you're meant to be making a psionic character, nor why you would give an ability that only helps with blast spells. There's some decent ideas in here but you need to think about the direction of the archetype, number one example is don't give a 10 ft range ability to the class with no armour unless you give them durability, mobility or control to use it (see storm sorceror).
>>
>>51519672
Just by that description, I'd want to know which curse they are descended from.
>Matching curse is harder to resist
>Removal may need more than the Remove Curse spell
>More control over form for voluntary transformation
>Alignment shifts more slowly, OR only shifts one degree one degree instead of fully

On the flip side, a differing curse would be a more drastic change, but you'd be naturally resistant to it
>Harder to acquire curse
>Total lack of control during forced transformations
>Voluntary transformation only possible if full alignment shift
>Alignment shifts one degree on BOTH axis, even if resisting until curse removed.
>>
>>51518761

>All those old 4e spells

Huh. I actually like this a lot. The lack of Extra Attack keeps it from overshadowing Eldritch Knight, and it makes a better arcane archer than the UA.
>>
How many of you fucks have tried to write a story based on your games?
>>
>>51519182
Furry please go back to /pfg/
>>
Last time I'm fishing for feedback for Hobgolins, I swear.

http://homebrewery.naturalcrit.com/share/BJQz5q7nve
>>
>>51518921
There are certainly some good ideas here. My only concern currently is how much power the savant gets compared to just a straight up sorceror. For example: a 5th level caster would get the equivalent of 16 motes worth of spells, while the savant gets 10. If your party takes even one short rest (which they should) you get to refill those for a more generous 20. Take even one more and you've got not only double the spells but also the ability to allocate what level of spells to invest in, a feat which even the warlock cannot achieve. All things considered the mote system is the only thing bogging it down, and as much as I like the name savant you would do well to take the little archetypes and combine them with the already existing "spell point sorceror" variant.

Speaking of which, I'm a big fan of both shapeshifter and conduit. Although they're a little wordy they have some great theming and bold ideas that 5e could use more of. A viable gish is always nice and the shifter is almost a bit gruesome on top of it's deceptive and adaptable nature. The wild magic seems a bit broken though, considering the only payback you get for EVEN MORE SPELLS is either a small slap in the face or a (possibly beneficial) wild magic surge. Sorry to boil down your neat idea into a couple of subclasses but I feel like the motes are destined to be either op or useless, it would be better to pull them in line with other casters since warlocks biggest design choice is their lack of control over spell power in exchange for potentially more big spells over all while the savant has better freed and would therefore require to have less effective spells than a class that is already on a think line in balance terms.

That's just my opinion though, if youre certain you can prove me wrong I implore you to. Keep it up.
>>
>>51519913

It bothers me that none of these options have an int bonus when hobgoblins have devastators.
>>
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>>51519888
Settings I make for games are too categorical and tropey to work well for a story.

I've considered cleaning them up for my own fiction, but at best certain things would be loosely inspired.
And it would be unethical to steal my player's characters since they do technically own them.

Still, it would be neat to try and convert a campaign into a serial publication of pulpy short stories or something. I know some artists do comic renditions of good moments in their campaigns.
>>
>>51519932
They're retrained for an in-development setting, if that helps at all.
>>
>>51519658
Summon Night > Sword craft monogatari
>>
>>51519952
I never played the original series, just the first and some of the second Swordcraft Story.

Wystern seems like such a comfy setting, too.
>>
How detailed do you guys typically get with your world maps, assuming you're running homebrew? Do you give them to your players?

My rule of thumb is typically is a broken up world map point of view. Each major landmass (or if they're larger ones, countries) broken up into sections, with only very large and major cities/locations, and natural landmarks are marked. Everything else is implicit and only discoverable by adventuring or asking around.

I don't think I've ever marked more than 30 major cities in a setting, and I pretty much never put down a distance scale for my own sake.
>>
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>>51519967
I make my dick erect and then trace it on paper. I use the veins are rivers.
>>
>>51518921
But doesn't the fact that the Savant has to use motes for Spells, Metamagic AND class features balance it out? The idea is to give as much flexibility as possible.

If the average 5th level caster should have 16 motes worth of spells, and the original Sorcerer would actually have 16 motes worth of spells + 5 spell points for Metamagic and features. Also, Sorcerers know one extra cantrip at that point, compared to savants, AND can have proficiency in Arcana, a conscious debilitation I gave for the Savants. Arcana proficiency is usually a no-brainer for casters, so here's one who can't even have it.

The spell mote system itself has changed during the course of development, and changing it now would not be a huge deal. I could make it either into a strict 1 mote per level-base thing (You know, like Monk Ki), making them equal with the 1st level warlock, with the 1 spell per short rest to start with, and advancing from there or simply give them more points, but only regain them at a long rest (would probably up the final level to 50 points in that case, 4 points per level until 5th, 2 from there onwards). This way they would gain the ability to use the more insane spells only on later levels (except those pesky with the pesky Wild Magic).

Important thing about balancing the Wild Magic user is the fact that the Wild Magic is very reliant on being able to cast continuously, which is why I made the insane capability to cast spells at 9th level for one mote (which is a very useful thing when you have one use of controlled chaos on later levels). And while currently it might be just a small slap on the face, if we cut the supply on motes, suddenly the need for the extra motes starts to show.

Now actually a post scriptum:

I think making the 4-till-5th and 2-onwards, regain at long rest could fix it, but I originally wanted the short rest (which is the reason for the current mote progression) for fluff reasons. Or maybe...

Cont.
>>
>>51519967
Depends on the setting I'm going for
I have my own version that's pretty detailed but for the most part since I run mid-tech settings the map look like hot garbage with deformed landmasses and labels few and far between. Those are the ones they can buy at least
If they want to label more details then they have to do it on their own
Sometimes if they're playing in high power games or if the Wizard decides to fly straight up until he gets a good picture of the entire place I'll give them a simplified version of my map (aka use the blur and clone tools until it looks like a drawn map instead of one made in GIMP)
>>
>>51519216
>>51519276
Friendly [Highlight->Ctrl+S] PSA.
>>
I've dug myself into a GM hole

Long story short, the owner of a magic item shop has been killed by the party (he was the champ of the local fight club, accidently died after a player 1v1ing him rolled a nat 20 and did like 40+ damage in one hit).

Party is now doing everything they can to break into the shop and loot everything.

What's the least bullshit way I can make sure this doesn't happen? These guys are level 4 and already rolling in magic items as the setting is pretty high fantasy and they pick up every quest they find. I just dont want them getting 2000gp+ of magic items

I also dont want them to feel cheated. I was thinking the city guard could confiscate the property and all the items for the local king, or some underworld gang could move in and take over the shop and start fencing shit

>>51520007
>not rubbing your dick in stamp ink and then rolling it over cartography canvas

Pleb
>>
>>51520163
Whoops, quoted the wrong person. >>51519930

Anyway, the idea would be that instead of getting all motes back every short rest, or getting no motes back until long rest, what if there was an inbetween?

Getting a moderate amount of motes (less than a sorcerer would have spell slots + spell points), but they regain fully only on a long rest, but you can regain some motes during a short rest, too.

I hate the idea of being a natural magic-user and then suddenly running out of spells like a wizard. That's one the things that ticked me off when I looked at sorcerers; Isn't taking a nap enough to give you at least some spells back? Running out of spells for the day just seemed... Off to me. That's why I liked the Warlock more. Less spells, but running out of spells was no biggie.

So, what if we keep the current progression, but you only get half of your motes back on a short rest (round up)?
>>
>>51520198
Literally just have his wife show up and sell a few items to the clergy to have raise dead cast on her husband
>>
>>51520198
Cleric buddy revives him.
>>
>>51520198
Why would a store with extremely valuable magic items rely entirely on a shop owner to defend it?

It has guards, defensive enchantments, animated defenders, everything on display is a fake, he gets the real ones out of a vault in the back. A smash and grab might get a few trinkets, but the good stuff? Not a chance.
>>
>>51520224
>>51520246
They would definitely feel like that was bullshit, never encountered revival before

Plus the dude's body got like completely destroyed. I think I'm going the government route, my players are complete murderhobos but I doubt they're gonna go up against the king and his army for some magic stuff.
>>
>>51520193
Been here for 8 fucking years and I never knew that.
>>
>>51520276
If a person owns such valuable property, he's going to have a will. Enforce it. His closest relative takes over, a trusted friend, or in the case of a total loner, yes, the local government takes it. Hell, maybe its sold off at auction and the proceeds takes care of his estate/burial then charity.
>>
>>51520276
Well depends how greedy one of them are.
>>
>>51517835
Use backgrounds?
>>
>>51520276
>>51520293
>party sees a crowd at the shop the next morning
>Official in a pointy cap is making an official declaration of the prominent shop owners last will and testament, with a few guards as his backup.
>If the shop owner took a liking to a PC, maybe they even get a small trinket, as a sign of his affection.
>If they still decide to break in, not only are all the original wards and traps active, but if they are seen with stolen goods they will likely be jailed, everything is inventoried.
>>
>>51520198
> killing someone in local fight club
why hasn't the party been arrest yet?
>>
>>51520198
let them break in but also make sure that the took the consequence of it.

magic item shop would have enough money to put alarm and message directly to authority. All of them get arrest and trial (probably for killing the owner too, the opposing lawyer trying to frame them as intentional murder).
>>
Where's my Dinosaur Shifter guy?
>>
>>51520276
If the guy is running a magic shop worth that much chances are he hired some guards
Obviously the Guards were not here.
Have there be a Clay Golem in the treasury guarding the most valuable shit (so let them loot some of the shop just keep the really overpowered shit aside). If they beat a goddamn clay golem as a level 4 party then honestly they deserve the rest of the loot anyway
>>
> Divination wizard can't cast Augury and Divination (the spell)
>>
>>51520673
Divination wizards rarely cast any divination spell until foresight anyway, barring the ritual ones
>>
>>51518921
OHHHH!

I just realized how insanely amazing PAM is for Conduits. Christ, are there no limits to this madness?

Like, at best, you can make three attacks with a charge in a turn. And charges are basically free smites after the first one, except, you know, belonging to a physically much weaker class (lower hit die, only light armor proficiency, no second attack, no fighting style). But still, amazing potential for damage. Imagine hitting with something like Shatter 3 times in a turn... At level 4!

Whoah, this Gish build might just be broken as all hell. Build it with some levels in Pally or Fighter, and we got a headache of a build. Even two levels of fighter make it pretty much an insane combination, because heavy armor + PAM + Fighting style + Action Surge + Conduit spells. Like, a good fighter build with that would absolutely decimate enemies. Imagine getting even that second attack (Thank god I never added that as a possibility for Savants), makes the possible amount of hits 3, and each of them has the spell effect.

I really didn't take PAM into account with this homebrew. Shit. FOR THE ULTIMATE GISH ARCHETYPE. Fuckdamnit.
>>
>>51520912
show us some numbers lad
>>
>>51520912
Crunch for us
>>
>>51518761

Seems like it could really do with more base skills trained. You have a very limited array of them from your order and those granted by subclasses rarely take away from base skills.
>>
Okay what is the most nova damaging class I can make? I got this DM who purposefully gets players killed with monsters we shouldn't even be fighting. Hell doesn't even give us ways out at times. I want to make a new guy who will utterly destroy his ass. Just break the bank in damage.
>>
>>51521089
Make a level 20 Wizard and Wish your way through encounters
>>
>>51517918
don't forget that in Barovia people don't react too well to non-human races (as your DM should point out before starting the campaign)
if is not the case, however, Blade/hexlock or familiar warlock are pretty dope, and you can get some sick spells depending on the pact you made. i'm currently running a warlock tiefling bladelock of the fiend pact (mask of many faces so i dont go to the gallow's pole) and the panic button fireball helps alot in the campaign, although the pally doesnt like me very much
>>
>>51521089
Go for this >>51521103 or go fighter with PAM+GWS+SENTINEL
>>
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Uhhh yes, I have quesh.

Say I have a character idea, that I'm going to play as an Arcana Cleric 1/Wizard X.

Under the multi-classing rules, it states that you don't receive the class's starting equipment. So does this mean my character would have to go out and buy a spellbook, since it's listed as the last item in the Wizard's starting equipment?

If this is the case, I really hope our group is somewhere where a spellbook can be bought. They're not exactly common.
>>
>>51521153
Yeah you will need to go get a spell book.
>>
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>>51521089
Sounds like a shit DM, dump his sorry ass.

>>51521153
Yes.
>>
>>51521163
>>51521184

Dang. The DM is running LMoP (He's a first time DM, so I'm just hoping to be the helpful wizard along for the ride). I hope we're somewhere with a wizard or someone else capable of selling spellbooks when I hit CL 2.
>>
What's a good plan for a Manticore by night tussle? My thought is that he'll swoop down and snatch someone while the sleepy losers try to rouse themselves and stop the abduction. Players are level 4
>>
>>51521089
You can always do the classic bullshit like Portable Hole in the Bag of Holding
>>
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>>51521197
Follow up question. Would Knowledge be a better Domain than Arcana? The Arcana domain spells kind of overlap with Wizard spells.

Which is better? To have access to Command, two extra languages, and expertise in two knowledge skills? Or to have always prepared Detect Magic and Magic Missle, proficiency in Arcana automatically, and two extra cleric cantrips from the wizard list?

Both really fit the character idea, so fluff isn't a problem.
>>
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>at home
>randomly realize I am Frollo from the disney movie

https://www.youtube.com/watch?v=R-XONxvdq4Y

I am unsure if playing the Paladin correctly or badly now.
>>
>>51521267
>MEA CULPA
>MEA CULPA
>>
>>51521254
What Wizard school you intend to go to?
>>
>>51521254
I'd pat that pussy so hard. I would say the second choice. First if you want more of a RP leaning of fun.
>>
>>51521267
Embrace it. Find her, if you have to burn down all of [Capital City]!
>>
>>51517835
GET THE OBSERVANT FEAT.
>>
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>can no longer insta-kill motherfuckers with phantasmal killer

why
>>
>>51521267
Well she did run.
>>
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>>51521271
I'm not sure.

The first "draft" of this character I had was a Theurgist Wizard, but I've since scrapped that, since the subclass is a bit wonky, even with my re-write.

So now I'm not sure. I've been reading the schools and I'm thinking either Abjuration or Divination. The idea being that she's a cloistered sister bookworm, urged into becoming a wizard by Mystra.

Transmutation also kind of meshes with the "learn ALL the knowledge" thing.

At any rate, I'm probably overthinking everything, since I sincerely doubt the game is gonna get that serious. Everyone's a newbie but me. I plan on being as behind the scenes as I can, just helping everyone else out.
>>
>>51521308
Go Knowledge. Relax and have fun
>>
>>51521287
#HandsUpDon'tTrample
>>
Ok so I'm making an Arcane Trickster and I am confused, I haven't played a magic user before. I read that you start with 3 1st level Wizard spells of your choice, two of which must be 1 from enchantment and 1 from illusion. So checking the Wizard Spell List for level 1, I see a few spells that are listed in the spells section but not here, like Bane and Command. Is there a reason for this?
>>
Sorry if this is a dumb question, but does 5e not do supplementary books? It seems like everything really light.
>>
>>51521351
Almost by design, yes.

The Unearthed Arcana blogs on the official site release supplemental stuff, but it's early alpha, not really play tested stuff.
>>
>>51521267
Forgot how much I liked that shit. Thanks, Frollonon
>>
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>>51521340
Bane is a Bard and Cleric Spell.

Command is a Cleric and Paladin Spell.

Arcane Trickster spells have to come from the Wizard spell list.
>>
>>51521378
Oh, now I see. Thanks for clearing that up
>>
>>51521351
There's SCAG and Volo's guide to monsters.
>>
>>51521378
>+you know what gonna happen
>but you aint sure
I lose it everytime
>>
>>51521392
Volo's is a fun book, and it's got Devourer, which were exactly what I needed for my game I started the month it came out. Very fortuitous.
>>
Does anyone here play multiple games on the go?

I've got a game once weekly, and I'm addicted and look forward to it all week, but equally don't really have enough time for two, as they take, like, 5 hours apiece. I wish I had an extra day just to play.
>>
>>51521378
>>51521386
So if I understand this correctly, I can select Disguise Self as my Illusion spell, Sleep as my Enchantment, and then I can just select any spell from any school for my last one, as long as it's level 1? Say for instance, Feather Fall? I assume Feather Fall lets you target yourself.
>>
>>51521438

From the post to my friend where I explained my plight.

Friday/Saturday: Ostensibly the main "core" game, because I and my friend who I've been gaming with for a decade are the core OG members of the group. We invited GF in (who now GMs, which is fine), and when other friend left due to whatever his stubborn reasons are, we invited my co-worker and his GF in. Normally works out fine for Friday/Saturday, but lately OG friend has been bailing with super short notice (like an hour) after initially confirming his availability a couple days prior.

Wednesday... or whatever day we can make it work: Game made up half of the people who used to be in the first group (which broke up when I caused a schism because people were being shitty to GF) GF and GF's brother, and his friend, and I, and half their friends they invited in, one of which who DMs and hockey guy. Has scheduling issues up the wazoo because hockey guy has rotating sports obligations, brother keeps inviting his GF who doesn't really care or want to play, and brother has a random work schedule.

Sunday night: game made up of GF, and two friends of mine (stubborn friend's sister and her husband) with me DMing, which started because I'd been promising friend sister for years I'd try to get a game going, because she *used* to play with OG friend and stubborn friend and I a few times way back in the beginning 10 years ago. Has sometimes scheduling issues because I sometimes have to close Sundays and other times friend sister works late or they both have to get up really early Sunday morning.

And this was all explained to him because HE's invited me to a game that I really want to play in, because it's the only god damned game available to me where my GF isn't there.
>>
>>51521482
https://www.dnd-spells.com/spell/feather-fall

Yes. This is correct.
>>
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>>51521328
Hmmm. Always prepared Detect Magic & Magic Missle Though...

Mind you... with 18 INT I won't be hurting for prepared spells. The extra cantrips are nice... but at level two I'll be getting wizard cantrips anyway. Hmm
>>
>>51521378
>conjurer
>no mention of summoning succubus sluts to ride your cock
>>
>>51521366
>>51521392
Is there any planned future stufff?
>>
>>51521590
They release UA every few weeks. There's loads.
>>
>>51521596
"Loads" is a good way to describe most of the UA shit, yes.
>>
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>>51519527
There's no chaotic good were- huh?
>>
>>51521590
>>51521596
After releasing and playtesting all UA they'll probably condense it in a PHB2, which won't come until at minimum the end of the year, by the pacing they're going.
They'll release Tales from the Yawning Portal in april, which maybe will be accompanied by a few extra options, like how it was done with EE player's companion and CoS character options.
>>
>>51520939
>>51520985
Allright. I ain't got graphs like that one dude.

Conduit attacks work as follows: When you attack with the Conduit weapon when it's charged with a spell, the spell's effect is added to the damage roll if you hit.

With PAM, pure savant can take 2 attacks, and one OA when someone comes into range.

When a Conduit weapon doesn't have a charge, the conduits are filled with a "passive cantrip", that does half the cantrip damage.

Without charge, the first attack does 1d10+STR+1d6(half of 1d12) damage, and the second does 1d4+STR+1d6. If the enemy comes into range, it's the first damage again.

Imagining a basic stat array, a variant human can have STR of at least +3 at level 3.

Then, if you add even one spell to the mix, say, burning hands, this damage gets out of hand.

Here's the maximum damage output tables, assuming all attacks hit.

http://anydice.com/program/a988

Oh, and that's ignoring the fact that as Savant took strides from Warlock, it also has Hex. But with these numbers, I'm removing that right fucking now.
>>
>>51521678
Just limit it to the Attack Action and it'll probably be fine.
>>
>>51521709
Make it into a special attack action once per turn? Or just the base attack action, where suddenly multiclassing to Fighter or Paladin becomes instrumental to playing Gish Savants, due to getting extra attacks.
>>
What do you guys think of this guy's review of the 5e monster manual? https://www.youtube.com/watch?v=oFX7QEeBPSw

He finds the idea of a bestiary within a bestiary stupid as shit and finds the idea of the dragons having detect or tail attack as legendary actions and the concept of legendary actions to be stupid shit.
He gets worked up quite a bit about it.
>>
>>51521283
Thank the authors you can't be killed by mage assassins using that spell in a single failed save if the DM hate you.
>>
Do you guys recommend installing discord on pc or on your phone? For rpgs?
>>
>>51521749
He is a retard.
Legendary and lair actions are cool and fun as fuck in actual play since it tell players this is a fucking boss fight which require significant investment of resources and risk.
>>
https://www.youtube.com/watch?v=JU94Xs8sr2Q

I'm a terrible person, but any idea how I could replicate Guts in 5e? Barbarian? Fighter?
>>
>>51521732
Word it like the cleric's lv8 feature.
Once on each of your turns when you hit a creature with a weapon attack, you can apply the charged spell's effect.
>>
>>51521771
pc
>>
>>51521749
Probably from WA
>>
>>51521842
Barbarian/Fighter multiclass most likely.
Fighter Battlemaster to 5 for action surge and all the maneuvers and then bear Barbarian for his crazy tankiness.
Can carry a hand crossbow to replicate his arm one. The cannon will however be a bit more difficult to replicate.
>>
>>51521779
He seems to be a fan of Pathfinder.

>>51521969
From Tassie actually.
>>
Release the goddamn UA already. Why was it moved to 6th?
>>
>>51518390
Not picking vhuman for pam and sentinel at 1. Or HAM and tough? Or xbow master and sharpshooter? Or lucky and any feat?
>>
>>51522188
Just for that. Gonna be at the 12th now.
>>
>>51522188
You god damn jinxed it.
>>
>>51519948
>it would be unethical to steal my player's characters
Just ask?
>>
>>51520213
>round up
No.
Bad GM.
Always round down.
>>
>>51521089
Maybe he wants you guys to run away sometimes? If you get rests in between fights, Druid with circle of twilight can bring some pain.
>>
Let's say I made a playable race of Orcs for my setting, but I took the DMG/Volo template for Orcish PCs, and added a line that said, "The highest you can raise your Strength through the ASI class feature is 22, not 20."

How much could that effect game balance? Especially if I have no plans to introduce magic items that can effect ability scores?
>>
>>51522543
I thought recovery rules usually round up? Was I wrong? Well, changing it is not a big deal, as the first five levels (when this is at most importance) the max motes is always even.
>>
>>51522657
Orcs are instantly best martials, especially GWM fighters.
>>
>>51522657
It would be a significant boost, but probably not as significant as you think

Keep in mind that such a thing can only kick in around level 10 at best, and that baseline orcs are pretty much just shittier half-orcs, and variant humans exist
>>
>>51522657
A hill giant has 21 str and can throw boulders. Those orcs are going to be amazing.
>>
>>51522657
Taking into account that Barb would be a very probable class fluff-wise, how would you work this with Primal Champion?

It's not like anyone would make it to 20th level, but for completeness' sake.
>>
Is some Pathfinder's Mythtic Adventures analog exists in D&D 5?
>>
>>51522794
I think it's called 3.5
>>
>>51522657
It's kinda anti-fun because it gives people less ASIs if they want to plan for an optimal build, and it's a racial feature that either isn't used or is used rather than is always useful. So if you don't max your strength, you're wasting your race's potential, and if you do you're not going to get fun feats.
>>
>>51522728

If I allowed this, an Orcish PC with the standard array could have 20 Str *and* GWM by level 6. That would allow a +3 attack roll and a +15 damage roll. Which could also be achieved by a Variant Human, and this is exactly the sort of shenanigans that cause people to ban V. Humans from campaigns.

>>51522783
I think I'd have to balk at letting someone have 26 Strength. An Orcish Primal Champion and a Human Primal Champion are drawing upon the same "power source" anyway, so they should have the same 24 Str ceiling.
>>
>>51522920
No?

If orcs still have a +2 to str, not a +4, you still end up with either 19 strength at level 6 with GWM, or 20 strength at level 6

The change proposed only effects late game characters
>>
>>51522978
...oops.

I could have sworn Orcish PCs got +4 Str, like they did in 3.x.
>>
>>51522920
Oh, wow, fighters can get good at hitting things. Better ban variant humans.

However, yes, it is a slight problem that variant human is essentially +3 instead of +2 to your main stat for any class with an obligatory feat requirement because you can take +2 instead of when you'd normally take a feat... But that's not too big a deal, I think, especially if you give everyone a free feat because then any class with a single obligatory feat can play something else (mostly looking at paladin or maybe mobile monk).
>>
What things provoke Attack of Opportunity, except leaving melee range of a creature without Disengaging?
>>
>>51523117
By RAW, nothing unless stuff like PAM counts as an opportunity attack.

You don't get opportunity attacks if an enemy reloads or picks up a weapon or lies down or any of that in front of an enemy, though a DM may rule it in within reason.
>>
>>51523117
I think that's the only thing that causes Attacks of Opportunity now. They're much harder to trigger than in 3.x

Also, to actually *use* an Action of Opportunity, the attacker has to use their reaction. Lots of PCs and monsters both have other things they can do with their reactions, and therefore might choose to ignore an AO so they can do something else.
>>
>>51522794
Not quite that, but Epic Boons from the DMG in place of attaining levels after 20th level or in place of levels.
>>
>>51523279
What is PAM?

I feel like if a prone enemy gets up in melee range you should get an AoO.

>>51523283
Yeah if they have a reaction like Deflect Missile or something, AoO isn't worth it.
>>
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>>51517658
While we're on about AoOs

Can you replace an AoO with a shove to keep someone permanently prone as long as you spend reactions to do so?
>>
>>51521197
Your spellbound can be literally a collection of napkins if you want. Make your own spellbook
>>
A player of mine wants to do lawful evil Goblin Necromancer as we're about to begin Curse of Strahd


I'm like.. Not sure what to make of this.. He's a great guy, but can be a bit of a square, and he's been working so hard at expressing his creativity, and this seems like it may bolster that but

It's curse of strahd.. The fuck do I do with a necrogoblin?
>>
>>51523461
You can use a shove as a form of attack, BUT
1) You only get one reaction per turn
2) Getting up from prone is a special form of movement. And since you're not actually moving out of the range of the guy who shoved you, you're not triggering an AoO.
>>
>>51523505
>The fuck do I do with a necrogoblin?
What the fuck couldn't you do with a necromancer in CoS?
>module entirely revolving around undead, player wants to play a character that is a master of undeath
You literally have endless possibilities.
>>
>>51523505

I mean, I know what *would* happen, he'd get torches and pitchforked within twenty minutes of arrival, but I'm really torn on whether or not I ought to fiat this
>>
>>51523523
Ah ok, but RAW you could shove someone who crawls away from you to have them double prone

Put that bitch in the GROUND
>>
>>51523530

He's an evil necromancer goblin

How long do you think he'll last in Vallakis? In Krezk?

I don't know, maybe I am being dumb about this, but it really feels like a thing.
>>
>>51521369
It's pretty metal and/or brutal for a Disney movie, yeah.
>>
>>51523533
Yes, by RAW you could waste your reaction to shove someone who's already prone.
>>
>>51523548
Does the general populace have instinctive knowledge that he is an evil necromancer?
Does the general populace have Detect Evil?
If he never raises actual dead within the cities or infront of civilians, how could anyone know what he is capable of?

Stop thinking from a metagame perspective and start thinking as a commoner from Valaki or something similar. If he exhibits no sign of being a necromancer, how will anyone know?

I mean this is assuming that the player isn't an idiot and dresses in black robes, has a bone staff and chants in dead languages. Just drop him the info that the populace REALLY isn't accepting of any form of necromancy or other dark magics and he'll most likely be okay.

Otherwise you have an interesting campaign twist where he becomes hunted and you can have Strahd drop him tempting offers. There's a lot of potential with this, despite it being risqué.
>>
>>51523461
>>51523523
>When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

>Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you.

Does this wording not imply that grapples and shoves must come from the Attack action proper? Has there been a ruling about this that I've missed?
>>
>>51523428
A feat that allows you to attack if an enemy moves into your weapon's reach.

By the current rules that would make proning enemies too strong. You can prone an enemy as part of one of your attacks already, or there are many effects that prone things. It would also mean anyone who stands up from prone might as well move away afterwards as well.

Also, being prone is worse than just a -2 to AC or something, most of the time.
>>
>>51523589
>start thinking as a commoner from Valaki

He's a goblin


With a probably a few bones on his necklace.
>>
>>51523589
>Peasant uses detect evil
>Detect Evil tells the peasant that the target is neither a celesital, fiend or undead
>>
>>51523589
>Otherwise you have an interesting campaign twist where he becomes hunted and you can have Strahd drop him tempting offers

You know, between the amber temple, the vallakovich, the tower and Strahd, I think you're right, there really is a spot for him here
>>
>>51523618
I mean you're the DM, so feel free to shoot his idea down.
I'm just seeing it as an interesting twist, and if you play with it then you'll easily see your player start to grow better at RP in general if he gets into it.

>>51523621
Oh right, forgot that Detect Evil doesn't work as advertised in 5e.
My bad.
>>
>>51523600
You don't actually change your location when you stand up from prone. Therefore you're neither entering nor leaving anyone else's reach when you do so.
>>
>>51523630
That's what I was thinking.
I'm at the end of CoS right now and there really are interesting options with that character.
>>
Anons? I could really use a hand.

As an aspiring homebrewer, one of the races on my radar recently was the Saurian Shifter. Introduced in Dragon Magazine #328, these were basically watered-down were-dinosaurs. Now, call me immature if you must, but I think that this is actually a pretty awesome idea, especially after reading about the Ka-Tainted (sorcerously created dino-men) of Mystara's Hollow World in Dragon Magazine #315. Now, here's the thing... back in 3.5, Saurian Shifters could pick two "Shifting Aspects" and put them together in order to make their Shifter. In 5e, the vanilla Shifter only gets 1 "Shifter Aspect" at all, treating them as subraces.

Thing is, the Eberron Update races are... well, frankly rather bland and underpowered. The 3.5 Saurian Shifter traits have some ideas, but are mostly retreads of the Shifter. Heck, even the Ka-Tainted at least had some variable abilities depending on whether you used a Pleisiosaur, Tyrannosaur, Raptor or Triceratops in the ritual.

Ultimately, with your help, I dumped the "Eberron Style" writeup I did and now I could use help balancing out the version that I did stick with.

Ability Score Modifier: +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Darkvision
Shifting: On your turn, you can spend a bonus action to Shift, entering an altered state that lasts for 1 minute or until you spend another bonus action to end it. Whilst shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1) and a Shifting Feature racial trait determined by your subrace. After you have used this trait, you must complete a short rest or long rest before using it again.
Subrace: Choose between the Deathjaw, Boneskin, Thunderfoot, Seasnatcher, Skyskimmer, Clawkiller, Hornbrute or Riptail subraces. The subrace you choose alters your ability score and determines your Shifting Feature.
>>
>People of Vallaki
>Giving a shit about a goblin of any kind
>When half of them don't even have souls
>And have to deal with incessant bleakness and despair in their lives
>On top of the neverending thread of death from attack from literally freaking everything in Barovia
>And then there's the shit going on with the people of Vallaki itself

I wouldn't worry about playing a Goblin in Barovia.
>>
>>51523695
Deathjaw Subrace
Ability Score Increase: +2 Strength
Fang-filled Maw: When making an unarmed strike, you can choose to do a bite attack instead. This changes your damage to 1 + Strength modifier Piercing damage and allows you to automatically grapple a target of your size or smaller on a successful hit.
Rip and Tear: Whilst grappling a target, you can use a Bonus Action to make a bite attack against that target. Your bite attack inflicts 1d3 + Strength modifier Piercing damage when used this way.
Keen Scent: You have Advantage on Wisdom (Perception) checks involving smell.
Shifting Feature: While Shifted, your Bite attack increases in damage to 1d6 + Strength modifier and counts as Magical for purposes of penetrating damage resistance.
>>
> A bard with Find Familiar and Find Steed
> one is celestial, one is fiend
> sometime conjure fey up for fun
> Make Paladin divine sense radar goes bonker everytime
>>
>>51523695
Boneskin Subrace
Ability Score Increase: +2 Constitution
Impenetrable Hide: When unarmored, your natural AC is 13 + Constitution modifier. When wearing armor that would give you a lower AC, you can choose to use your natural AC. A shield's benefits apply as normal whilst using your natural armor.
Thick Skull: You have Advantage on Constitution saves against the Stunned effect.
Cudgeling Tail: Your powerful tail allows you to deliver an Unarmed Strike that deals 1d4 + Strength modifier Bludgeoning damage as a Bonus Action.
Shifting Feature: When you shift, you gain temporary hit points equal to double your level + twice your Constitution modifier (minimum of +2) instead of the normal level + Constitution modifier.
>>
>>51523695
Thunderfoot Subrace
Ability Score Increase: +1 Constitution, +1 Strength
Powerful Build: You count as one size larger for determining your carrying, dragging, pushing and pulling capacity.
Tail Whip: As a bonus action, you can make a Tail Slap. This is an Unarmed Strike with the Reach (10 feet) trait and which delivers 1d3 + Strength modifier Bludgeoning Damage.
Shifting Feature: While Shifted, you gain +5 feet of Reach with all attacks and double your damage with Unarmed Strikes, but also counts as one size larger for determining space.
>>
>>51523637
We know that, but the question is what would happen if standing from prone did cause opportunity attacks
and the answer is it's kinda bullshit.

>>51523720
Fortunately it's not like ranger's ability in that it'll effectively 'radar jam' them.
>>
>>51523695
Seasnatcher Subrace
Ability Score Increase: +1 Strength, +1 Dexterity
Swimmer: You have a Swim speed of 30 feet.
Hold Breath: You can hold its breath for 15 minutes.
Shifting Feature: While Shifted, you increase your Swim speed to 60 feet and gain the Amphibious trait.
>>
>>51523695
Skyskimmer Subrace
Ability Score Increase: +2 Dexterity
Perch-Seeker: A Skyskimmer Shifter has Advantage on Strength (Climb) and jumping checks.
Glider: A Skyskimmer Shifter that is not Incapacitated is immune to Falling damage.
Shifting Feature: While Shifted, your wings strengthen, giving you a Fly speed. At 1st level, these are only powerful enough to propel you at a rate of 10 feet per round. At 3rd, 5th and 7th level, your flight speed increases by +10 feet, giving you a Fly speed of 20 feet, 30 feet and 40 feet, respectively.
>>
>>51523695
Clawkiller Subrace
Ability Score Increase: +1 Dexterity
Scything Claws: Your Unarmed Strike damage changes to 1 + Dexterity modifier Slashing damage.
Swift Runner: Your base land speed increases to 40 feet.
Leaping Killer: You ignore the movement penalty for difficult terrain and have Advantage on Jump checks.
Shifting Feature: While Shifted, your Unarmed Strikes do 1d6 + Dexterity modifier Magical Slashing damage. You also gain an Extra Attack which can only be used to make an Unarmed Strike.
>>
>>51523695
Hornbrute Subrace
Ability Score Increase: +2 Strength
Thunderous Passage: If you declare a Charge Attack (make a Move action within range of an enemy, then make a melee attack against that enemy), you can ignore Difficult Terrain between you and your target.
Charger: Your base movement speed increases to 35 feet.
Ramming Speed: If you make a Move action before making a Shove attack, you gain Advantage on the Shove check.
Shifting Feature: While Shifted, if you use a Move action to move into an enemy's space, that enemy automatically takes 1d6 + Strength modifier Magical Piercing damage if you reach them.
>>
What's a better weapon for the monkey to 2 hand? Quarter staff or Spear?
>>
>>51523695
Riptail Subrace
Ability Score Increase: +2 Strength
Scything Tail: As a bonus action, you can make a tail sweep attack. This is an Unarmed Strike that deals 1 + Strength modifier Slashing damage.
Immovable: Enemies suffer Disadvantage when making Shove checks against you.
Shifting Feature: While Shifted, you gain +1 to Armor Class. Additionally, your tail sweep attack now does 1d6 + Strength modifier Magical Slashing damage.
>>
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>>51523695
>not putting multiple races in a single post so there's not 5+ posts to read through
>or even using a pdf like a sane person

Why did you think this was a good idea

>>51523788
Spear can use Spear Mastery but Quarterstaff can use Polearm Master so pick your poison. I think Quarterstaff fits a monkey more
>>
>>51523788
Assuming the monkey doesn't get proficiency with weapons because it's a fucking monkey, neither. It's better off going apeshit on things.
>>
>>51517658

People are aware that the pastebin link doesn't work right?
>>
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You got a problem with monkeys?
>>
>>51523848
http://pastebin.com/X1TFNxck

OP managed to cut a bit off.
>>
Had a tomb a ring in it. a ton of exposition, it shined, platinum band with a skull signet on it.

Originally another character was going to get it - chose not to because he believed it was cursed. Greedy player put it on his finger, then later tried to identify it.

So he's cursed.

whats an interesting curse, but also a benefit.

He's a rude gunsmith artificer drunk, who steals and deceives the party.
>>
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Google keeps failing me. Can a thief essentially use more than 1 item per turn using their Fast Hands?
Like, can they lob a vial of Oil and then an Alchemist fire in the same turn using Fast Hands and the Use Object action?
>>
>>51523964
Alcohol now gives him +4 to hit on attack rolls, and disadvantage on defence rolls until a short rest.
>>
>>51523993

Got into an argument few days back on here, with the consensus being that Fast Hands doesn't work with Alchemist's Fire or anything like that.
>>
I couldn't let this go unappreciated:

>>51521127
>If i am 200ft away and firing an arrow from a concealed spot then how in the world are they gonna notice it.
Problem.
>perhaps they see the projectile before it hits them
Solution.

/Thread.
>>
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>>51524017
But why? Reading the PHB, it would make sense that it uses the Use an Object to interact with it, wouldn't it?
>>
Does anyone have a link to a Dungeonology pdf? It's not in the trove and I'm really curious about what's in it
>>
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>>51524069
The first line here even states as an Action.
>>
>>51524069
>>51524086

The argument that was used against me was that the items in question all use a "special action" as defined within their own text, not the "use an item" action. I had planned to Tweet Jeremy Crawford the question, but I already sent him a question that he hasn't responded to, and I don't want to send two questions to him at once.
>>
>>51524086
Yes, but it sounds like an attack action, not an object interaction.

This is getting into "dropping knives on people isn't an attack" territory though, so you'll have to decide what you think is right and houserule.
>>
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>>51524133
>>51524155
Then what the hell can you even do with Fast Hand's Use Object? Feels like a waste.
>>
>>51524165

Apparently, according to what was argued against me, you can use ladders or rope or even a pole.
>>
>>51521438
I Dm for two groups, alternating weeks usually but I've done them back to back before with no issue. Both great groups, one veteran group and one rookie group.

The eventual plan is to book a conference room and do a 15 player megasession for the campaigns end boss if they make it that far
>>
>>51523964
Benefit: Can talk and interact with spoopy shit
Curse: Can talk to and interact with spoopy shit
>>
>>51523993
You are essentially making a ranged attack with the oil, thus, it should not come under 'use an object' but instead 'attack'.
If you're lucky, a DM might let you do this if you have 'extra attack', but by RAW that's not allowed either.
>>
>Assassin rogue
>enter combat, get surprise round, hidden
>initiative is rolled
>enemy gets higher initiative
>becomes unsurprised
>you don't do jack shit
>combat ends
>enter combat again, reroll initiative, repeat until you have a higher initiative
>shoot them for crits

Why wouldn't this work? It's essentially 'waiting for the right moment'.
>>
>>51524165
You can do stuff like sheathing your weapon, getting your acid vial and throw it in the same turn for example.

Which you wouldn't be able to do otherwise.
>>
So can a rogue gain sneak attack for improvised ranged weapons?
>>
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>>51524182
>15 player game even if it's a one-off
>>
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Alright boys, coming to you for ideas. I've got a shit load of ideas myself, but I want to get some fresh ones so I can pick and choose.

In the setting I play in, if a cleric doesn't bless a corpse after it dies after a day or so it becomes an undead creature. I'll be playing a Death domain cleric who I'm gonna run by my GM to see if I can make an order that my cleric belongs to. The idea I had was this order is referred to as the Burial Sect/Agency, which are affiliated with the main religion in the setting. Their purpose is to specifically go out and neutralize undead that have been left to zombify due to negligence.

Now the question, I've put more thought into the order than I have my own character. What are some interestng motivations for my character to become a cleric that deals specifically with dispatching undead? I'm looking for non-religious motivations.
>>
>>51524329
It's practically impossible to get an improvized ranged weapon. You'd have to fine-tune it to the point that it actually becomes a dart or bow or whatever.

As such, the answer is 'this question doesn't even make sense'.
>>
>>51524355
If allowed by the DM, they could have something where they hear the agonized voices of the dying and the Cleric can't bear to put up with the whispers on the wind every night, and the only way they can find solitude is in putting the restless dead to rest.
>>
>>51524289

Higher initiative doesn't "cure" the surprised status.
>>
>>51524374
Mostly asking because Vials of Acid, Alchemist's Fire, etc all are improvised Ranged Weapons.
>>
>>51524394
That's what has been said, somewhere. You can't crit if your initiative is afterwards.
And anyway, you'd benefit from having a higher initiative because you'd get two attacks before their turn.

>>51524397
I'd look at it as
>it's a bottle, therefore it's an improvized shitty club that's maybe 1d4 damage if you're lucky
>you throw it, therefore it's still a melee weapon, but you make a ranged attack with it
Essentially.
>>
>>51524393
I kinda like that idea, I had a semi-similar one involving the Haunted One background. That a ghost was following/pestering him to help the souls of the lost.
>>
>>51524432
>>51524397
Oh, but actually it's a special action with set damage, so it'd be an improvised weapon that does no damage but has an additional effect.

There's nothing that says it's an improvised ranged weapon, only that it's an improvised weapon.
>>
I'm back again, yall have answered a ton of my questions as I've gotten into 5e from 3.5 and started planning my first campaign.
Should I start my players off at level 1 or jump them to level 3 or 4 where it gets more interesting?
3 of them have never played before, and the 4th hasn't played 5e
>>
>>51524509
Start at level 1, level them to 2 after one (or if they don't make much progress make it two) sesions, then 3 after another session (or two again if you need to slow down because nobody understands anything).

Level 1 and 2 are like the tutorial levels, but watch out as players are rather squishy at those levels.
>>
Someone pplease explain to me how charm works


If a creature is charmed and I lay a prot from evil on her or put her next to a paladina aura of devotion does this break the charm?
>>
>>51517763
Put it into the trash
>>
>>51524394
Yes it does. When your turn ends, surprise status ends. If someone completely unaware of the rogue rolls higher initiative , that creature metagames and goes first, does nothing but gains reactions and is no longer surprised. You can still be hidden, but it is aware of you.
>>
>>51523548
I think the commoners could assume he's a party pet or something
They certainly wouldn't be inviting of him, but I don't see why they would be automatically KOS hostile if he's in a group with a bunch of other "normal" races
>>
>>51524660
I don't think you understand literally anything

Firstly, boosting saves does nothing if you've already failed a save.

Secondly, all 'charmed' does is prevent you from attacking the thing that charmed you, really. It's not even a big deal unless there are additional effects.

For example, charm person not only charms a person but makes them treat you like a friend. That doesn't mean they can't try to stop you from doing bullshit like attacking them or their friends, though.
>>
>>51524829

Aura of Devotion doesnt bolster saves, thats aura of protection. Aura of devotion from the oath of devotiom says 'you or our allies withim ten feet cant be charmed'
>>
>>51524289
When initative start, the other party knew there is a threat nearby.

They sense your blood list, qi, power level or whatever
>>
>>51521267
>I am unsure if playing the Paladin correctly or badly now.
If you're including the change of heart when you realize you were wrong, you're absolutely playing it right.
>>
New thread fellas>>51525006
>>
>>51521378
Rollin
>>
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Any item/magic combo that can allow you to steampunk spiderman? Perhaps some ranger gear?
>>
>>51524674
No it doesn't. A surprised creature can’t move or take an action on its first turn of the combat, and can’t take a reaction until that turn ends.

The initiative won't change anything to that fact. The only thing it changes is that if the surprised has a higher initiative than the hidden then it might be able to use its reaction on him when he gets ravaged by that big surprise
>>
>>51524886
Oh, good point.

Well, I can still act all smug and mighty by saying
'Just google it'
Sage advice usually has answers.
http://www.sageadvice.eu/2016/05/31/does-aura-of-devotion-suspend-an-already-charmed-ally/
>>
>>51524660
Answered it in the new thread.
>>51525006
>>
>>51524893
By that logic stealth is completely pointless as everybody can sense your power somehow even with perfect stealth.

Since you are hidden, they should not know your location. At the very least the target will get an 'uneasy feeling' and you can just come back 2 minutes later once they forget about it.
>>
>>51525158
Don't listen to him, he doesn't know what he's talking about
>>
>>51523713
+1 STR and 1 ability

>>51523728
Again, +1 additional stat and 1 ability,
the temp hit points should be a generic shifter trait like dark vision and +1 con. It represents the extra vitality they have.

>>51523740
1 stat bonus and 1 ability

>>51523747
>>51523764
>>51523777
>>51523786
>>51523795

You know what I'm gonna say.

Look. So far, there are no level adjustments for race in the game, and that's intentional. What you are/start as matters less than what you do. That's why the mud farmer's son can grow up to kill a dragon. If you want to make a more powerful PC race, you have to give it disadvantages to balance the advantages you give it, or you miss the point. If you want to just play broken overpowered shit go back to 3.5.
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Read more on this topic here - https://archived.moe/talk/thread/1694/


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