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>Official /5eg/ Mega Trove, contains all official 5e stuff:
https://mega.nz#F!UVkTnT5b!FJ34UZ98BMY2mEtexenS7g

>Pastebin with homebrew list, resources and so on:
http://pastebin.com/X1TFNxck

>/tg/ Character Sheet
https://mega.nz/#F!x0UkRDQK!l-iAUnE46Aabih71s-10DQ

How far do you let divination spells go in your games, DM?
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>>46315264
All the way ;D
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Would you guys do anything to fix undying warlock or do you think it's fine as is?

I feel like just a minor tweak here or there could make it pretty great, like modding the 10th lv feature to have the warlock be resurrectable by any necromancy that would raise undead
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Monster creating nub here!

Does anyone know if this monster is a CR 4 or a CR 3? I don't think I'm doing the calculations for the Dive trait correctly-- which means it would be a CR 4 instead of 3. Any help?
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>>46315367
I wouldn't fix it. I don't understand the raging hateboner players seem to have for it.

Early access to contagion twice per short rest is o-fucking-kay by me.
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>>46315404
I take issue with the name, there is such a thing as a Manticore already, you could be a bit more creative with that
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>>46315264
>How far do you let divination spells go in your games, DM?
What does this mean exactly?
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>>46315412
I tend to agree, to me it's less a balance issue and more blandness
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>>46315497
How much lenience do you as the DM (or does your DM) give you the player in terms of the power of Divination spells. Stuff like 20 Questions with a God
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I asked this a few threads ago but never got an answer.

Does Mithral Elven Chain give a +1 Bonus to AC when worn under other armor?
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>>46315479

I don't want to spoil what I'm working on, but the idea is that some reality and time displaced fellows have created a terrible culture in the D&Dverse in order to survive. This gentlemen is not named Manticore, it is his role in his unit.

tl;dr: He's a human with that name as his roll; a fast striking, hard hitting terror causing unit.
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>>46315540
i pretty much play augury, divination, and commune as written. In the case of divination the answer they get isn't meant to mislead them through wordplay or anything. The spells aren't really that easily abused or anything in my experience.
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For CharSheetAnon.

The Bard specialty sheet has Expertise listed as Espertise a few times.
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>>46315734
Psychic Bard, fuck yes.
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>>46315596
>D&Dverse
*sigh*
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>>46315783

I usually don't take bait, but you've made me feel like some filthy Dr. Who fan.
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>>46315575
Firstly, you can't (normally) have a Mithral Elven Chain. Standard magic items generally only possess one enchantment at a time, unless your DM gives specific exception.


Secondly, assuming you're talking purely about the +1 AC bonus granted by an Elven Chain, I'd would say: only if you're using the Elven Chain to calculate your AC. Your DM may rule differently, of course.

The thing to note is that you're only allowed to use one method of calculation to determine your AC at a time. This also means that you may only be mechanically wearing one type of armor at once for this purpose, even if your character is physically wearing multiple different sets of attire.

For instance, while a character may be wearing a cloth tunic under a leather gambeson under chain mail, he would only treated as wearing the mail (and gain its associated benefits) for the purposes of calculating AC.

Similarly, I'd only permit you to gain the mechanical benefits of wearing an Elven Chain if you're mechanically treated as wearing the Elven Chain. However, I would, of course, allow you to pick which piece of armor you are using to determine your AC. Even if you're wearing mundane ring mail over your Elven Chain, if it gives you a lesser AC bonus, go ahead and ignore it mechanically and use the Chain.
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Anyone have those Dhampir homebrews handy?
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>>46315264
>How far do you let divination spells go in your games, DM?
Under the blouse, over the bra, nothing below the waist.
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>>46315920
Here's one.
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So where does Curse of Strahd fit on the adventure book tier list? Looking through it makes me think it at least in very good tier, but I haven't run it so I don't know how it pans out
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>>46316066
Definitely the only one so far that is making me actually consider running it.
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Cthulhufaq here, got my stuff re-edited into a neat-looking pdf.

Next I think I could either try writing a rogue specialisation focused on killing spell casters (I'd like one for use in my setting), although I feel somebody has probably done that already, or redo in nice pdf form the "horrifying mutations everywhere" class I did for some insane reason (which would probably need me to also look at the balance, and give it a proper name).
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>>46316066
I'm on board with this guy: >>46316115

I habitually steal bits and pieces from published adventures for my own games, but this one has me half-tempted to just interrupt the flow of my current campaign and just gobble their bitch asses up with some evil mists and transport them away to a land of spookiness and evil gypsies.
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>>46316140
If the thread is still around in a bout 5 hours, I'll let you know what I think of it. Looks pretty cool at first glance, though.

>rogue spec
Or a fighter spec, if you really wanted it. You should know that there is a feat called Mage Slayer that gives quite a few bonuses. Take a look at it first.
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In your experience, what do you think are the best monsters in the MM? As in the most fun or interesting (either as a fight or as a plot element)?
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>>46316140
The Nyarly one sounds like a fun time.
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>>46316220
Was thinking rogue mostly because the idea I had was for an assassin that specializes in taking out spellcasters. One of the few things high elves actually do to interact with the rest of the world in my setting is to send specialized assassins to kill evil spellcasters (or non-evil ones if they feel they're messing with magic they consider too dangerous to let other mortals wield). I may have stolen that from the elven magehunters in Warmachine, but I think it's a cool idea.

I'll check out the feat. There's a good chanse that would be enough to make the concept work without needing to make up a whole specialization tree.
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if the rest of the party is focused on damage, how bad is not having direct damage spells?
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>>46316140
These are really nice. The Yog-Sothot and Shub-Niggurath ones are perfect for two warlock characters I'm thinking of and the Cleric Domain is also excellent.

Any thoughts on maybe a martial sub-class? I'm thinking maybe some kind of Deep One Druid/Cleric or mutant Barbarian.
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>>46316360
If the rest of he party is focused on making HP evaporate, they probably don't need yet another PC jumping in on that.
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>>46316379
That's what I'm thinking. They seem really competitive damage wise, and they're all a higher level. I'm considering dropping ray of frost for mold earth, then create campfire and minor image (I started this thread
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>>46316434
I would never trust my players with Mold Earth. That shit looks like a game-breaker to me.
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>>46316466
I'm playing Adventurer's league, so he actually has to let me use it
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>>46316368
I was thinking of maybe adding stuff other classes as well, maybe gather enough stuff to make a proper homebrew "supplent" (I'd call it..."Lord Nomic's Compendium of Weird Shit", or something; I'm bad at names), although I'm not really sure what that stuff should be. Shub-Niggurath themed druid, Eric Zahn bard, throwing Deep Ones somewhere in the mix? Not really sure what martials should get, and I think most of the wizard/sorc stuff is thematically better covered by the warlock.

I could just take the already Shub-Niggurath themed weird mutant class, split it up, and use some elements of it into a martial or druid spec. Giving toned down version of the muattion stuff to barbarian to let them shape their flesh and turn into a horrifying abomination against nature would be fun. Graft the remaining stuff into a druid while I'm at it.
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>>46316466
Explain.
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>>46316140
Skimming your pdf as I haven't seen it before. Pretty good on the whole, but some thoughts:
>Doesn't Yog-Sothoth have 2 'h's?
>Is it your intention that a Warlock with Knowledge from Beyond can multiclass and gain Expertise in a temporary skill and then drop your proficiency in it, thereby losing all benefit from Expertise? It's really trivial, and something only an idiot would do, but it still rubs me the wrong way.
>'Treated as using the [x] spell' is vague and could perhaps be worded better, though in this specific case it doesn't cause too much problems. That said, if the Warlock is basically using the Teleport spell, does he also have to provide the Verbal component?

>'Attacking the nearest creature attacking you' is also poor wording, as (abstraction of time aside) there will be no creatures actively attacking you, mechanically, during its turn. You may have meant 'the nearest creature that has attacked you in the last [x] turns' or 'the nearest creature that has attacked you since the start of combat [or Initiative has been rolled, since 'start of combat' can be nebulous in some situations]' - though both of these will be a bitch for the DM to keep track of. You may instead prefer 'the most recent creature within its movement to have attacked you'.
>'You gain resistance to necrotic damage and your hit point maximum can't be reduced' are obviously two separate clauses. Stick a comma there to it doesn't look poorly conjugated. Same thing for 'gain immunity to diseases and poisons and can no longer die from old age'.

>Define a time duration for not having attacked a monster for Word of the Faceless Lord. As it is, you can't use it against any monster that you have ever attacked. And all those goblins look the same to me, damn it, how am I supposed to tell them apart! Also, settle on either referring to them as 'monsters' or 'creatures'.
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>>46316559
Wow, that's a tough dungeon you've got there. One moment while I go redirect a river into it.
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>>46316559
It gets more powerful with prep time. If you know that there's a fight incoming, you can control the battlefield, build a maze of permanent trenches, build difficult terrain in front of the casters, etc
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>>46316466
Yeah, like >>46316559 said, It doesn't exactly tickle my munchkin bone
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>>46316636
>>46316642
Oh, i see, it's op because it can do what your party can do with shovels
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>>46316549
An Eric Zahn bard would be excellent. Deep One ancestry might work for a sorcerer background. Wizards could have something like a Necronomicon flavored background, where they don't necessarily have a pact with any of the Outer Gods but know how to make use of ancient and forbidden powers. In that same vein, you could have a Paladin Oath dedicated to rooting out aberrations and cultists, like any of the "heroes" from Lovecraft tales. Like Inspector LeGrasse or the librarians from the Dunwich Horror. Maybe have them be able to throw out the Elder Sign as a subclass feature. Paladin or Ranger I suppose for that one. Maybe a Ranger subclass where the Ranger is actually a Dreamer ala the Dreamquest. They've lived a hundred lifetimes in a totally separate and alien world so they can apply some things they learned there to real life, even if they would have seemingly led a totally sheltered existence before hand.

Not sure about Rogue or Fighters though, but definitely some kind of fleshwarping Barbarian.

The compendium would definitely be called the Necronomicon or somesuch text.
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>>46316559

It's actually pretty decent, if you think outside the box. Kneeling behind a 5ft cube is full cover for medium creatures.
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>>46316140
>>46316624
>Define an action requirement for entering a compact - there will inevitably be a situation where a character decides to fucking use it during combat for some fucking reason.

>Specify if Void's Embrace's Darkness sphere is necessarily centered on the holy symbol or not (and also note that not all Clerics will have holy symbols). I get the impression that it should be, but as is, it just functions as the Darkness spell (which can be centered anywhere within 60 feet). Also, give the Cleric the ability to see through his own Darkness, so we don't get Shadow Monk v2.
>Specify that creatures with darkvision cannot see through Penumbra's darkness (similar to the Darkness spell), if this is your intention. As it is, any such creature not fully within the area (and therefore not blinded) will be able to see into the radius at though it was dim light (as per the darkvision rules).
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>>46316721
It can do instantly what would take hours with a shovel, yes. Shovels are powerful.
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>>46316721
Yes. It can do what your party takes 15 minutes to do with shovels in 3 seconds without.

A 1d6 damage sword and a 10d6 damage sword can kill both kill enemies, but that doesn't make them equal.
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Is Out of the Abyss good for players who mostly just like killing stuff? It seems that's what my group likes best. I'd like to run Curse of Strahd but I think they would hate it.
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>>46316140
Not perfect, as others have pointed out, but still pretty neat. I love the feel of the Y-S one in particular.

What program are people using to make these? (and monster stat blocks)
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>/5eg/ Discord server
>Real-time discussion, homebrewing, LFG, and shitposting
https://discord.gg/0rRMo7j6WJoQmZ1b
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>>46316918
well I applaud you on using dark, but you're a trash for keeping "cozy" enabled.
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>>46316945
There are people who don't use dark?
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>>46315264
I'm not a DM but I once saw a Halfling Cleric earn a meeting with Shar because she had a headache that day and preferred a face to face meeting rather than channel a divination conversation.
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>>46316636
So now you have a flooded dungeon, big whoop. Hope you prepared Water Breathing.

>>46316642
Everything gets more powerful with prep time, if they keep being dicks and playing the game like it's late WW1 just throw them a bunch of burrowing monsters.

>>46316734
This is the only valid complaint, it's a great way to get proper cover (as in, not an illusion that only holds for one or two attacks) quickly in combat. This is assuming that the character uses the hole excavated to get cover; the earth removed is "deposited" which doesn't mean that you can shape it into a compact block, only that it's dumped somewhere.
It's a cool tactic that depends on the DM being nice enough to let combat take place on "loose earth" (so man-made dungeons, cities with paved roads, anything indoors, wooded areas where the earth is full of roots and vines, mountains, deserts etc. are out of the picture) often enough for it to matter.
Creating difficult terrain at will can be fairly powerful, but it's only one square/round, so something you'd do with prep-time (see above).

>>46316888
>it takes 15 minutes to excavate a 5ft cube

Maybe for someone with 2 STR and no Athletics prof.
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Give me artifacts. I need them all, for reasons. What do they do? What's their history? How can they be destroyed?
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>>46317062
It may surprise you to hear that it does, in fact, take 10-15 minutes to dig a foxhole.
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>>46317119
A broken pot. It remains broken. It was a pot before it was broken. It was destroyed by falling off a shelf.
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>>46317119
A mug that is filled with any liquid you are currently thinking of, when you're holding it you forget what a liquid is
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Yeah, unless you got some extremely loose-ass dirt, digging takes a while.
Nobody is digging a fuckin 5' x 5' x 5' hole in any normal dirt anytime quickly. Graves aren't nearly that much and they can easily take an hour+, from my googling.
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>>46317119
do you just want weird magic items like >>46317236
or actual artifacts as defined by the DMG and if so do you want full statblocks?
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>>46316734
I would argue that, as you're by definition moving loose earth, it's extremely unlikely your 5-foot cube will retain that shape once you've deposited it. Half or three-quarters cover perhaps, but definitely not full cover.
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Working on a shitty setting.

It's based loosely on the Dwarf Fortress community's take on goblin baby snatchers. Specifically, that the snatchers are actually doing humanitarian work, because infant mortality is ludicrously high in dwarvern societies (see also: Dwarvern Daycare).

In this setting, greenskins have managed to suppress their murderous instincts through an as-of-yet undetermined means. They run a variety of sizable trade centers in the mountains, populated by a mix of races, common and otherwise, which have been brought up to see themselves as part of the greenskin collective.

Major changes include changing the default alignment of orcs, goblins and goblinoids to neutral, creating a playable "mongrel" race (mechanically human, has two different races as parents), and features the playable races as antagonist factions.

Thoughts? Suggestions and criticisms would be appreciated.
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>>46317138
In loose earth (which is what the spell requires) it should take less than 15 minutes.

>>46317238
>extremely loose-ass dirt

So the kind of dirt that Mold Earth can excavate?
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>>46317062
Let me tell you this from someone who has actually dug out holes. I would probably rank on the Strength 12-14 (above average, but not exceptionally strong) with Athletics (no Expertise) and it takes me a quarter to half an hour to dig a 5'X2'X2'. Mold Earth clears 6 times that in seconds.
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Alright, so...The whole hole-digging aspect of Mold Earth only applies to loose dirt? And unless my feet have been lying to me all this time, the vast majority of dirt is of the non-loose variety. Doesn't seem all that great to me.
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>>46317371
>In loose earth (which is what the spell requires) it should take less than 15 minutes
Depends on how loose your DM requires. It doesn't necessarily conserve all that much time - just energy - since your shovel still needs to move the same distance.

And, the point isn't what the exact time is, but that, whatever it is, it's far, far longer than the time taken by the spell.
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>>46316624
>>46316813
Thanks! I've made the changes to the pastebin I have, but it's over 2 am here so I'll get to redoing the pdf tomorrow. As for the questions/changes:

>Oops, I mispelled Yog-Sothoth. In my defence, Ctulhu isn't my first language.
>Added a clause that states abilities like Expertise can not be applied to the "temporary" proficiencies
>Added a mention that you don't need verbal, somantic or material components (you're not actually casting a spell, but uses knowledge of higher-dimensional geometry to walk into another space-dimension and out somewhere else).
>Rewrote the wording as per your suggestion.
>Added some commas.
>Defined the time duration to things you haven't attacked during this combat. I think that's specific enough. Also changed it from "monsters" to creatures (I didn't actually write the Nyarly abilities; some other anon did and I only edited them somewhat so I must've missed the wording difference there).
>Compact now requires you to use an action. Dunno if the other person involved should also use an action as well.
>Void's Embrace now requires you to just use Channel Divinity (in case your cleric doesn't have a holy symbol) and is centered on yourself. Also the darkness doesn't affect you.
>Creatures with darkvision can't see through Penumbra now.
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>>46317371
>So the kind of dirt that Mold Earth can excavate?

Yeah, probably. Maybe. I wasn't reading the spell, just chiming in on people talking about digging holes. My bad.

I wonder just how loose they mean. There's like "was just torn up by a quarry" loose and "is like, farmish soil" loose. If the spell is only the former, then...wow.
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>>46316912
Website called naturalcrit.com. Needs the Chrome browser for best functionality.
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>>46317455
I think he is over-restricting loose earth. It is uncompacted dirt.

When digging a post-hole, it is necessary to pack the earth underneath to ensure the post doesn't settle askance. To do so, it is tamped. Before that, when it was normal dirt, it would be considered loose earth. After, it would be packed and so no longer able to be molded. Dig all you like with it, but you can't use it to tear down packed-earth fortifications.
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>>46317549

I've dug post-holes before (and a couple graves), I mean, I'm no expert on hole-digging or anything, but to me, loose-dirt seems pretty plain English. Like, if I look down at the ground, I see dirt. If I hit the ground with a stick a few times, it'll kick up a handful of loose dirt. If I stab the ground with a hoe or a shovel a few times, I'll get more loose dirt. But, in my experience, usually dirt is very not-loose naturally.
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>>46317321
Actual, full artifacts. I love the mythology behind the hand/eye of Vecna and the Sword of Kas.

I got thrown into GMing a pirate themed game with no prep, and I've never done a story based around the party searching for/carrying an artifact, and I think it might be fun. Hoping I might find a story in one of them.
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>>46317475
It does conserve a lot of time (this is fine, other cantrips also conserve a lot of time that could be wasted on manual labor, Prestidigitation for example). You CAN use it in combat for a quick hidey-hole, but your DM has to be nice enough to let you do it.
Regardless, you'll have to be immobile to continue to get full cover, and climbing out of your hole would cost double movement.

>>46317549
Would be nice with a word of god on the whole "loose earth" thing. As >>46317640 says earth is very "not-loose" before you start working on it. Grass and shit makes it even more annoying to dig, and god forbid if you hit an unexpected root or medium-size rock (would the earth still count as "loose earth" if there's a rock in it?).
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>>46317756

I can tell you from experience of digging up rocky and rooty dirt that dirt does, indeed, compact very solidly around rocks and is very not-loose.
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>>46317756
>>46317813
I would argue that, as the spell specifies that you may 'excavate' the earth you're targeting, the spell must necessarily be able to target at least some kind of earth which is still within the ground, and therefore will be at least slightly more tightly-packed than freshly-turned soil, which logically isn't excavatable.
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>>46317879

Alright, I can follow that line of reasoning. I still think it makes the cantrip only mildly useful, but if I ever make an Earth-based character, I'll now have more tricks that I can do with it.
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>>46317813
>>46317756
>>46317640
>>46317549
One of my players who is very anal about this sort of thing (like some of you are being) asked me for a ruling and i basically classified any earth that isn't packed or has a large amount of roots and rocks in it as loose earth. Dirt on unpaved roads, fields, forests that aren't overly dense with big trees, even gravel fell under this definition. Not saying you or your gm should rule this way but it's how i handled it.
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>>46317813
Around the rocks, yes. This soil has undergone compaction as the rock was forced into it, causing the pores in the soil to decrease in size. Regular dirt has far larger pores.

Compacted soil is awful for plants. Basically, assume that any soil that is capable of supporting plant life and being excavated by hand is loose enough for Mold Earth.
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>>46317490
wizard who isn't familiar with digging holes here, can you describe the difference?
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>>46317994

I don't normally stick my hand in dirt, even when I was a kid, but the few times I tried it was about as successful as sticking my hand into concrete.

Is this a difference in climate? All the dirt around here is very, very compacted. There's just nothing within eye distance of my porch that I'd call loose dirt, and I think that's the case for most of the area around where I live. Haven't really had much experience with the swampier areas though.

I would say that sand would qualify as loose dirt. That might be kinda neat. Oh, by saying that I just convinced some lurker to make a Gaara character I bet...
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>>46317951
That's probably how I would do it too, although except for gravel. And if the players are trying to be cute and creating mold earth fortresses before every single encounter they'd probably disturb an umber hulk colony, or two.
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>>46317756
are you missing the "one hour difficult terrain on soil or stone?"
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>>46317119

Here's an idea that I've been thinking of using in my campaign. Might be a little strong, but hey, it's a work in progress:

The Mask of Balance

A simple stone mask with a strap made from a strange leather. Two eyeholes peer through, and the front is half white stone, half black, seemingly fused together perfectly. It is believed to have been used by tribal shamans in the past to peer into the near future, but it is said that any who used this power did great things, but always suffered an equally bad misfortune.

When worn, the wearer can call upon the power of the mask to gain insight on whatever actions they're attempting, seeming to peer into the future. They can not remove the mask in any way during this time. They gain advantage on their attack rolls, skill checks, or saving throws, and enemies suffer disadvantage when attacking them. Keep track of how many successful rolls are made, and how many enemies miss the character during this time due to the disadvantage. Once this number reaches 10, the advantage for the player and the disadvantage for enemies stops.

The mask then seeks to reset the karmic balance by doing things like blinding the player, showing them false images, etc. to ensure they fail in any action they take. The player takes disadvantage on any attack rolls, skill checks, or saving throws, and any enemy attacking them gains advantage on their attack roll. Keep track of any failures because of the disadvantage, and how many times an enemy strikes the player with advantage. Until this number reaches 10, the mask can not be removed in any way, and the effect continues until the karmic debt is repayed.

The player must then wait 1d4 rounds before using it again.

How to destroy it:

The player must sacrifice an item of equal power (a Rare magical item) next to the mask. It will only accept an item that is restricted to good characters, or evil characters. In this way, it seeks to balance the world more, even in its own destruction.
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>>46318131
So you spend prep-time to make the area leading up to your fortifications difficult terrain? Fine, prep-time is all about that shit. Hell, you could even make it a thing that you spend some time changing the area around your resting spot into difficult terrain, that's cool as shit. Maybe your character is a paranoid Duergar that refuses to rest unless he's in a cozy hole surrounded by difficult terrain.
If you want to do the same thing in a combat situation you're stuck converting one 5ft square per round, while using a proper spell (Entangle) would do the same to the whole battlefield.

Difficult terrain is a hassle and all, but it's not really a major game changer. Much less so when enemies start to fly, burrow or have ridiculous move speeds (or have levels in Ranger).
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>>46318282
>The player must sacrifice an item of equal power (a Rare magical item) next to the mask
Artifacts are above legendary (though this item isn't).
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Strahd does extra necrotic damage with his punch. Also best outcome for Barovia is to stake the fucker so he is permanently paralyzed and then encase him in adamantium, cover it with explosive glyphs and bury it a kilometer under ground
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>>46318320
hm. that's a good point.

think i should use ray of frost instead? i can get the cover going with the minor image spell. might be good to have a targetted slow, save mold earth for when i get another cantrip
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>>46318370

Yeah, fucked that part up. Meant to say "Legendary" magical item, not Rare.

Main reason why I'd say Legendary and not Artifact: it'd be silly if this mask let you destroy artifacts just by setting them next to it and smashing it. It'd be silly to destroy, say, the fucking Book of Vile Darkness or something like that.
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>>46316301
A flumph In barovia would eat itself to death. Far bloated flumph corpses all over the amber temple
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>>46318456
i agree but purely on power level this doesn't really meet that threshold. The upside is essentially foresight but you are unlikely to get as much use out of it as the actual spell and it comes with a downside. A spell scroll of foresight (9th level) is a legendary consumable and this seems weaker than even that.
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>>46318437
>an illusion
>providing cover
>>
>>46318523

Hmmm. Fair enough, I can certainly see that being true. Only question how can I spice it up and bring it to artifact level, while still maintaining the "karma" mechanic? Because that's really the whole point of the thing, that it brings you great fortune and power and then fucks you over later.
>>
>>46318617
A few things come to mind. First an alignment based restriction such as only being able to attune to it if you are true neutral/unaligned or it attempts to shift your alignment to neutral and compels you to do things that are the opposite of your current alignment.

Secondly the dmg has a section for making artifacts with some tables for random beneficial and detrimental properties all of the ones in the book have some number of these that get rolled when a player gets such an item. If you like you could have the item have an equal number of both beneficial and detrimental random abilities along with its main ability. This would increase the power level and be in line with your idea.

As for the downside to the masks main ability i would suggest instead of it doing a set number of good and bad rolls to have it give a small chance at the start of your turns to give you disadvantage instead of advantage. Maybe 1/20 or 1/10 I personally think if it was a 50/50 chance each turn of foresight or anti-foresight it wouldn't really even be that desirable of an item.
>>
>>46318617
>>46318844
you might also go out of your way to fight or confront fiends and celestials when wearing it or something along those lines.
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>>46315264
One of my players wants to be a Gnoll. Since the DMG version sucks nuts, how does this sound? Is it reasonable?

+2 Str, +1 Dex
Rampage
Darkvision 60ft
Natural Weapon: Bite 1d4
Keen Senses

Too weak? Too powerful?
>>
>>46318990
I say drop Rampage
>>
>>46319027
Replace it with a weak feature or just straight drop?
>>
>>46319027
If he does that he should give them a "useless" skill prof to make up for it.
>>
>>46319027
>>46318990
I think if you drop rampage it's too weak but its too strong with it.
>>
>>46318091
Dang, your dirt is far more compacted than in my area. I can reach down,dig my fingers in, and pull up a large handful of dirt. Do you have clay-based soil out there? That tends to be much more compacted than sandy or loamy soils. Maybe that's the source of the disagreement, your soil is NOT like mine ^-^
>>
>>46319085
Not that anon, but here in California the dirt is hard as fuck. The way some people are talking in this thread, this cantrip would be 99.42% useless.
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>>46319065
Survival maybe?
>>
>>46319085
Different anon, from Texas, the dirt is pretty hard, but I can get to around the first joint of my fingers if I tried.
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>>46319085

You are correct, much of the top soil (I think that's the term) is clay in my state. You dig down half a dozen feet and you've got clay.
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>>46319128
Huh, I could live with that

-Ramapge
+Survival

Sounds alright
>>
>>46319115
>>46319165
>>46319085
Just looked up some soil studies for reference. Over the past 60 years, clay levels have been rising for California while sand levels are decreasing, which could be contributing. I haven't spent much time in there or Texas, so I can't speak from first-hand experience.

Between Wyoming (when not in the mountains), Florida, Tennessee, North Carolina, Vermont, and Wisconsin, I've always noticed fairly loamy soils that you could dig your fingers into. Must just be lucky that way!
>>
>>46318844
>>46318879

Alright then, how about this:

The mask shifts your alignment to True Neutral, and your Ideal changes to "I seek to find balance in all things, no matter the cost"
3 Major Beneficial Effects
3 Major Detrimental Effects

Your Wisdom score is 19 while wearing this mask. This has no effect if your Wisdom score is already 19 or higher.

Visions of the Future: The wearer is treated as being under the power of Foresight while attuned to this mask. At the start of every turn, the wearer roll a d20. On a 1, the wearer's Foresight is temporarily disabled, and any attack rolls, skill checks, or saving throws the wearer attempts are taken at disadvantage. In addition, any enemies attacking the wearer get advantage on their attack rolls. This effect lasts for one round, after which the Foresight resumes.

Enemy of Imbalance: When the wearer of the mask sees a celestial or fiend outside of that being's natural realm, they get a powerful urge to destroy that creature to return it to its home plane. The wearer of the mask must take a Wis saving throw (DC 15) to avoid attacking any such creatures on sight. Any time the wearer destroys such a creature, whether compelled to by the mask or of their own volition, they heal a number of hit points equal to the amount of hit die of the creature. If this would cause them to go over their maximum HP, they gain the remainder as temporary hit points.
>>
>>46318990
I am>>46319080
and after reviewing it i don't actually think it's too strong. At first glance it looked to me like rampage would just make it a combat powerhouse but all the melee classes get things to do with their bonus actions anyway so you are only beating the action economy a little bit and it gets to be less of a big deal once they reach higher levels.

Also the natural weapon seems weak for example the half orc gets a total of +3 to its abilities, prof in intimidate, and dark vision which are equivalent to the darkvision, keen senses, and ability score increases you've given the gnoll.
Then the half-orc gets savage attacks and relentless endurance and the gnoll its natural weapon and rampage. the natural weapon is weaker than either of these to me so even if rampage is stronger than either of these abilities i feel it evens out in the end.
>>
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/5eg/: Earth Science edition.
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>>46319355
That looks much better to me. Though i would perhaps do 1 major and 2 minor of each detrimental and beneficial or even 2 of each minor and major for detrimental and beneficial. It turned out so good im going to add it to some similarly neutral aligned artifacts in my campaign.
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>>46319480

Mountains basically cockblock the Weather. That's what a rain shadow is. It's a region that's just getting precipitation cock blocked.
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>>46319501

>Though i would perhaps do 1 major and 2 minor of each detrimental and beneficial or even 2 of each minor and major for detrimental and beneficial.

After actually looking through the tables, yeah, I'm inclined to agree. I think 2 Minor 1 Major of both will work a lot better.

>It turned out so good im going to add it to some similarly neutral aligned artifacts in my campaign.

Awesome! Glad I could help anon.
>>
>>46319556
I'm not the original guy who was asking for artifacts either lol. I just like making items.
>>
>>46319355
That's a lot of dice to roll. Cool for a short adventure. Make the PC restless without "balancing" things. Almost everything in his life proceeds as forseen. Almost everything.
>>
I'm rather new to 5e and have a question about sizes.

Do they have any rules implications in this? Specifically concerning small and medium, as far as I noticed they only matter if you use size changing spells, otherwise a PC of either size is effectively the same except for roleplaying porpuses. Is there anything I'm missing?
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>>46319626
Small creatures have disadvantage when attacking with heavy weapons.
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>>46319556
As far as destroying it i was looking through the dmg for good and evil aligned items and a perfectly appropriate artifact level method of destruction might be through the use of both a talisman of ultimate evil and talisman of pure good expending all the remaining charges on each.
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>>46319626
Small size can squeeze into Tiny space. Medium can only squeeze into Small space.

Small wield heavy weapons with disadvantage and can't wield Large weapons. Medium can wield heavy weapons and Large weapons (with disadvantage).

Large can wield Large weapons and Huge weapons (with disadvantage)
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>>46319626
- Small creatures make all attacks with heavy weapons with disadvantage.
- Creatures larger than medium have doubled carrying capacities for each size they are above medium.
- Larger creatures can't fit into smaller areas. Creatures can fit into a space meant for creatures a size smaller than them but suffer from debuffs (make attacks/ability checks with disadvantage, attacks against them have advantage, iirc).
- Weapons made for creatures larger than Medium deal twice as many damage dice for each size above Medium (in the DMG, never meant to affect any PC stuff).
>>
>>46318990
+2 Str, +2 Dex, Common and Gnoll, Darkvision 60ft., Proficiency Survival, Rampage trait, Proficiency longbow and glaive, Proficient 1d6 + Str bite natural weapon
>>
>>46319626
Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

S q u e e z in g in t o a Sm a l l e r Sp a c e
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's
only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
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>>46319626
That is true, but it only really applies for the Small/Medium transition. The reason for this seems to be that the barrier between those two categories and the other four are much smaller. For Tiny creatures, damage is usually down to a straight 1 and there are other penalties. Large creatures get to have double the damage dice (well, Medium creatures can wield them with disadvantage), Huge get triple, and Gargantuan quadruple. Additionally, numerous abilities are dependent on size, like grappling, shoving, and various spells.
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>>46319594

Well either way, enjoy the item, and thanks for the help crafting it.

>>46319606

>Make the PC restless without "balancing" things. Almost everything in his life proceeds as forseen. Almost everything.

Yeah, that about sums it up. It gives you this newfound gift... and takes it away just when you least expect it, all in the name of balancing the universe.

>>46319686

That's good, yeah. Makes way more sense than the initial idea.
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>>46319532
Mountains got dem panties in a drought
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>>46315596
>D&Dverse
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>>46318612
uh why wouldn't it give cover?
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>>46316918
>/r/dnd discord
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>>46320294
Ah, a new meme!
>>
>>46320316
Everyone in the server browses and posts on reddit, no thank you.
>>
How do I send the the pestilence and plague, thunder from the sky, fire raining down, locusts on the wind, the swarm and the horde? Why are there so few spells that affect a massive area? I can't even find Cursed Earth.
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>>46320422
Because even though casters have more laid-out narrative control than martials thanks to spells, even they have limits.
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>>46320285
not him but the illusion doesn't actually stop anything from hitting you it only gives the illusion of cover. heh.
A creature might be less inclined to attack you if they think you have half or three quarters cover and if you are completely obscured by your illusion and they don't know its not real they will think you are completely safe behind your cover and will just ignore you. However if they know its fake or try and shoot you anyway then it doesn't really do much.
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>>46320456
That what is all this crap about casters being OP?
>>
A CR 30 Beastmaster Ranger's Giant Crab is a CR 8 Beast

CR 30 Beastmaster Rangers Pet, +9 to AC/attack rolls/damage rolls/saving throws/skills
HP is max is 120
Makes two attacks

Giant Crab
medium beast, unaligned

AC 24
HP 120
Speed 30ft., swim 30ft.

STR 13 (+1)
DEX 15 (+2)
CON 11 (+0)
INT 1 (-5)
WIS 9 (-1)
CHA 3 (-4)

Prof +3
Skills Stealth +13
Damage resistances - bludgeoning, piercing and slashing from non-magical weapons*
Senses blindsight 30ft., passive Perception 9
Languages -
CR 8

Amphibious - Breathe air and water

Actions
Multiattack - The Giant Crab makes two Claw attacks
Claw - +12 to hit, Hit: 13 (1d6+10) bludgeoning damage and the target is grappled (escape DC 14). The crab
has two claws, each of which can grapple only one target.

*Stoneskin cast by Ranger
>>
Hey /5eg/, my DM is moving us over to 5e from 3.5 soon with our same characters. This may be a problem for me because I have a NG cleric of Fharlanghn, and both the luck and travel domains are non-existent in the players handbook. Are they written anywhere else? Any help would be appreciated.
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>>46320285
Cover pretty explicitly refers to physical cover in the section describing it. You may be heavily obscured by your illusion, but it provides no cover.
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>>46320518
Fharlanghn is listed in the 5e PHB as having the domains of Knowledge and Trickery.
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>>46320518
HAVE YOU FUCKING READ THE FUCKING PLAYER'S HANDBOOK YOU COCK HEAD
>>
>>46320518
As per PHB Appendix B (Gods of the Multiverse):
>Fharlanghn, god of horizons and travel
>Suggested domains
>Knowledge, Trickery
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>>46320574
What page is it on? I'm not seeing it here.
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>>46320621
PHB pg 293.
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>>46320621
You are a dumb cunt
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>>46320422
ice storm, sleet storm, meteor swarm, earthquake, insect plague, fire storm, control water, etc.
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>>46320643
>>46320652
Well fuckin' paint me blue and all me Babe I'm missing page 295-296 in my damn book. Probably explains why i can't find it.
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>>46320700
Convenient
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>>46320700

From what, a PDF or the actual physical book? Because no offense anon okay, some offense but I find that really hard to believe
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>>46320700
>lying on the internet
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>>46320689
Well, thanks, that's good, but it's too small scale for my Moses impression.
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>>46320817
Yeah Moses is probably a bit strong for PC level.
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>>46320422
Try Hallow, you moron
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>>46320777
The actual book, god damn it. My brother bought it the other day and is lending it to me for the time being. Probably because he picked it up from Barnes and Nobles and some autist or kid thought it would be funny to tear out a page.
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>>46320851
Take a picture and show me
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>>46320836
I miss epic and mythic levels.
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>>46320851
you only dig yourself deeper anon
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>>46320836
Moses would be a Chosen, so he would be able to cast any Cleric spell at will
>>
Am I going to regret playing a Hunter Ranger in CoS? People generally say they don't really fall off in usefulness until after level 10, which is right around where the adventure is supposed to end to begin with. And I figured being able to select undead and fiends as my favored enemy might come in handy.

Anyone played a Hunter Ranger in CoS yet, or played one in general up to about level 10?
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>>46320928
Hunter Ranger is fine

you'll be fine
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>>46320928
Yeah man but pick favored enemy undead and favored terrain forest
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For CoS, I'm introducing a party NPC to Vallaki that I'm going to use for their duration stay in the town to try and urge my players to role play a bit more. Let me know what you think of the guy. Stat-wise, he is of slightly lesser strength than a Veteran, and his dog is a slightly buffed Mastiff. The NPC, Dante`, has a little less health than a Veteran and weaker AC, but keeps his other stats. The dog has slightly increased HP and AC, and a "lick wounds" ability ripped straight from Darkest Dungeon that heals 1d4+1 HP twice per short rest that is usually only reserved for the master. They have combined initiative. Does this sound reasonable?

Moving onto traits, spoilered because my players read this board He is also an outsider to Barovia. He was a devout and just law giver that ended up in Barovia during a man-hunt. He's been in Barovia for a few months, and it is already starting to wear him thin. He is steadily losing his faith in the gods, his only wish is to leave Barovia, and his alignment is gradually changing (gone so far from Lawful Good, to a mad-minded CN or N). He is considering doing things he'd never previously do, to leave, hoping that the gods he worships will understand once he's rid of the cursed land.

His dog, Bone, is a mechanic more than anything. Both characters are meant to die, and not be with the party forever. If Bone dies first, this shatters Dante's spirit and mind, and I'm not totally decided on how it should work. Should he go berserk and attack the party, blaming them, or should it be a more subtle and dramatic change? If Dante` is to die first, the characters can adopt the dog into the party, but it will be in a heartbroken state for some time. Depending on how the party views Dante` and Bone before they die, I may just add to the drama and make it so Bone doesn't leave Dante's corpse. It simply awaits death next to Dante`.

Last, what kind of information should he know? to be continued..
>>
>>46320928
Had a hunter ranger in my last game and found him to be quite effective. It wasn't Ravenloft, but hey. Barovia has lots of undead and forests. Frankly I got the impression that a circle of land druid would be super useful in that adventure.
>>
Need a little bit of help with CoS.

I'm mapping out Castle Ravenloft (reading the isometric map hurt my eyes and my brain trying to think of it two-intentionally so I'm remapping it for my own use) and I read a thing and got very confused by the mechanics of it.

Can someone explain to me how the Strahd trap words in area K27, the Flight of the Vampire one? It says something about ropes and pulleys and how the dummy Strahd is hidden on the west entrance wall, but how does the mechanism technically work? Would it be a closed loop with a piece of string tied taught on the floor, and when that's broken the ropes fly through the system and send "Strahd" flying? How would it be able to reset itself if it's reliant on tension that can be broken by a player tripping over it?
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>>46321308
He probably hasn't been to the castle if he's still alive, or the monastary. He might know something about the wildlife, lycans, the hags, or perhaps a fair amount of history of the region. If he knows anything TOO important he'd probably be dead already.
>>
Using 1d12+1d8 random encounter table like found in CoS its more likely that encounters in the middle occur than encounters further out.

If you find commoners (smack bang in the middle) then random encounters occur more often.

More often encounters = more commoners most likely. Just bum around Castle Ravenloft until you have a few hundred commoners to murder Strahd with.

Strahd has 144 HP and 16 AC. A commoner has +2 to hit so he only needs a 14 to hit Strahd. Commoners do 2 (1d4) damage but with Strahds resistance this is 1.

Commoners will hit Strahd 35% of the time and do 1 damage.

With 412 commoners you will destroy Strahd in one round
>>
>>46321308

For the Houndmaster's knowledge:
Firstly, my party is level two and will be arriving at Vallaki next session, and I'm considering running Death House there. He will share info about that place. He will be used to give leads to the other happenings in town too, such as the lights in the Burgomaster's house, Rictavio being "a person of interest," and the other quests. What I need help with is what tertiary info should he know? He's a fairly skilled combatant, and would at least be able to make fighting retreats from stronger threats or learn about them. Could he share some information about the Souless Barovians, Vampire Thralls, and general survival tips for Barovia? What exactly should he share, and how much is too much?
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>>46321359

I was thinking the most he'd know about people such as Strahd, is their name. Nothing more. He'd be more interested in finding a way out of the realm, rather than confronting any higher power.
>>
>>46321383
Your hectopeasant game is weak.
>>
>>46313861
Melee attack is done against one person, so the damage of the cantrip is done against a single target as well. For multiple targets, just cast it normally.
As the spell discharges on a sucessful hit, even if the Bladelock had the ability to hit multiple times in a turn, only the first successful hit would cast the cantrip. Otherwise, the cantrip remains in the blade until it is discharged.
If one missed all their hits last round, they'd possibly get two Channel Cantrip hits; one holdover from last round, and their current bonus action's.
>>
>>46321442
That's probably fine. Just some names, some rumored locations (only some should be real), some hints (don't trust the Vistani, or anyone native to this place), and a burning desire to escape.
>>
>>46321704
I forgot to mention that Bone gets very agitated in front of Vistani, he'll bark uncontrollably or hide
>>
Okay, I would like some insight on a ridiculous strategy to replicate a little of Vaarsuvius from Order of the Stick. A favorite shtick of his/hers was to give people notes with Explosive Runes, but that's not normally viable (yay, 200 gp cost!). However, I am playing an Artificer from UA, which can create scrolls that circumvent component costs.

Could I then cast Glyph of Warding as Explosive Runes as a watermark on letters and store them to hand to people? I just think it would be a fun way for my rather bashful character to express his disapproval.
>>
>>46321383
You probably can't get 412 commoners within melee range of Strahd simultaneously to attack with their clubs in one turn.

However, you could hand 412 commoners a crossbow bolt each and a heavy crossbow to one, and order them to ready an action to grab the crossbow from the previous commoner (in tandem with their action) and fire it at Strahd.

Fired non-proficiently with a +0, they hit 25% of the time (of which they crit 5% of the time), for an average damage of 0.825 per commoner after resistance.

In this case, you would require an average of 175 commoners to kill him in one turn - which easily fits within the 100-foot normal range of the crossbow.

This becomes rather more complicated if your DM remembers that creatures provide half-cover, meaning that a fair number of your commoners are attacking an effective AC of 18, if you can't fit them in a nice line such that none of them block each other. Assuming instead, for simplicity, all your commoners are attacking an AC of 18, you then require 262 commoners on average.
>>
>>46321823

>However, you could hand 412 commoners a crossbow bolt each and a heavy crossbow to one, and order them to ready an action to grab the crossbow from the previous commoner (in tandem with their action) and fire it at Strahd

but to get that many crossbows you would need all the gold from selling the full plate from death house. the full plate that does not crumble if removed from the death house, fits every character, isn't cursed and is fully functional.
>>
>>46321888
please die you sperg.
>>
>>46321888
i really love you dude
>>
>>46321815
Huh. Reading though the relevant rules, it seems you can indeed, by RAW, circumvent component costs in the way you've described. I doubt any DM would allow you to, of course, since it opens the way for far more broken abuses, so you really shouldn't hinge on that specific rules interaction.

With regard to whether you could, I'm pretty sure you can set whatever fucking trigger conditions you want for your Glyphs of Warding.

But you should really consider some less destructive ways of expressing your displeasure. OotS plays damage for laughs, but in your actual campaign, hitting someone with 5d8 damage is no joke.

If I may make a suggestion, consider cussing them out with Magic Mouth instead.
>>
>>46321888
>There is a storm of (you) on the horizon.
>>
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>>46321888
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>>46321815
Which UA has the artificer?
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>>46321888
This meme needs to die
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>>46321888
Indeed, you'd barely have any gold left over from selling the full plate to buy that one crossbow.

here's your :^)
>>
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>>46321888
I know this is bait, and yet I can't help but reply.
>>
for fucks sake someone tweet at perkins about the fucking death house plate already
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>>46322054
who the fuck uses twitter
>>
>>46322008
The Eberron one. It's not at all worth your time.
>>
>>46315264
There are HD maps for every area of CoS except for the castle, wich is a fucking mega dungeon. This is a dick move.
>>
>>46322185
The HD maps are from a freelance artist they hired, he sells them on his website. Castle maps were likely done in-house. Not like it matters since they are isometric and not really usable if printed.
>>
What spells do you think would be in Strahd's spellbook? His stat card has his prepared spell list but we know Strahd plundered magic secrets for close to 400 years and even learned under a lich. What others spells would he have? (He stated he didn't bother with charm spells as his vampire charm was already quite powerful)
>>
>>46322283
Castle maps are in fact recycled from Expedition to Castle Ravenloft 3.5. But the castle is the big deal of this adventure, It would be nice to have those maps if you plan to run it at Roll20.
I don't use printed maps to run tabletop games.
>>
>>46322340
The most accurate view of this is reviewing Strahd's stat block from AD&D and 3.5 to get some ideas. If you get the 3 lists together (wich are pretty diferent, given Strahd had lvl8 spells in AD&D) you will get a nice (and deadly) spellbook.
>>
>>46322350
Some people are creating battle maps for Ravenloft on forums and on roll20.

http://www.cartographersguild.com/showthread.php?t=33438

https://app.roll20.net/forum/post/3127406/need-castle-ravenloft-battle-maps
>>
>>46322350
I'm sure somebody here or on reddit is already making 2D versions of the castle maps. I know some exist of the original, not sure how different the 5e ones are.
>>
>>46322340
Is Strahd's spellbook even mentioned?
>>
>>46321358
It's likely mechanical using a pressure plate on the floor, or just magical. Hell it could technically use a trained bat hidden in the wall watching the room through a tiny bat-sized peephole who presses a button at the right time, if I was Strahd I'd totally use my mastery of bats to create bat-tech.

The ropes and pulleys just form a loop that takes Strahd around the room once then back through the secret door.
>>
>>46321970
Oh, I've already confessed to him my plan to eventually monopolize the world's trade economy through a factory powered by Simulacra.

Step 1) Create Wish scroll through Infuse Scroll
Step 2) Hard-cast Simulacrum, copying myself
Step 3) Have first simulacrum cast Wish using scroll to create a new simulacrum
Step 4) Set up the following loop of orders that repeats until 1000 clones are created
A) Use Wish to create new simulacrum
B) Order it to accept orders from original simulacrum
C) Using Master Artificer, have the 1000 clones spend a week making 1000 Bags of Holding or other uncommon magic items from Table B
Step 5) Store BoHs in Demiplane while clones go out to find clients who would like a supply of storage items.

Simulacrum chain that works entirely in the background!
>>
>>46322417
There is a mention of a spellbook but it has his prepared spells. No way its all his spells just based on lore. (They mention I,Strahd stuff in the CoS book)
>>
>>46322442
>if I was Strahd I'd totally use my mastery of bats to create bat-tech.
So you're telling me that Strahd is a literal Batman?
>>
>>46322464
No anon..

>bat powered airship capable of oppressing not just the Village of Barovia, the entire Realm of Barovia.
>>
>>46322504
>Flying Castle Ravenloft
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>>46322452
I think most NPC wizards just have their prepared spells
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>>46322464
I would definitely consider him a batman, yeah. If I had 400 years and got bored fucking with the toys in my playpen, I'd train some animals to do my bidding.
>>46322442
Cool, good thoughts. I'll keep that in mind for players when they hit that area, thanks man.
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>>46322547
>I'd train some animals to do my bidding
He already does this. Basically every creature aside from ravens are spies for Strahd, and report back to him.
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>>46322340
Well, this is based on I6 so it's long before Azalin came through.
>>
>>46322452
He even had spells with his name on them back in AD&D. I recall one in particular called "funesto atractor de Strahd" (something like "Strahd's deadly attraction" I don't know how was it called in english).
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>>46322581
Azalin comes before CoS... He was 200 when he arrived.
>>
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So, how does Curse of Strahd measure up to the other iterations of Ravenloft over the years? Better? Worse?
>>
>>46322656
ANYTHING is better than the 3/4e version, but it's not as developed as the Ravenloft setting. Has more to it than I6, at least.
>>
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>>46322656
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>>46322656
There is no substitute for the original I6 in my opinion, but I have the Ravenloft Boxed set and I've been itching to use it since before the announcement of CoS. I'll introduce it after Strahd is defeated.
>>
>>46322656
It's amazing. Anything written by Chris Perkins is though.
>>
>>46322656
It's pretty much the same. 3.5 version had a very booooring Barovia encounters. You had to fight literaly thought the entire city in middle of a zombie apocalypse with 50HP zombies with dmg resistance.
This is the bigger version, at least speaking of the surrounding lands. But the story and the city, and the castle, and everything is pretty much the same as it was in AD&D and 3.5
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>>46322673
>ANYTHING is better than the 3/4e version

What didn't you like about Expedition (besides using 3.5)? I never actually played it, but it didn't seem too bad.

3.5's Ravenloft is really well done IMO. I love the setting, even though I choose to play it using a way different system.
>>
>>46322531
wait...
can you fit a flying Castle Ravenloft into CoS?
>>
>>46322854
You probably could. It would make the people of the land even more terrified of Strahd and make him more mysterious when his castle isn't just sitting there.
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>>46322854
Terrasqtle Ravenloft
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>>46322854
You can do whatever the fuck you want man. make Strahd's carriage a fleet of winged demon horses.
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The best Ravenloft Domain is _______.
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>>46322912
Barovia... Literally has Ravenloft in it.
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>>46322912
Kartakass is fun, Sithicus shows what one SHOULD do with Kender, and Barovia is classic, but I like Mordentshire. Asshole ghost living in his asshole ghost house on asshole ghost hill, leaving everyone alone. Van Richten comes from there so it's automatically the best.
>>
>>46322912
Barovia. Because every other Domain was just a silly version of Barovia with a different theme. I also liked Har'Akir, but was probably more due to Stone Prophet than the actual module (Touch of Death).
>>
>>46322972
Godefry is what I imagine a 4chan Darklord to be. Just a bitter NEET fucking with people and screaming for normies, mortals, and women to get out of his Haunted Mansion.
>>
>>46323047
Lamordia is neat too, though Mordheim is a HUGE asshole, way more than you'd think.
>>
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I always liked Forlorn, even if the actual Darklord was kinda meh.

Really, I can't think of any domains I outright dislike. Just a few that are comparatively mediocre.
>>
>>46323276
Aggie is the scariest thing in that domain, other than the damned goblyns. Nobody likes having their face eaten off.
Most domains are pretty neat, though some could have been done better. Bluetspur, for instance, as a place you can just walk to seemed off to me before it was moved. The 'not Barovias' run by the poisoners were pretty lame, too.
>>
>>46323409
The atmosphere really is phenomenal, and something about Aggie just gives me the chills.


The nice thing is that the setting lends itself very well to being mucked about with by a DM. The 3.5 gazetteers are probably my favorite thing put out for D&D, period.
>>
what other old monster from 2e barovia is cool
>>
>>46323759
I didn't like them that much, they sort of ruined the feel imo? They brought a 3e feel to Ravenloft, meaning WAY WAY WAY more magic, magic items, and classes that resist Ravenloft's touch. I'd never play Ravenloft in 3e, AD&D is probably the best to run it with imo. PCs weren't (effectively) untouchable godkings in that without being coated in magic items/spells, where in 3e you ALWAYS have that coating (wealth by level), and 5e you... are really difficult to kill without the GM going after you specifically, once you are down.
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>>46323932
Barovia didn't have that many special monsters, but Jezra Wagner is alright. A frost touched ghost that wanders the upper mountains, draining the heat from her victims.

The overall LANDS of Ravenloft have a ton of neat critters though.
>>
>>46323956
I meant normal monsters
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Does this monster's CR seem about right, and would it make an interesting boss encounter for a fourth or fifth level party that has some allies? They'll likely be fully-rested at the time they fight it.
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>>46324128
Gothic horror stuff. Undead, werebeasts, wolves and bat swarms, things like that.
>>
>>46317119

A magic map of the world that will always irrevocably show where attuned user is
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>>46324227
A normal monster found in 2e Borovia not found in 5e Borovia
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>>46324240
Everything is pretty much the same, though. Perhaps some specific types of undead, but Barovia didn't have a wide variety of critters.
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>>46324268
I will destroy you
>>
>>46324291
I don't really get what you want.
>>
>>46324342
Six cocks in his mouth.
At least six cocks.
>>
>>46324342
Seven cocks in his mouth.
At least seven cocks.
>>
>>46324342
Eight cocks in his mouth.
At least eight cocks.
>>
>>46324342
Nine cocks in his mouth.
At least nine cocks.
>>
Ten cocks in his mouth.
At least ten cocks.
>>
>>46324607
You didn't reply.

You fucking idiot.
>>
>>46324607
>he didn't reply
You fucked it up god dammit
>>
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>>46324622
>>46324614
>>46324607
>>46324599
>>46324592
>>46324420
>>46324351
>>46324342
>>
>>46324666
Why would you bother screencapping that.
>>
>>46324666
Nigga, you got 2 (yous). I get more than that when I post cropped porn.

Poor show.
>>
>>46315264
Looking for ideas for sorcerer bloodlines.

My main ideas are Elemental sorcerers similar to the storm-sorc who already covers Air.
Born during an elemental storm, catastrophe regarding the element etc. in question.

And of course Aberrant bloodlines i.e. Cthulhu sorc.
One of your ancestors was a powerfull warlock in the service of a being outside of this world and some of his powers manifest in his descendants.
Main feature will be gaining 2 Eldritch invocations of your choice.


Any other ideas?

Maybe a shape-shifting archetype based around druidic powers?
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How do you guys feel about a party having a "main" character, by which I mean a character who's backstory and goals are centered around the driving force of the overarching plot. Is it okay if it's done well? how hard is it to do well?

It's just that in my campaign after reading everyones character bio there's one tidbit I've seen that has great potential for driving the endgame, the general gist is the party paladin is searching for a missing and powerful relic of his order, that I could easily turn into an extremely potent artifact which some dark force I've yet to really consider intends to use to inflict a doomsday scenario.

Everyone else has pretty good stuff I can use for story and worldbuilding too, but nothing I feel particularly far up on the threat level and tying the campaigns eventual overall goal into a characters story feels like it'd be more engaging for the players. But on the other hand I want to avoid accidentally turning the game into a circlejerk over his character and crap that is basically
>oh sure you avenged your parents/hometown etc but this guy is out to save the world, look lesser beings as the superior paladin shows you the way
>>
>>46325140
It can be tempting but you've got to give everyone their chance to shine. While it might not be their initial goal, getting them toward the paladin's goal (or making the party's goal coincide with that) is better than focusing entirely on the paladin's goal for that artifact.
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>>46316301
Gibbering Mouthers have long been my favorite enemies. Unfortunately, they're super annoying for the players. No one likes their character getting confused.
>>
Last session the party found out that an NPC died under very strange circumstances. This next session they're going to investigate.

That means I now have to find a way to justify those circumstances that I came up with on the spot.
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>>46325179
Well, what are the circumstances?
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>>46325179
It's probably some weird murder cult.
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>>46325189
The victim was definitely out of town at the time he was killed, but his body was found in his house in his own bed. Also, someone mailed the victim's glass eye to the party.
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>>46325209
Clearly the killer wanted the npc to be found by the party. Probably someone with history with the party, maybe make it a bad guy they though was dead or some similar shocking reveal.
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>>46325209
The man is still out of town--or so people think. It's actually a doppelganger, part of a group that actually killed the man. The person who mailed the glass eye is an unknown ally who can't expose the group that murdered him unless he puts himself and his family at risk.
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