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/5eg/ - Fifth Edition General

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Thread images: 36

>Unearthed Arcana: Greyhawk Initiative:
http://media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf

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

>/5eg/ Alternate Trove:
https://dnd.rem.uz/5e%20D%26D%20Books/

>Resources Pastebin:
http://pastebin.com/X1TFNxck

>Previous thread:
>>54587838

Has your party ever taken part (either offensively or defensively) in a siege or other large-scale battle/conflict/war?

How did it turn out? Did the DM do a good job? Were you satisfied with it? Did your character take anything away from the experience?
>>
>>54596354
First for imps
>>
>>54596355
Neither are really the more traditional D&D savage minotaur, flavor or mechanically.
>>
Copied from back end of old thread:

So I'm rolling a tempest cleric, and we rolled for our stats, 4d6 drop low.

I wound up with(after stat bonuses from race as a hill dorf):

STR 13
DEX 9
CON 15
INT 12
WIS 15
CHA 11

How'd I roll? Should level 4 go to ASI or a feat?

Am I better served going in with my shield and warhammer or just casting sacred flame and being a babby ranged combatant for the first couple of levels?
>>
>>54596432
...The Amonkhetian Minotaur is a Str/Con race with a horn attack, free proficiency in Intimidation and the Half-Orc's Relentless Endurance and Savage Attacks traits.

You're telling me you can't take the flavor of the D&D minotaur and run it with this crunch?

Because that seems a pretty damn perfect fit for the iconic "savage" minotaur. What more do you need?
>>
>>54596434
> rolling for stats
Also ASI obviously get CON and WIS to 16.
>>
Inspired by morrowind, I'd like to make an alchemical system for my world. The basic premise will be just like morrowind: ingredients have up to 4 effects. You can combine up to 4 ingredients. Any matches of effects between two or more ingredients are expressed in the final potion.

During a short or long rest, you can spend half of your time gathering ingredients. If you do, make a check (haven't determined what that check will be yet), and the DM will award you a random amount of ingredients of random types appropriate for the region you're in.

I would like to make some of the effects unique, something that can't be done with just spellcasting. I would also like to adjust the region lists of plants and animal based ingredients so that some effects are much more common in regions than others. Like the stereotypical mordor ripoff might have more poisonous effects, and the holy elven hippie peace forest might have more curative ingredients. This seems like it would be a neat way to give each region some more character.

Anyways, thoughts on this? Is it a worthwhile project? What sorts of alchemical effects would you like to see?
>>
Keeping homebrew talk alive and reposting these for critiques and suggestions:

http://homebrewery.naturalcrit.com/share/BJMbkZIU-
> Fighter Options
> Gladiator: Charisma based fighter
> Beast Knight: Versatile fighter
> Sadist: Int based disabler in the same vein as Battlemaster, but with a combo system


http://homebrewery.naturalcrit.com/share/HyycpK_K
> Paladin Oaths
> Bushido - Self explanatory
> Reason - Started off as "Truth", turned into objectivism / libertarianism because I was watching debates.
>>
>>54596589
> needlessly increase book keeping and tracking
only worthwhile if your players have autism
>>
>>54596543
>Implying rolling isn't the best method for character generation

That's the thing senpai, I can get to that sweet delicious +3 mod on both, or I can take that sweet sweet War Caster feat.
>>
>>54596589
This has a basic alchemy system you can draw from: https://drive.google.com/file/d/0B7CIGCMCtoETVmhDNEZMbUVweTg/view

And this has a pretty in depth alchemy system you can steal from: https://drive.google.com/file/d/0B4jAv0Wgv9taT2ZpejNudV9DcDg/view
>>
>>54596636
Well, you rolled shit so your character won't be great.

Your STR and DEX are low enough that you can't really use weapons, which Tempest is built for. So you should be using Cantrips but know that you're going to be pretty bad at at-will damage.
>>
>>54596612
I'm only commenting on the oath of reason, cause the others don't interest me in the slightest.

Generally: you've made it so a ton of the features overlap. Redo it so only one feature lets the paladin identify illusions. I would make that feature the 3rd level channel divinity feature. You've also focused way too much on the objective perception flavor of objectivism. You need to deal with some features that expand on the other tenets, such as individualism, nonforgiveness/justice, and you know, selfishness (which you seem to have ignored), etc.

Specifically:
3rd level feature against illusions is too narrow. Make this affect liars too. Specifically, people that have lied to the paladin or its allies within 30 feet, in the last day or so. That gives his power a more wider application. Secondly, the nearly automatic crit feature is overpowered, and not flavorful to a paladin of what is a nonviolent philosophy. I know you've gotta make some allowances to the murderhobo nature of DnD, but still.

I'm still thinking about the other features.
>>
Are the Brimstone Angel novels any good?
Sorry if this isn't the best thread to ask. I've seen other novels being discussed here so I figured you guys might know.
>>
What's your favourite class outside of combat?

Since they all seem basically useful in fights, I'm shopping around to see which one looks the most fun to play the rest of the time.
>>
>>54597013
>outside of combat

any 9th level caster that isn't sorcerer
>>
>>54597013
Either Arcane Trickster or Chainlock. The shenanigans both can get up to outside of combat is great.
>>
>>54597013
My favorite is probably Enchantment Wizard or a Thief Rogue. They're both amazing fun for flavor and abilities.
>>
What creatures can possess someone's?
>>
So, I know this is homebrew, but it's 5e related, so I was hoping you lot might help me figure out how to make it work. Trying to cook up the flavoring for a new Paladin oath:

Oath of the Pyre
Also known as the Oath of the Grave, Tomb or Sepulcher, depending on cultural trappings, paladins of the Oath of the Pyre seek to oppose the great defiling force that is necromancy. Often formed amidst worshippers of deities who govern the cycle of life, such as the Raven Queen or Wee Jas, these paladins - frequently known as deathslayers, tomb guards, dawnbringers and torchbearers - seek to defend the peaceful sleep of the dead and to hunt down those who break the cycle of existence. Necromancers and free-willed undead such as vampires, death knights and liches are the great enemies that these paladins seek to battle, whilst others seek out lesser undead to end their torment, or guard burial sights against invasion and defilement. Some paladins for these orders are grim and stoic, whilst others are vibrant, believing in passionately enjoying the time they have available to them. All are united by common cause.

Tenets of the Oath of the Pyre
The creed of the dawnbringers is simple and pure, focused on preserving the sanctity of death and warding against those who would defile it.

The Dead Should Sleep: When the dead rise from their graves and walk amongst the living, seek out the reason why and shepherd them back into their rest eternal.

All Things Have Their Time: Everything is born, lives, and ultimately dies. Do not seek to break this cycle for selfish reasons, nor suffer others to tear it asunder.

Fear Not The Reaper: Accept the end with dignity, when it comes, and teach others to do likewise.

Defile Not The Tomb: The sanctity of the grave is paramount. Seek to seal breaches and restore the tomb, that the dead may have their dignity.

Honor The Fallen: All shall join the ranks of the dead in time. Remember those who have fallen and treat the dead with respect.
>>
>>54597013
Fighter. Athletics is a very versatile skill.
>>
>>54596881
Thank you. I was wondering why something about it seemed so off. Trying to think of fluff and mechanics that fit those tenets is interesting though.
>>
>>54597013
Druid
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Hey /5eg/. My party is a Wizard, a Warlock and a Ranger. I decided to be a barbarian so we could have a reliable bag of HP to tgrow at things. Taking path of the bear totem, I've come up to my level 4 ASI. I already have 16 CON, so I'm wondering if I should bump that again or take the Tough feat for ezHP and start bumping strength more.

Relevant stats: AC 14, STR 14, DEX 12, CON 16.
>>
>>54597257
STR to 16.
>>
>>54596743
I could always swap my race out for Mountain Dorf canning my WIS to 14 but my STR to 15.
Then I can ASI it back up and/or magic items can help.
>>
>>54597164

Interesting.

Right now the spell that this oath should definitely have off the top of my head is Gentle Repose.
>>
Lost Mines GM, how did things go? I must know!
>>
>>54597291
Why, thank you. And I agree, Gentle Repose is an obvious fit.

Still, do the commandments make sense? Do they fit the theme?
>>
>>54597257
Strength. Strength. Strength.
>>
>>54596354
Using a lore bard to represent someone who spent a lot of time as a scholar in an abbey who got some combat training to augment their natural magic ability.

I'm thinking of getting the feat that gives you a superiority die to represent some of the fencing training he received. Is it worth it as a feat or am I making a purely fluff choice here? Any more viable alternatives?
>>
Hey there, I'm a total noob to D&D and would like to use this edition. I created some creatures for Chronicles Of Darkness that I would like to adapt into this setting for later use. Can any of you please help me?
>>
>>54597007
I thought they were pretty good. Better written than most of the airport-tier D&D books we get.
>>
Anyone listen to D&D podcasts and anyone care if I plug mine?
>>
>>54596612
>reason
>libertarianism
>>
>>54597441
You'll get significantly more mileage out of Magic Initiate- WLK or SOR for Booming Blade and/or Green Flame Blade.
>>
>>54597150
someone's what, anon?
>>
>>54597551
You don't think there's some logic in that ideology?
>>
>>54597573
Body, presumably.
>>
>>54597378
I've had a blast every time I've run it, though once I had a munchkin EK show up and fuck around, while the Cleric later told me that he was expressly there to make life difficult for the EK's player. I tuned up the boss fight in WEC partially to punish them, partially because they'd been thorough and leveled up pretty well and needed more challenge. I'll post my tricks and some story if you want.
>>
>>54596434
>>54596636
>>54597290
So since you're set on being a Tempest dorf, you can be either a decent melee support caster or an ok ranged caster.

I would say stay with Hill Dwarf, the +1 HP every level is effectively a +2 to CON mod when you factor the racial bonus, not to mention that you give up better WIS and HP for just +1 to your STR mod by going for Mountain dwarf.

You can keep your current stats and bump the 15s to 16 (increased HP, spell DC, and important saving throws is pretty fuckin dank), using the next few to increase WIS and maybe grab Tough for extra BEEF.

You should focus on casting in the thick of it, using your fat HP to cushion damage and deal with con checks.
>>
>>54597463
Before you start transposing monsters and classes and such, you should really learn the ins and outs of the system. It'll help you temper your expectations in terms of what the creatures can do, as I can almost guarantee that you won't be able to copy the mechanics perfectly.
>>
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Give me your best character concepts. Just got finished playing a campaign as a Kenku Cleric who repeated sermons. I was thinking a Hands specialist Wizard, but I don't know if that'd work in 5E. I wanted to do necromancy Sabriel but 5E is kinda lacking in cool necromancy stuff
>>
>>54597257
Ew, why is your con higher than your str.

Up strength every time til it is 20
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Why are tumblr noses such a big deal?
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>>54598068
Tiefling from a human/half-elf noble family who was ousted to the local abbey. The abbot there raised him as a son before spiriting him away to a friend from "the wars," because the town was using the boy as a scapegoat for their hard times.

Ten years later and he is a moderately-accomplished "contractor," (our GM likes the Acq Inc idea that "adventurer guilds," often sell themselves as mercenary corporations) who is just trying to show people that he can be a good person despite his race.

His personal arc involved his father trying to force him to abdicate his legal right to inherit. This involved a return to home and the party seeing the abbey that saved his life. Lots of emotional moments between him and his estranged family.

He would eventually win the legal case but choose to abdicate of his own will. When asked why by his romantic interest, he told her that he didn't want to stay in this place with its awful memories of abuse and fear, but he wanted the choice to be his own.
>>
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Does anyone have experience running this yet? It came out recently and I was wanting to run a campaign around it.
>>
>>54598244
?
>>
>>54597653
So I should focus more on tanking, and using the spells as my primary form of getting shit done. Any melee damage is just gravy, right?
>>
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>>54598244
I dont mind firbolgs having bigly yuge tumblr noses as they're explicitly meant to be not humans, the thing that bothers me is their proportions being like a Dwarf despite being 7-8 feet tall. They should be built more like forest-flavor Gerudos.
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I'm going to start DMing for a new campaign soonish, and am starting to experiment a bit with creating new enemies. For the first adventure, I am planning on featuring a sort of "rat wizard" or "rat summoner" as the first big bad.

I mainly want to do that to make the typical first monster, the rat, more interesting. The concept for him is that he is a wizard or sorcerer of some sort whose skills and abilities primarily revolve around rats. He summons rats into a bag of holding he has and throws them at the adventurers, he can revive fallen humanoids as feral wererats, and other such things.

I'm thinking of using the mage from the Monster Manual as a base, but I'm not totally sold on it yet. Any suggestions, either for a better monster to base this on or just for abilities and/or stats? I'd appreciate all the help I can get, especially since this is my first time creating something new like this and am not sure how to balance things.
>>
Is having a +6 to attack as a level 1 human fighter with a longsword possible
>>
>>54599142
if you roll for stats, 18 str for a +4 mod and +2 proficiency mod.
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Any tips for playing and making this guy?
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>>54599233
You can get 18 without sacrificing TOO much by buying a 17.
I mean, you shouldn't, but you could

>>54597585
Not same anon, but I think that while it's reasonable to an extent it shouldn't be equivalent to reason.
>>
>>54599301
>by buying a 17
Can only use point buy for a max of 15, read the fucking book.

>>54599142
Blade Mastery feat gives you +1 Attack with all Swords.
>>
>>54596612
Do major/perfect Marks include the perks of lower tiers, or do you have to pick just one?
>>
>>54599301
you can only buy up to a 15 by RAW. but if you roll for stats, you can get 18 if you roll a 17 or 18, or if you're variant, if you roll 16 and pick a feat that gives you +1 STR
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>>54592898
Human variant
UA spear mastery feat, gives +1 to attack with spears, damage dice goes up one grade both 1 handed and 2 handed, so now it's the only thrown D8 weapon. Bonus action to set against a charge for a reactionary attack as they get within reach of you and adds extra damage onto that attack, and can use a bonus action to increase it's reach by 5 extra feet for the turn

Fighter, Dueling fighting style as it's confirmed the bonus damage applies to thrown weapons as well.

Now which archetype you go... Battlemaster.
The majority of the battlemaster abilities proc off a weapon attack, regardless if it's ranged or melee, so you can proc the abilities in melee or by throwing the weapon. Lunging attack does require melee, however it doesn't require an action to do, just use a superiority dice, so you can use your bonus to get an extra 5 reach then use the dice to get another 5, just in case you don't want to lose your weapon and the person is a few squares away. Menacing attack, you throw with such force you scare the enemy. Pushing attack, you throw so hard you vault them backwards. Etc., etc.

For feats: GWM doesn't honestly do much for you, your weapon isn't heavy so you only get half the feat. An interesting feat to look at may be Charger. Think of it...

Move 10 feet to get charge, choose +5 damage, then add pushing attack on top of that and get that dice damage bonus and possibly push them back 15 feet... and if you got a 2nd attack you can do it again if you want, I don't see a rule that says you can only use one superiority dice per round/turn.
Or, Charge, use shove to push the enemy 10 feet because of the feat, then throw to get a pushing attack, they are now 25 feet away, etc. etc.

Just make sure you have a ton of spears on you. Spears, spears everywhere.

Become pic related
>>
>>54599366
>>54599421
That is strange. Oh well then. It's not like I ever intended to pointbuy higher than 15 anyway.
>>
>>54596354
My group once found ourselves in some ruins in the underdark in the midst of an all-out war between Sahuagin and Kuo-Toa. The DM increased the scale of the board to make it something like 30 feet per square and as a result we could move about two squares through a 60-80 foot cavern towards a stairway that lead to the surface. We were just on the fringes of the actual battle but every turn we rolled to see what would happen - if we'd get damaged in the crossfire, fell an enemy that spotted us, find any dropped loot, etc.
it took forever and wasn't very fun.
>>
Making a single (mechanical) race for a campaign (players can fluff it to be any race)

Does this seem decent for a one size fits all race? (Based around Half Elf)

>+2 to 1 ability, +1 to two others
>30 movespeed
>Common and one other language
>two skills

>Pick one of the following-
>Powerful Build
>Fey Ancestry
>One Feat (from a list, no GWM, SS, PAM, or CBE on it- mostly "background feats")
Anything you would change? I don't mind that PCs will be a bit stronger than average since most encounters are going to be Deadly.
>>
>>54599556

>+2 Str
>+1 Con
>+1 Dex
>30ft of movement
>Two skills
>Powerful Build

That's one hell of a Barbarian.
>>
>>54599475
oh, for a little extra cheese, a single dip of barbarian would be useful, rage + rage damage

Maneuvers can be used on reaction attacks as well I believe...
>set against a charge
>good chance they use their full movement or close to it to get up to you
>reaction attack, hit, pushing attack
>if they fail the save, they get pushed back and can't attack cause they ran out of movement or don't have enough to close the gap again

sounds fun
>>
Stupid question, but can I use Hypnotic Gaze and an ability that requires a stunned/grappled opponent (like say, a bite ability) on the turn after using Hypnotic Gaze?
>>
>>54599601
You could also bump one of those +1s to +2 with a Feat, though I'm not sure if I'll allow the level 1 Feats to give partial ASIs or not.
>>
>>54599601
What does Powerful Build offer a barbarian?
>>
>>54599646

If you go Bear Totem, you won't need to roll a strength check ever again.
>>
>>54599385
Yeah, the idea is that you get the benefits of all the perks of that mark granted your high enough level. Versatility comes in being able to switch out marks.
>>
>>54599610
>Maneuvers can be used on reaction attacks as well I believe...
Maneuvers can be used on any weapon attack. Readied, bonus action, attack action, the works.
A few do require melee, and there's a few that work with spell attacks.
>>
>>54599633
I imagine you're a Vampire from the Zendikar thing. If so then yes you can, that's actually a pretty clever way of using the ability.

Personally I went for a College of Whispers Bard who took Expertise in Athletics in Grappling.
>>
>>54599556
>>54599601
conversely a monk with +2 dex, +1 con/wis and the mobile feat is also pretty strong. personally i think this is fine since its the only option. it's stronger than the vanilla options but since everything's better nothing's worse.
>>
>>54599716

Awesome!
>>
>>54599725
Another thought that just came to mind would be a Death Theurge or Death Cleric Vampire.

They could use Touch of Death to boost the attack and deal a ton of unrecoverable damage. Also the Divine Strike that Clerics get would boost the Necrotic damage...

Fuck now I want to play another Vampire who's a Death Cleric.
>>
>>54598312

I was wondering something similar. For all the alternate settings available, I almoat never hear about them being used.
>>
>>54599067
>be me
>be le rat king
>meddlesome adventurers find their way into my sewer
>come ratstallion
>I ride my faithful steed into battle, and cut them down with my ratpier
>They manage to injure my mount, they will feel my wRATh
>Reach into my bag of holding for my exploding rats
>Pull the tail off of one and throw it, the explosion manages to hit 3 of the adventurers
>Their cleric falls and they turn tail and run
>I raise their fallen as my wererat slave and send him after them
>He knows their scent and has no trouble trailing them
>They'll pay for what they did to ratstallion
>I cast my most powerful spell to finish them off "Rat Race"
>Several swarms of rats appear and attack them
>I now have 3 more wererat slaves

Bad puns and rat themed abilities are all you need.
>>
>>54597441

I forget the name but the battle magic feat that lets you cast with only one hand free
>>
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>>54600088
anon dont you think these are all just a little bit cheesy?
>>
Damn, the Open Hand monk seems pretty crazy good. Good stuff, it's not like the 3.5e monk at all.
>>
>>54600182
Monk is good in general. Extra attacks and stunning strike are welcome additions. Open hand and Shadow monk are both good options.

They are no Paladin, but they are very good.
>>
>>54600088
Arnold K. Ratt, the Rat Lord. Under the guise of a poor tavern owner he lures would be adventurers into his basement with promises of free rooms provided that they can help him with a rat infestation of his. He has been slowly building up a wererat army this way for a long time, but after a group of adventurers manage to survive his trap he has become more active, perhaps deciding that the risk of discovery is too high now to continue as he was, or perhaps excited to have worthy opponents.

At the moment I'm trying to figure the logistics of exploding rats. Besides that, giving him the ability to form a swarm of rats in front of him by upturning his Bag of Ratting seems like it could be an interesting ability, and having a huge rat steed sounds too good not to do.

His standard attack at the moment will be something like "Furiously throws rats at the adventurers"

Again, hard numbers needs to be worked on, though your cleric turning into a wererat made me realize that I'm going to have to come up with variations on these wererats to show that they were once adventurers of some sort, albeit low level ones. Dead commoners can just turn into normal wererats.
>>
>>54597441
Lore Bard scholar?

Not a Lore Wizard?

Bards are performers first and foremost.
>>
I've only ever played homebrew jank with friends. How do I approach making a character for Adventurers League? Is minmaxing expected?

What are some strong to mediocre options right now for characters? I don't want to metaslave, I just don't want to be useless.
>>
>>54599067
You could make him bardic themed and go for a pied piper villain.
>>
>>54600182
>>54600301
Yeah, Monks are super solid at everything they need. They do have an awkward weak spot at levels 5-8 but then they go back to good.
>>
>>54600361
That actually sounds interesting. Besides the whole raising the dead as wererats thing, I didn't really have much need for him to have spells or anything.
>>
>>54600327
The mixed arcane and martial capabilities are a thorough combination of what the character can do after several years of training, and the Lore school was to represent the fact that he's a bookworm and knows shit for a similar reason Elizabeth from Bioshock Infinite always seemed to know shit.

If the emphasis on performance bothers you, I own and can play both an ocarina and ukulele. I was planning on using both for giving some fluff to my spells.
>>
>>54600393
By this I mean, I don't have much need for him to be throwing around fireballs and lightning bolts and stuff. Basically, what I'm trying to say is that with the exception of the raising the dead there isn't much that is wizardly about this guy
>>
>>54600357
>strong to mediocre options
Anything that isn't Way of the Four Elements Monk, Beastmaster Ranger, or Purple Dragon Knight Fighter (from SCAG)
>>
When homebrewing a race that isn't bipedal, does /5eg/ think they should have mechanical edges/drawbacks reflecting that status?

Yeah, yeah, I know /5eg/ hates homebrew, but I'm curious: Plane Shift Amonkhet had absolutely no mechanical reference to the fact its nagas have a snake's tail instead of legs, so I was wondering if anons agreed that was better fitting to the spirit of truly monstrous humanoids.
>>
>>54600487
>I know /5eg/ hates homebrew
We don't inherently hate homebrew.

Now tell us what you were thinking about so we can hate it
>>
>>54600182
Monks are weird.

Their main power is extremely centred around stunning fist, they're very monotonous in build as they're punished quite bad for building wrong (even though it's easy to build a monk) and making optimal use of their abilities outside of stunning fist can require a bit of system knowledge, but in the end if you do them right monks are pretty solid. They don't excel at damage and they aren't awfully tough and they lack out of combat utility though you can often get away with doing wuxia style run-up-walls and such tricks, but that sort of fits a monk and they can play well.
>>
>>54600393
>>54600465
He could have a set of pipes carved from the bones of the ancient rat king, dead since before mankind existed.

He calls on rats to help him and calls their lifeless bodies back to life with the infernal playing of the pipes.

The PCs could be allied with some wererats who are trying to stop him but know they cannot because he will control them if they go near him.
>>
>>54600487
its rare to find a player that is actually willing to deal with the realistic downsides of whatever absurd race they've brought to the table
>>
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>>54600487
>When homebrewing a race that isn't bipedal, does /5eg/ think they should have mechanical edges/drawbacks reflecting that status?
yes, thats a major morphological issue
>Yeah, yeah, I know /5eg/ hates homebrew
people on 4chan that hate everything hate their own lives and that is projected onto their opinions of your stuff. dont listen to them.
>Plane Shift Amonkhet had absolutely no mechanical reference to the fact its nagas have a snake's tail instead of legs
i would have 20 speed for that.

what is the race you want to make?
>>
>>54600357
Your options are
>Bard
>Cleric
>Battlemaster Fighter (arcane archer is decent I guess)
>Monk (not elements)
>Paladin
>Druid
>Totem Barb
>>
>>54600574
Any recommendations for how those play? My only experience is DMing the Starter Set and full jank homebrew.
>>
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Does anyone happen to have the PDF-files for the SALT and GARY adventures? I played these in Adventurers League but both DM's didn't print any certificates for magic items.
>>
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If there was any effort to make an official science fantasy setting for 5th that wasn't Ebberon what would this setting look like or what would you hope this setting would have? Failing that, what would a reboot of Spelljammber look like for 5th?
>>
>>54600726
It would just be Forgotten Realms pushed forward 1000 years or some dumb shit.
>>
>>54600505
>>54600537
>>54600565
Eh, no particular race at the moment. I've tried to wrap my head around the possibilities of a Lamia PC race - first the iconic "snake-legged" version, then a sub-species to cover the D&D Lamia and its historical variants - and a Naga PC race and a Centaur PC race, but I've always tried to give it some mechanical drawbacks to deviating from the bipedal body format.

Then PS:Amonkhet comes out and we get a Naga whose only mention of their odd body shape as a race feature where, if both their hands are free, they can boost their speed by +5 feet for a turn, representing them using their arms to help pull themselves along.

That's it. No "you can't use enchanted boots", a full 30ft walking speed (well, slithering speed), a Constrict attack... there's no particular mechanical drawbacks at all.

I was just wondering what /5eg/ thought of that racial design, given WoTC can be... kind of a crapshoot on the subject.

After all, they're the guys who messed up the Dragonborn compared to what it was in 4e.
>>
>>54600726
Spelljammer would be best. A 5e science fiction module would be too reminiscent of Starfinder. Best to stick to an IP that's already good and that people want more material of.
>>
>>54600762

My knowledge of the setting is limited but I am aware that there was an alien space craft as one of the dungeons in some AP but arn't there forces in setting that purposefully try to keep the setting from advancing technologically?
>>
>>54600357
What >>54600476 said.

I've had plenty of fun by playing Rogues, Barbarians, Clerics and Wizards. If you want to destroy everything at level two you should go moon Druid (alltough I heard some DMs get really anal about what sort of wildshapes you should have access to. Having seen a certain animal is pretty vague as you can justify nearly anything with the right background).

I'm currently planning to make a Swashbuckler Half-Elf Rogue with Booming blade at level one trough one of the Half-Elf variants from SCAG. Combined with three levels of Fighter for Battlemaster it should allow me to get advantage all day every day and multiple sneak attacks in one round half the time.
>>
>>54600726
From people talking about the Playtest, it seemed like Mearls was trying to inject Alternity's dice system into the game.

I remember its not!Borg always looked like a fun race.
>>
>>54600796
Alternity's content is copyrighted by its creators still (rights transferred to WotC, most likely) but Sasquatch Games was allowed to trademark it for a new game they're making. So that's unlikely, I think.
>>
>>54600788

I imagine people would try to say Wizards was trying to copy Paizo no matter how long before or after Starfinder comes out. I would be more interested in the execution of it seeing as technically starfinder is an extension of their core setting with different rule sets making it an entirely different game

>>54600796
I've seen the name Alternity brought up before, a quick synopsis of it?
>>
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>>54600783
>That's it. No "you can't use enchanted boots", a full 30ft walking speed (well, slithering speed), a Constrict attack... there's no particular mechanical drawbacks at all.
yeah i would definately give them a 20ft speed, maybe some disadvantage on like... jump or something, but the boots thing doenst really matter. magic items all shape themselves to the wearer. so magic boots can change into magic.... stockings..... for a lamia
>>
trying to make a character that isn't a variant human or sometimes a half-elf feels so restrictive. Can't I just take these racial modifiers and plug them in somewhere else?
>>
>>54600849
Or just suck up a -1 penalty and pick a race without complimenting ASI's? I know it feels hard to do, but the chances you notice the difference are very slim.
>>
>>54600644
Which ones interest you the most? There are many playstyles.

Lore Bards, Divination/Lord Wizards, and
Vengeance/Devotion Paladins are the most powerful imo.

Bards and Wizards are your typical spellcasters, they can trivialise combat encounters with many of their spells, they also make many out of combat challenges easier with their spells. Lore bards are also a skill monkey for whatever reason so will have insane skill checks for all the important skills.

Paladins are damage machines, best played with Polearm Master but that is pretty much a meme at this point because it is the most cookie cutter damage class.

Cleric is a spellcaster but I find them quite underwhelming as anything but a heal and revive bot. Their spells are good and they have a notable combo of spirit guardians + sanctuary. That being said, by the time they use those two turns combat is usually close to done.

Monk, decent DPS and can be stealthy. Very fun to play imo and has stunning fist which is nice.

Battlemaster fighter. Next to useless out of combat thanks to their shit skill proficiencies, but hey they are called 'Fighter' so one would think they are awesome at fighting to make up for it. Well they are decent, and that is it. You can play them melee or ranged, battlemaster works for both. They pretty much make the ranger class obsolete.

Druid. Moon is better, land is kinda like a cleric with some gimicks. Moon druids are good tanks because they have many HP pools.

Totem Barb. Also a great tank if you take bear form. Can do okay damage but really not as good as the other martials I mentioned.

Don't play rangers, just play a fighter or a valor bard with a bow.

Don't play rogues, just play a bard.

Warlocks are tricky, they are good if you short rest all the time but if you are like my groups and short rest maybe once a day then they are just eldritch blast bots. Boring and outclassed by others.
>>
>>54600849
You find it difficult to make an elf?

Play something that requires dex, it is the best stat anyway.
>>
>>54599290

Bard with 20+ Charisma as a result of a devil's deal. Maybe even take a level in Warlock multiclass and make it a pact deal.
>>
>>54596434
You rolled pretty badly, but not impossibly badly. Take ASI.

>>54599556
Half elf is strongest PHB race. And this seems even better.

...at least they don't have darkvision.
>>
>>54600869
I like tanking, and I'm not a furry, so Totem Barb seems good. Thanks for explaining the playstyles, I hadn't seen anything beyond Fighter/Wizard/Cleric/Rogue and going on orcpub and d&dbeyond and seeing all those options got me overwhelmed.
>>
>>54600310
>Exploding rats
Use alchemists fire or any spell you deem appropriate in terms of damage.

>Standard attack
I doubt he'll be attacking much without legendary actions. If you want him to throw rats maybe let him control them telepathically to control the environment, have them make opportunity attacks for 1 damage or spread disease.

>Wererat classes
I think volos has tables for making player character archetypes into npcs, just add the wererat abilities.
>>
>>54600847
Eh, I wouldn't make them 20 feet - seriously, that's slower than the Small races, and I don't recall the giant snakes being that slow?

...Huh, nope, giant snakes and regular snakes are both slither 30 feet, swim 30 feet.
>>
>>54601102
youre right, my bad, was thinking of other editions
>>
>>54600838
It's been a while since I glanced through it but you could pick a tech level which would determine what kind of starships were available, anything from Firefly to Star Wars Prequel trilogy to Andromeda levels of absurdity.

You had humans, Mechalus - organic cyborgs, Tau that had inborn psychic powers and a few others I can't remember.

Two official settings that I remember were StarDrive and DarkMatter, which was an X-Files/Lovecraft conspiracy backdrop. In the latter, alien races would stand in for Grays, Mothmen, Sasquatch and other UMA.

Characters had points that they could put into cyberware, bonded alien artifacts and psionics and stuff. Things you would see in an Andre Norton or Alan Dean Foster book. Damage was handled with a wound track.
>>
>Want to use Dragonlance's white/red/black robed wizard thing
>Don't want to just directly take it
What do I do?
>>
>>54601257
Add more colors
>>
>>54601257
The obvious way would be to just change the colours.

The less obvious way is to make it a different item of clothing, maybe a necklace, a chain, a gemstone.
>>
>>54601257
>>54601274
Colors = school

Shade = Alignment
>>
>>54599556
Why would anyone go v. human when this is just straight better?
>>
>>54601329
Reading comprehension.
>>
>>54601329
It's because his plan is for that to be the ONLY race players can have in his game. So I guess it's supposed to be super flexible and significantly above par because his game is going to be deadly. So yeah what >>54601354 said.
>>
>>54601101
Thank you, I think I've more or less worked out the exploding rats. I'm using Thunderwave as the basis of the damage and effects, with the difference of the splash originating from a point and exploding outwards rather than it originating from in front of the caster and exploding forwards.

I gave him a shitty dagger which he'll likely never use. His actions, with the exception of the exploding rats which I'll try not to spam (I'm thinking of making them limited, like ammunition), his actions consist of throwing rats, which would act like summoning a rat unless it is thrown at a creature in which case it is an attack (which would damage the rat as well as the target, likely killing the rat upon impact. Oops), as well as a "Dump Swarm" action which allows the rat lord to create a swarm of rats on an unoccupied adjacent space by dumping out a bunch of rats from his BAg of Ratting.

Playstyle wise with this guy, he will likely open by creating a swarm of rats to have something with a good amount of HP on the field. Then he will attack from a distance by lobbing exploding rats or throwing rats out onto the field. He'll likely not create more swarms unless he is doing so to make a wall between him and a threatening melee fighter, or to cover his escape. He will either attack in a crowded area to give him plenty of potential allies, or will come with a bunch of wererats already with him.

He can spend an action to raise a dead humanoid as a wererat. I'm considering giving him the ability to spend an action to turn a rat into a giant rat.

Besides that, I'm going to make him a "rat steed" as >>54600088 described, which will be a Large sized rat, which will pretty much just be a scarier giant rat.

Thanks /tg/!
>>
>A brass orb etched with strange runes
So this is one of my player's trinkets. What should I do with it?
>>
>>54601669
Make turn a rat into a giant rat an action that he can do a limited number of times and raise a dead humanoid as a wererat a ritual
>>
>>54601727
If the party is being obnoxiously unable to pick up on the plot thread, have it start glowing when they're near a door they're supposed to walk in or something. It should glow so hot that the character is forced to drop it (you could CON check, DC 30, if you want to act like you're not railroading). Once its dropped on the ground, it spontaneously starts rolling towards the door/alleyway/cave/whatever.
>>
Man the trinket table is the best.
>Halfling thief wants his backstory plothook to be stealing some kind of mysterious item
>DM gets him to roll on trinket table
>An unknown holy symbol devoted to an unknown god
>Whole tables' eyes light up
We should make use of that table more often
>>
>>54601808
Trinket table makes more interesting plot items than anything I can come up with
>>
>>54601765
Having the wererat thing be a ritual actually gives me ideas for how the party can figure out that the guy that owns the tavern they are staying at is the rat lord they are looking for. They find components for the ritual in his storage room, they find strange circles in areas they later learn he frequents. I really like this!
>>
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>DM introduced the Tome of Beasts
>My Warlock has the Polymorph invocation

Oh, there are so many good beasts in this book I could abuse
>>
>>54601832
You can also make if the rat lord actually manage to down one of the PC, he will prioritize secure the body and escape instead of finish the fight, so he can raise him as a wererat
>>
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Playing a lvl 10 (5e)game soon all the wizards books are allowed.
after idea of what to play, powerful
or interesting of beat*
indulge me.
>>
>>54602065
Valor Bard with longbow, magical secrets swift quiver for 4 attacks per round.

Aka, good ranger
>>
r8 my character. I'm hoping to take him to my first Adventurer's League soon.

Name: Grurr
Class: Barbarian 1
Background: Outlander
Race: Mountain Dwarf
Alignment: Neutral Good
Age: 37 years
Height: 5 feet
Weight: 180 lbs
Eyes: Grey
Skin: Tan
Hair: Black
Faction: Emerald Enclave
Str: 17
Dex: 13
Con: 16
Int: 8
Wis: 12
Cha: 10
Proficiencies: Athletics, Intimidation, Perception, Survival
Weapons: Warhammer, Handaxe (2)
Equipment: Explorer's Pack, Staff, common clothes, Pouch, Horn, Hunting trap, Trophy from Animal You Killed, Shield
Proficiencies: Horn, Smith's Tools
Languages: Common, Dwarvish, Elvish
Personality Trait 1: I was raised by bears.
Personality Trait 2: I have a lesson for every situation, drawn from observing nature.
Ideals: If you squat with one foot in the past and one foot in the future, you'll crap on your present. Live in the moment.
Bonds: I invite in any adventurers, travelers, and merchants who wander near my camp, and they return the favor when I seek civilization.
Flaws: I have no patience for puzzles, riddles, mindgames, or social posturing. Mental gymnastics and wordy debates cannot light a campfire.
Backstory: Grurr. It was his first word, learned from the bears who mistook the hairy infant dwarf and took him in as an orphan. It was the first thing he heard after he awoke, a defenseless infant, left to die a nameless bastard. The bears died of sickness after he turned ten, and he learned to survive on his own, building tools from wood and stone and bone. At twenty he discovered a trail between two towns, and learned of civilization, of the words of men and dwarves and elves, and of the smithing heritage of the people who forsook him. He seeks to find balance between the forest and civilization, for the mutual benefit of both; he will not allow his woods to harbor the evils the goblinoids, the orcs, or the dragons, and he has no patience for the political machinations of the selfish leaders in the civilized world.

tldr: dwarf barbarian
>>
>>54602210
>I'm a dumb barbarian
What's the trophy?
>>
I'm in a campaign which is basically my first time playing D&D and next week I'll be reaching lvl 3 with my rogue which means I need to pick an archetype.

So I wanted to know, is the scout archtype any good? I thought it sounded cool but I also thought the ranger seemed cool and my friend made clear it was kinda shit.
>>
>>54602255
>>I'm a dumb barbarian
Yeah I'm not that clever.

>Trophy
I'm not sure yet. Probably just a big ol cougar tooth or something.

Maybe I could tie it into the horn. As in, I killed a big ol animal with a big ol horn and then carved the horn into basically a vuvuzela, which I'm guessing would fall under "Horn" in instrument proficiencies. What animal would have a horn big enough?
>>
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>>54601727
Have any of your players have their soul ripped out recently?
>>
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>>54602330
Bump for interest.

Scout archetype intrigues me too, but in my group i am know to make really poor choices regarding my character build.
>>
>>54602331
A large cow's horn would work for an instrument, since that's often what they were made of, though that's hardly an impressive kill.

An enraged buffalo? I can't think of any creature that would both be an impressive hunt AND something a pre-level 1 adventurer could take down
>>
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>>54602331
wild rams, elephants, goats, tieflings
>>
>>54602462
>>54602459
Domesticated animals don't really make sense. It's hardly a trophy when you raised the animal yourself... a wild ram is what I'll go for. I feel like they'd be territorial and if not deadly, at least harmful.

I'll be going Totem Barbarian once I'm level 2 and focusing on tanking stuff, since if nothing else surviving through Adventurer's League will get me through without having to reroll or beg the party to raise dead.
>>
>>54602462
do NOT bully tieflings
>>
>>54602545
Tieflings deserve to be bullied
>>
Speaking of tank barbs, what about path of Ancestral Guardian? All that stuff works only when monster aim for someone else, so I guess depends on party (having someone to provide buffs to you)?
>>
What do you all think of this homebrew rule I just thought up:

As part of a Disengage action, you can drop one set of caltrops, ball bearings, or similar item at any point behind you along your path of movement.

Thoughts?
>>
>>54602545
>implying that being bullied isn't their sole reason to exist
>>
How can I make this work? I try to make a monk archetype but the interaction between the spirit and the weapon ends up being quite complicated
>>
>>54602653
Doesn't cleric straight up have Spiritual Weapon? Is that what you're trying to use? I'm not familiar with Monks.
>>
>>54602596
It turns off one of the only points of playing a Thief rogue.
>>
>>54602666
What I have for now is, first you bond a weapon to yourself, a la kensei, then you form a contract with a spirit that give you some benefit, a la warlock, and as you level up you then can use an action to join the spirit to your bonded weapon that give it special properties
>>
>>54602695

So impose a roll of some sort? Say to see if it was dumped accurately?
>>
>>54602733
>What I have for now is, first you bond a weapon to yourself, a la kensei, then
Why not just make it a patron option a la hexblade?
Or fuck, just go hexbladelock.
>>
>>54602733
>all that garbage
2 classes can already have "bound" weapons, and another can summon them with a spell.
Eldritch Knight, Bladelock, Cleric.
Superfluous homebrew is shit homebrew. If you want something more specific, just make it an item or reward boon.
>>
>>54602779
I think you need to tie it to an action, as the first thing. Otherwise it becomes too good on rogues in general, despite overlapping with thief.

>When you use the Disengage action, you may distribute/use XYZ on a square you just left as a bonus action.

Or something to that extent. Have it use action economy, not RNG. As for thief, i just recommend you buff it somewhere if you get one in the party. Wouldn't worry about it otherwise.
>>
How can I make a more interesting cleric
>>
>>54602965
You're going to need to be more specific than that, hombre
>>
As a Halfling Bard, should I get the Lucky feat or the Bountiful Luck feat?

Does bardic inspiration even work with Bountiful Luck?
>>
>>54602979
Bountiful Luck if you want to be more support-y, Lucky otherwise
>Does bardic inspiration even work with Bountiful Luck?
Yes
>>
>>54602965
base their faith off of a non-european philosophy.
>>
>>54603031
>non-european
American Protestant mega-churches, here I come! Give me your tithes!
>>
>>54597013
Bard. Maximums charisma = maximum shenanigans. I highly recommend putting that expertise in performance!
>>
>>54598751
What class would Ganondorf even be? Conquest Paladin/Fiendlock?
>>
>>54603036
A megachurch cleric... Coming around, probably on a scheduled touring program with posters that have a blank spot at the bottom for the local youth minsistry to carefully write the date in with markers. They would be such an icon of faith that it would either jazz up their god in a big way or they would be subtly stealing away faith, like that whole thing with praying to saints being blasphemy to some, awesome to others?

That is before you even get to those mega-mega churches that receive all or some of their sermons and associated church things by satellite, which blew me away when I was dragged into a place of worship recently. Cleric John Phillips, The Hammer Of Faith, could have overproduced "live" (not live) inspirational pieces and interviews with important clergy or laypeople and it would be seen across the country/planet. Could literally (in a game) have thousands or tens of thousands, maybe more people actively praying on your behalf while assaulting the Black Tower of Blahest


it is all weird and a little gross when you think on it.
>>
>>54599475
Wait, it is confirmed that dueling applies to thrown weapons? Really? Where?
>>
>>54603151
>>54599475
http://www.sageadvice.eu/2015/11/03/does-the-dueling-style-apply-to-a-thrown-melee-weapon/

Nevermind find it

Kickass
>>
What would be good uses of minor illusion in the Underdsrk?
>>
>>54596612
I started reading the Gladiator description, and holy shit it's extremely strong. It basically starts with several extra feats.

Shields being improvised weapons gives you a character with an AC of 20 (21 if Dual Wielder applies) that can make two attacks per turn. Not to mention the +2-4 you're likely to get every single turn.

It's kinda ridiculous, really.
>>
>>54597257
Brother, you take care of yourself. Strength is just about the only thing you'll ever be allowed to have mechanical fun with.
>>
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>>54603170
What are you even on, you freaking lunatic? No one has said anything about SJWs or politics in this thread.

Besides, you are wrong. Hyper-politicied people have read pic related and know that infiltrating communities, accessing to positions of authority/prestige and then shifting the paradigm and focus of these communities from within is effective. It's not even "SJWs", everyone does it. "SJWs" just happen to do it more often or are getting caught in the process more frequently than others.

Hell, you are probably trying to push your political/ideological agenda with this shitty bait or a post. Shaming your "enemies" and defining "right & wrong" as clear unambiguous "white & black" lines. Typical.
>>
>>54598423
Hey, see if there's a way you can grab lightning lure or Shocking Grasp as a Cleric cantrip
>>
>>54603323
It's an ancient copypasta, anon.
>>
>>54600327
>Bards are performers first and foremost.
This meme is bad and you should feel bad.

Bards are story tellers and lore keepers. They are journalists, and notaries, professors and leaders. They are therapists, and diplomats and spies and couriers to kings not the music man meme.
>>
>>54603385
Story telling is a form of performing. It's arguably the oldest and most respected form of performing. It's universal to every culture.
>>
>>54603453
Yeah, but it's story telling the way the shaman or the tribe leader around the fire tells tales of folk heroes and his adventures of old against Ferrovax the Cock Dragon to keep metaphysical fears and demons outside the hut at bay
>>
Would a yuan ti worshipper of Dendar be better off as a warlock or a cleric? Fluff wise I mean, obviously warlock would be optimal mechanically.
>>
>>54603623
Do you add a creature's negative mods to it's attacks?

Example: Magmin has a natural -1 STR mod, +4 melee attack. Does this mean it's melee is actually a +3?
>>
>tfw best spells like Greater Restoration, Word of Recall and Regenerate are still levels and levels away
>>
>>54597013
I like how you're receiving a myriad of very different answers.
5e is the best.
>>
>>54603668
Stat blocks include modifiers. Check if it's attacking with DEX?
>>
>>54603753
Right, it's got a +2 DEX and the attack is Touch, makes sense now, thanks.
>>
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I have a question about the "When Armies Clash" supplement.

>Units consist of Stands
>Stands consist of 10 individuals
>Whenever a unit takes damage, it's substracted from one or multiple stands' hp
>If a stand loses all of its hp, it's destroyed

So what if a stand survives a battle with, for example, 14/50 hp. Does that mean the stand survives with only 3 men alive in it? Or is there no middle ground between a stand surviving with all men alive or having all men killed?
>>
Since rolling Initiative is a Dexterity Check, am I allowed to add my Proficiency bonus to the roll as a Monk/Rogue/any class with a Dex proficiency?

>Initiative: Dex Mod+PB+modifiers
or
>Initiative: Dex Mod+modifiers
>>
>>54603803
Proficiency bonus only applies to Saves, not Checks.
>>
>Storm: Tempestuous Magic
>Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

So how does this work?

If I cast a spell and fly into the air 10ft but then what? Do I immediately fall down at the end of my turn or the start of my turn?

Or does all the flying and landing have to be done within the turn? So like, cast spell, fly up, across and then land?
>>
>>54596354
So I have an Adventurers League Tabaxi GOO Warlock who just hit 3rd level. I have Green Flame Blade and Eldritch Blast, what pact should I go with?
>>
>>54603925
The answer is always Tome.
>>
>>54603925
What is your groups
>>
>>54602564
Despite the asinine wording of some of the feature descriptions, the spirits protect you too.
>>
>>54603903
I'm sure RAI is that you have to move during your turn. You also fall at the end of your total movement (interesting that floating up out of some danger still deals 1d6 damage).

This ability also gives you (it would seem) an extra 10 feet of movement; always useful.
>>
>>54603817
>>54603803

Unless it's a skill, no proficiency bonus on ability checks.
>>
>>54603930
I feel like this is the right answer...
>>54603939
I have a Barbarian and a Ranger in my party most of the time.
>>
>>54603903
Say you move 30 feet and you want to cast Cure Wounds but your target is 10 feet away on difficult terrain. You fly 10 feet in his direction
Say you're in melee and want out without taking an Oops. You cast a spell and fly 10 ft away, then move.
Say you're falling down Spire Ravenloft. You wait until you're almost to the ground and cast Mage Armor or something, and avoid all that horrible fall damage
>>
>>54603903
You gain +10 movement speed that's airborne.

So, a good application would be like if something was about to smash your face in, cast spell, Tempestuous Movement, get out of melee without provoking, then move the rest of your movement and be ~40ft away from the enemy at their next turn.

Also
>>54603954
You wouldn't take fall damage so long as you didn't just go 10ft vertically for no reason.
>>
>>54602653
Sounds like you could just play a hexblade.
>>
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>>54603903
Call all the storms and float around like a God.
>>
>>54604009
>>54604001
>>54603954
Cool, I get that. Thanks for the insight.

>>54604037
Would that not work since you cast the spell once and then use concentration to keep it going?
>>
>>54604073
>Would that not work.
Yep, but you can feel like that for a few seconds and then slowly fall back to the ground.
>>
>DM thinks creature size actually means physical size
I hate playing with a grid
>>
I just recently got given a 4th ed DM screen, does anyone have a link to a good 4 sheet 5th ed screen so I can convert it?
>>
>>54602330
Bumping
>>
>>54604178
what do giants just spread out on the ground?
>>
>>54604240
Maybe everything in his world is a gelatinous cube.
>>
>>54604265
>>54604240
Yeah that's exactly it. I truly loathe playing with a grid because all it does is limit what you can do and turn what should be an enviroment into featureless arenas.
>>
How the fuck do you protect an object and structure from a siege monster and other abilities that deal double damage? You know, apart of killing the damn thing.
>>
>>54603803
initiative being a dexterity check does mean things like Guidance and Hex work on it though
>>
>>54604353
I don't think there's any rules for repairing structures but I'd be willing to ask the DM if I could repair it by burning higher level spell slots on Mending for an amount equal to a heal at that level or something. Otherwise CC that siege monster.
>>
So I'm Dm'ing Curse of Strahd and my players are a Revenant Favored Enemy Undead Ranger, a Ghost Slayer blood hunter, and a Baron Samedi like necromancer.

I feel like theres a "ghost zombie and a witch walk into a bar" joke that I just have to make
>>
>>54604353

You can put up a bunch of wall spells / bones of the earth in advance, though the wall of X spells require concentration. Bones in particular doesn't have an expiration so if you have several days an 11+ Druid can fortify the shit out of something.
>>
>>54604500
How does the joke go?
>>
My group treats healers like shit but I want to be a support character (excluding bard)

removing curses and other subtle support
what class is right for me?
>>
>>54604587
Bard
>>
>>54604587
Fighter 2/Druid 1/Arcana Cleric, or just Druid 1/Arcana Cleric.

Or just plain Arcana Cleric with Magic Initiate- DRD for Shillelagh and Thorn Whip.

Be the most brutal healer there is, wade into combat and wreck niggas with your 2d8+10 Booming Blades (2d8+5 on enemy movement) and 2d6+5 Sword Bursts.
>>
>>54604587
Just go cleric and pick a jesus that won't grant you powers if you heal the treat-healers-shitters.
>>
>>54603791
Isn't a defeated stand just routed anyway? There's no telling whether anyone dies or if they just break ranks and flee.
>>
>>54596354
Artificer wizards artificer class.

Why do we have both?
>>
>>54604673
We don't. Artificer Wizard was dropped as a concept because it's shit. The class is still up in the air.
>>
>>54604653
>Isn't a defeated stand just routed anyway?
I think the rules dictate that a stand routes if it's below half hp and it fails a certain check. I think it's destroyed if it loses all of its hp (because it doesn't rout or because it's attacked in spite of routing).
>>
>>54604673
Because artificer wizard was insufficient and kind of insulting.
>>
If you have to cross like 30ft of hand/footholds on a wall, is that an Athletics check per 5ft or to do the whole thing?
>>
>>54604760
Never mind, found the climbing rules.
>>
>>54604673
For the same reason we have Arcana Theurgy Wizard.
>>
People say thunderclap is amazing, but is it really?
>>
>>54604816
Well it's an AoE Cantrip that targets CON, when if you find yourself surrounded it's likely to be by a mob of low CON enemies so I could see why.
>>
>>54604673
Because the former was a recent attempt at an olive branch and mucking about with class design while the latter was one of the first public playtests conducted after the release of 5E's Core and you'll notice sometime playtested concepts get revised and presented anew from older to newer UA releases.

Like how the Monster Slayer fighter was revised to the Monster Slayer Ranger.
>>
>>54596881
> objective perception flavor of objectivism
Nigga what?
>>
Guys I think I'm starting to turn into one of those guys that only play one race.
>>
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>>54605134
You know what to do
>>
>>54600088
The rat race ability made me think this was a stand.
>>
So I've been reading up on the warlock and trying to figure out their role and it seems like they can fill most any niche that a party needs. Depending on your patron and pact they can sneak, face, range damage, frontline, heal, buff, debuff, and control. They don't exceed the classes that specialize in each, but they can close any gap that the party needs filled. How accurate is this?
>>
5etools question
I'm getting an error message when importing monsters, but spells and items are working just fine. What am I doing wrong? Is it happening to you guys as well?
>>
How would one best make a 5e character based on the concept of a Vodou Bokor, a sorcerer-priest who manipulates both good and evil magic in service of the spirits? Warlock for the dark spells and pact flavor? Cleric for the mixed bag of spells and the traditional medicine man/witch doctor vibe? Multiclass? Pic semi-related
>>
>>54605319
That might be true but even then the Warlock can't change between those roles.
>>
>>54605336
Necromancer, no doubt. Their morally dubious natures are the cause of many a shitstorm on /5eg/
>>
>>54605343
Arguably they could switch between a few options though. They can toss around their spells and invocations as they go. The only thing they wouldn't be able to switch up is the pact and patron.
>>
>>54605371
That begs the question, necromancer wizard or death cleric?
>>
>>54605319
Not very accurate. Their extremely limited spell slots mean less utility and versatility than other classes. In particular, they're the worst casters when it comes to area spells. They specialize in reliable single-target damage.
>>
>>54605390
Necromancer wizard. They're the best at binding zombies to their will, and you don't really think of a witch doctor as heavily armored.
>>
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Curious if anyone has a nice big file with all or a lot of the unearthed arcana for that one good Android character sheet app pic related
>>
>>54605134
Is it variant human?
>>
What would you say is the best channel divinity?
>>
>>54601056
I could talk to the DM about possibly fudging up the STR to 14 for the +2 mod, making my character somewhat more bearable. I do think it'll take a while, but my character will have a long road of improvement. If anyone else winds up with super good stats I'm sure the DM will hand out a few buffs to those who rolled lesser
>>
Going to run Cragmaw Castle today. I'm just gonna Mario them and have Gundren be in the mine already. That's so the players explore some of the sidequests before reaching the mine.
>>
>>54605394
The slots are only limited if you don't take short rests. If the party needs utility, then there's tome pact and the fey or goo patron. If the party needs AoE damage spells, then there's the fiend patron.
>>
>Party has a conjuration wizard and a shepard druid
Combat should be fun
>>
Is there any point to Pact of the Chain compared to going Tome and taking Find Familiar as one of the spells unless you really want one of those two invocations?
>>
>>54603740
What I thought as well.
>>
>>54605675
Pact of chain doesn't have the invocation tax of BoAS so it frees up your early invocation choices a little. You also get a good amount more utility from all the advanced familiar options. Have your pixie or imp sneak up to an enemy while they're invisible and have them deliver a touch spell with advantage. Have them pick up something behind the enemies back while invisible, thus making whatever they grabbed invisible too. Communicate telepathically with people via your pseudodragon. Get a free casting of fear from your quasit. All of this right at third level makes it on par with the tome pact.
>>
>>54605675
Not really, since the invocations are what make Chain so useful. Invisibility and reliable scouting are huge.
>>
>>54605336
Alchemist artificer for potions and limited spells. You don't really think Fireball or Wish when you talk witch doctors.
>>
I need some advice regarding a lore bard I made. I made a utility spell/skillmonkey to fill a gap in the party (battlemaster greatsword fighter, open palm monk, divine sorc) and then discovered that 90% of the campaign would be strict dungeon crawl without even opportunity to visit towns to shop or such.
So, I clearly need to retool my spell list somewhat as we level..my question is, what should get replaced and when?
0th - vicious mockery, prestidigitation
1st - unseen servant, faerie fire, feather fall, unearthly chorus
2nd - suggestion, phantasmal force
I tried to have a few combat spells but with only a 13 save DC it seems hard to make any stick, so I've just been attacking with a rapier and abusing song of rest.
>>
So for about a level 8 or 9, is there any type of character you'd actually make that would have a max of 20 in a skill?
>>
>>54605740
You don't need invocations for invisibility or reliable scouting. The invocations are for speaking through your familiar and extending your range with it, and at will hold monster on an outsider
>>
>First game
>Get tired of all the trap checks and head out first
>Step into trap two times
>Both get total roll of around 20 and just dodge spear and giant club flying at me
Feels good man.
>>54603953
Wait what? Is there anything to support that? Not doubting, just curious.
>>
>>54605544
Opportunities for short rests are sparse in practice. Either the party only gets one or two fights a day, or the first time the party gets a chance to rest in a long dungeon they indulge and take a long rest. To have a short rest you need to have at least one hour free but less than eight, which is very specific.
>>
>>54606369
It sounds like your games and mine are different in style then. We have no problem finding time for at least two short rests in a day. My groups doesn't like to long rest unless it's absolutely necessary.
>>
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How do I use traps in my 5e game without it forcing it to be "I walk 2 feet, search the area"
or

OMFG YOU STEPPED IN RANDOM PLACE AND OH DEAR YOU TAKE 500 POINTS OD DAMAGE HAHA

I want my players to fear my dungeons again, but I don't want it to be a grindy mess (well the trap itself can be I guess, just not the game)
>>
>>54605967
Not without magic? A bard or rogue with expertise and 20 in the appropriate ability score would have +13 in that skill at level 9. If the skill in question is Stealth and they have a druid friend to cast Pass Without Trace, that would add up to +23. Someone else casting Guidance would make it +24-27.
>>
>>54606396
Know everyone's passive Perception. Maybe it'll be enough sometimes.

One active Perception check should be enough to check for any traps in the whole room, or at least any within 60 feet.
>>
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>>54606396
>>
>>54606405
I'm talking about str/dex/con etc

is there a reason to go full focus and get 20 early on
>>
>>54606396
make it so passive doesn't catch traps, only a skill check can. I mean with just a single feat (observant) it can add a +5 to both passive perception and investigation, thats busted to make traps moot, or at least partly moot as you still have to either disarm or bypass them.

A new system for traps has to be put into play I think, to stop the whole "search every 5 feet" sort of deal
>>
>>54606396
Maybe roll their Perception behind the DM screen so that they can't metagame when they roll low.

Some of the finding and avoidance of traps can and should be done without rolling dice. For example, throwing rocks or sending familiars to check the path ahead, or the classic method of poking around with a ten-foot pole. Conversely, some traps can't be found by rolling dice at all and maube just have to be avoided by positioning the party defensively and guessing where traps would be. A favorite unperceivable trap that I like to use is a wire or rope fastened to the far side of a door that triggers something bad in the next room over when the door opens and it loses tension.
>>
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>>54606396
Stop using traps like a pleb and use riddles and puzzles
>>
You get spells based on your subclass, say for example if you're a Cleric you different spells from Tempest, Trickery, War, etc.

If you're a Tempest Cleric, when you level up you can choose new spells, are you able to pick the spells from say War or Trickery? Or just the plain neutral Cleric spells?
>>
I really want to play a wizard but I'm just coming up blank on any ideas for one. Level 8, in a party with a Barbarian, Ranger, two fighters, and a Warlock.
>>
>>54606480
Absolutely. Your ability score is your main way to improve your ability to hit things and/or improve your spell save DC. All offensive casters should max their casting ability score as soon as possible. Martials often require one feat to function, occasionally two. Variant human martials who only need one feat can take it at level 1 without ever spending an ability score increase on it. I'm playing a human archer with Sharpshooter and 20 Dex at level 8.
>>
>>54606547
>playing a dungeon crawl game
>not using a classic element of dungeon crawls
>>
>>54604572
They say "we're here for the concert!"
"You lot?"
"Aye, you asked for Soul music, did you not?" says the ghost.
"We got the shuffle" says the zombie
"And I suppose you're the keys skelly man?" asks the barkeep
"Don't be an ass man, I just came for a drink!"
>>
>>54606586
No need for gimmicks, just make sure you provide Fireball and the utility spells that all the fighters will want (Haste, Fly, Greater Invisibility, Polymorph.)
>>
>>54606617
is 5e a dungeon crawl?
I've never seen critical role dungeon crawl :^)
>>
>>54606674
Well if critical role actually played by the rules and didn't just larp and occasionally roll dice then maybe they would.
>>
>>54606558
As a cleric, you don't learn spells; you only prepare them. Your domain spells are considered to be always prepared. Your other spells are chosen from the normal cleric list, and you can change your prepared spells each time you take a long rest.
>>
>>54606396
Your players have passive perception that dictates if they see anything strange as they move. Traps they trip while moving through a corridor typically have a save to avoid whatever happens after they trip it if they happened not to spot it. They can have someone walk ahead actively scanning for traps but the party will move slower as a result. Time-sensitive events can help mitigate this behavior.

Traps that are a little less "gotcha" should be worked into objects of interest within the dungeon. Trapped doors/chests, traps that trigger when an object is moved, etc. If your players stop to inspect something peculiar, there's an opportunity for a trap.
>>
>>54606558
You can never have more than one domain or prepare spells from a domain other than your own.
>>
>>54606700
Ahh okay, I was getting the first bit mixed up with other classes.

But I am correct with the last bit, I can't learn a spell from the Trickery or War list yeah?
>>
>>54605983
Shit you're right, shows what I know.
>>
>>54602330
>Scout
IMO it's pretty solid for a Rogue archetype, but like Thief, its middle levels are understated.

Two extra skills AND expertise are pretty good. It might lock you out of the Outlander Background though, depending on how the DM rules on multiple skills. Expertise in Nature is an avenue for harvesting poison.

The backdash can suffice as an early Uncanny Dodge, and potentially work better than Uncanny Dodge versus multi-attack enemies or on the first hit from a swam that lets you avoid the rest. It really helps kiting. Otherwise UD is better.

+10 movement is kind of uninspired but Rogues can make good use of it.

The ambush ability is pretty situational. It requires surprise which heavily depends on the DM. It can jump start everyone's initiative which may be an powerful advantage or may not, and it gives a small movement boost for one round only. It also requires your bonus action.

Your capstone is one of the strongest among the Rogues. Two sneak attacks per turn if everything lines up, or it's Crossbow Expert with a long bow or it's effectively Dual Wielding and Two Weapon Fighting Style with one weapon if things don't. You might not pull it off on your first turn, especially if you have the highest initiative and you lose your Advantage from no longer being in stealth, so in that case you may need to just use ambush to get everyone else in position or hide for next turn.
>>
Rolling up a Level 9 Forge Cleric. What race would be best suited for it? I'm thinking a Hill Dwarf but I wouldn't mind something sort of out of the box. Also for stats, we're using standard array, should I try to get wisdom to 20 fast or would 18 be good and try to get like a 16 in Strength or Con?
>>
Question about Outlander background: it gives you a staff. Does this count as a Quarterstaff weapon, or as a druidic focus, or as an arcane focus, or just as a walking stick? Or is it up to interpretation?
>>
>>54606511
Making it a skill check turns it into "search every 5 feet."

Gonna be straight: traps are always really shitty and have never been fun. At least as a passive thing, it means the players don't have to fuck around with ten foot poles. They just become Dungeon Tax that you can kind of get out of by taking a feat.
>>
>>54606659
Yeah you're right. Which school is the best/most fun? Lore Master looks bonkers but I don't know if my DM would allow it.
>>
When rolling spell attack rolls, what is it vs'ing against the enemy? Is it their AC?
>>
>>54607027
Also are there any Feats I should take as a Wizard?
>>
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>>54605828
Anyone? Please respond
>>
>>54607000
There's no generic "staff" item in the book so I'd say open to interpretation.
>>
>>54607000
RAW no. A staff doesn't imply quarterstaff.

Ask your DM tho
>>
>>54607031
Spell attacks are against AC, yes.
>>
>>54607081
Thanks.
>>
>started learning to play 5e, new to tabletop in general like a faggot
>play with first time DM, who claimed to play frequently
>teammate has rogue, we get to level 3
>DM didn't know the rogue had expertise to start off with, I realize it after my Bard got his expertise and that rogue's get that shit at LEVEL ONE.
>Rogue player doesn't own the Handbook, so they never fully investigated their character to realize they were doing shit wrong.
>constant breaking of immersion to check the player's handbook for every. little. thing.
I should have found more experienced players. This group is running around with their training wheels on, but at least we don't have a "THAT" guy.
>>
>>54596434
You are gonna want to grab some better strength or magic armor if you want to be able to wear something more than chain.
>>
any good 3PP for feats?
>>
>>54607092
I've seen DMs who have been DMing for years and still mess up things like Cover and Expertise. It happens. If you keep playing with them, they'll get better.
>>
>>54607092
why don't you run it and play all the characters then?
>>
>>54607151
>>54607163
I'm being a little hard on the DM, I'll acknowledge that, but I guess my complaint is that its a group of people that aren't doing their homework for the campaign in advance. Everything is always a mad scramble to get shit together for the DM while players don't learn their characters.
>>
>>54605828
Swap Unseen Servant for Healing Word, then pick up Mage Hand if you feel you still need something like it. You may want to shift towards a bow or x-bow. Don't give up on Vicious Mockery, especially on brutes with low Wis.
>>
>>54607218
I get what you mean with the mad scramble. I did my first session with a group recently and 4/6 hours were spent creating characters and they still missed half their shit like Sorc origins and class features.
>>
>>54607228
Healing word seemed like a poor choice due to the limited spell slots, but I guess if you need it then you really need it similar to feather fall.
As far as bow/crossbow, we literally have not been allowed to go to a town to buy anything new. So i'd like to have one if just for versatility, but that doesn't seem to be happening.
>>
>>54602330
Don't worry so much about optimization if you want to play a certain type of character. Pick scout if you think that's the most interesting. For the most part, you're not gonna be severely penalized for most build unless it's pure dog shit
>>
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>tfw always have to prepare Gentle Repose, because my party is a bunch of suicidal idiots
>>
What are some good 5e urban adventures to read through to get an idea on how to run adventures in a city? I'm great at doing dungeon crawls, exploration, or survival stuff, but I've never really done urban campaigns.
>>
Color Spray seems pretty good for a level 1 spell, yes? 6d10 that automaticall hits?
>>
>>54602330
Revised rangers are fine though
>>
>>54607528
Issue is it last one round. Makes sleep miles better at low levels because it just puts enemies out of the fight
>>
What are some good "cast once and on subsequent turns use an action/bonus action to repeat" spells? I like these spells for stretching out spell slots a bit but there seem to be a good number of them that don't perform very impressively.

Both Bigby's hand and vampiric touch seem to do their job great (from what I can tell), are there any others that perform well?

I kind of want to base a character around one of these spells but I'm not sure which spell or class to do so with.
>>
>>54607476
It's why I'm playing a grave cleric
>Gentle repose is always known
>Spare the dying as a bonus action
>Healing is always maxed when someone is down
>>
>>54607587

Call Lightning on a Tempest Cleric, at level 6 you can push people 10 feet with each blast of it
>>
Murder In Baldur's Gate: How is it? I've ever seen posts about it but it seems to be an "official" 5e adventure.
>>
>>54607528
Blinded for 1 round just isn't that great. I would only take color spray if it was for thematic purposes like on a specialist illusionist or something.
>>
Do you guys have any good source on dungeon design? I'm making my first dungeon and I want to distribute the encounters in a balanced manner.
>>
>>54607518
I'm in the same boat as you. I don't know of many urban adventures, but:
http://thecampaign20xx.blogspot.com/2017/06/dungeons-dragons-running-city-adventures.html This has some alright advice. You could also try the pdf share thread. There's an MT Black adventure called "Terror in Triboar" that's based on an adventure in a town.

Aside from that I can't recommend much, maybe looking at some Pathfinder AP's if you're really desperate or looking back at the older editions.
>>
>>54607622
I really dislike call lightning for its rather limiting trait of "can't be used in rooms with a roof lower than 100ft" I mean its slightly better than the old "can't use outdoors" but still I feel like barring certain campaigns the majority of your combat (especially serious combats) will be taking place with some kind of roof above you.
>>
>>54607666
1 CR = 4 level 1 players win with no casualties in terms of difficulty. The players will come out of that fight maybe needing a short rest or some minor healing. So four goblins at 1/4 CR each is an encounter that four level one players should win without having to make a major stop. This scales, so 2 CR = 4 level 2 players.

With that in mind, build encounters accordingly. Can players short rest in the dungeon? How about long rest? Are you expecting them to?

Balance out the types of monsters you use. Goblins tend to ambush, skeletons and zombies shamble forward, ogres will fight head on, evil mages and flameskulls will try to blast from the rear. Use the terrain to your advantage; a fireball becomes deadlier when the party is walking on a wooden bridge, which will now burn and break sending anyone on it falling to their doom.

Also try to use encounters that can be solved nonviolently. Spectators work well for this, since if the item is stolen they get unsummoned; they can also be lied to and convinced that their contract has expired or is otherwise invalidated, and then they unsummon. Use golems to guard areas, and have the golems demand proper identification; leave a company insignia or something lying around earlier in the dungeon, or let a PC try to mimic the voice of the golem's gnomish inventor. Reward XP as if the encounter had been normally defeated.
>>
>>54607027
>best school
Honestly, Illusion is great when you get the later features, Divination is more frontloaded, and Abjuration is about as standard as it gets in terms of overall usefulness.
>>54607043
War Caster is always nice, maybe Alert, or Observant to ease into a 20 INT.
>>
What do y'all think of the Twilight druid?

A player of mine is kind of into it and wants my permission. Obvsly no mĂșlticlassing
>>
New thread

>>54608076
>>54608076
>>54608076
>>54608076
>>54608076
>>
>>54607111
Dwarves care not about such matters.
>>
>>54607819
>So four goblins at 1/4 CR each is an encounter that four level one players should win without having to make a major stop.
>Not reading the DMG before giving advice.
You forgot the multiplier for group size, which is why CR is useless and you're supposed to calculate based off of XP.

In this case, 1 CR 1 is 200 XP while 4 CR 1/4 is 400 XP. If you want an example of this, imagine four goblins with shortbows which can hide in shadows or disengage from melee as a bonus action each round. If they all aim at the same target, that is a "deadly" fight.

Otherwise good advice.
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