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/5eg/ D&D 5th Edition General - Martial Extinction Edition
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>Official /5eg/ Mega Trove v3:
https://mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ

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

Old thread:
>>47732821

Why do people who argue caster supremacy not realize that every class casts spells now? There is no war left to fight, there are no martials left.
>>
So I want to try running a game focused on exploration and survival. Have a big map for the players to explore, chart out, and encounter enemies.

How feasible is this to do in 5e?
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>>47741500
Just because there are caster archetypes doesn't mean everyone is picking one, or even that they're the best pick
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>>47741701
Super Easy. Hordes of the Underdark is basically this.
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>>47741701
I was in a group that tried that. It was alright, but the exploration side of things was by far the least interesting part, because there's not much to tie one tile/hex/whatever to the next beyond the geography. If you are going to do it, you should try to give the place a sense of continuity. Say in one hex there's a village of Kobolds, the next tile over there should be a tribe of goblins that they've been at war with for generations. A few tiles further there's a wizard in his tower who is studying the conflict and gets pissed at the party for interfering in his 'native study'.

The thing about D&D is that it's all about building stories, but you can't make a story interesting if you can pick it up and leave it at any time. Personally, I wouldn't go for a set map in this regard. I'd have a bunch of ideas tied to loose areas, which gives the players the illusion of exploring the map.
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>>47741500
>Caster Supremacy doesn't exist because everyone Casts

Play a ranger man. Weakest of the Half n Half classes.

5e isn't as horribly LFQW as 3e and Pathfinder, but it's still there.
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>>47741701
Extremely easy. I think there are rules for hexploration that were taken out of the final DMG but can still be found here <<<
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>>47741935
This. It's still there but they did tone it down a bit and buff up (most) of the classes that are pure casters to do really interesting things (barbarians can, if built for it, fly while raging; fighters get combat stances and extra dice to throw around; Monks can become fairly decent assassins; etc.) But yeah, Rangers suck donkey balls in the way they are built right now.
>>
>>47741882
If they aren't the "best" pick then caster supremacists are wrong.

If you aren't picking an option in your class to perform optimally its hardly the games fault. A wizard that only chooses direct damage spells with no utility at all doesn't make wizard weak, anymore than someone playing a charisma focused champion fighter makes fighters weak.

If you choose the worst example of one class and poorly optimize it its hardly being honest in an argument about which classes are overpowered or not.
>>
>>47742007
I'm just saying that saying "all classes are casters now" isn't true
I don't really give a shit if caster supremacy is real because I'm not playing for points or to be the best and neither is the rest of my group
The balance is tight enough that nobody feels totally useless unlike 3.5e and that's all I care about
>>
>>47741701
The play test has good hex crawl rules.

However, I strongly recommend a sandbox like Curse of Strahd for a hex crawl (bounded are of map you explore all over) or Out of the Abyss for the "signpost" style sandbox. They're great examples of either style of adventure.

What not to do is Pathfinder's Kingmaker style hex crawl which is popular for some unknown reason.
>>
>>47742035
This. Even if Wizards and Bards are the most optimal classes, they aren't demigods that can solve all problems while the fighter and monk sit around uselessly. You can have all 4 in a group contributing.
>>
>>47741935
BM ranger is weaker, but its not by virtue of being a caster. Ranger spells are actually alright and give them plenty of opportunity to interact with the game in non-linear ways (goodberry, speak with animals/plants, silence, water breathing, wind wall, etc.)

Along with damaging spells like hex or swift quiver, casting is what makes rangers strong.
>>
>>47741991
I can't say that because an Undead focused ranger in Curse of Strahd, Fiend focused ranger in Out of the Abyss, Dragon focus ranger in Tyranny of Dragons, etc. are a font of metagame information other classes don't have access too and there is a lot of traveling on foot.

I would never feel useless in any of those adventures.
>>
>>47741908
Sounds like its worth a look.

>>47741932
Yeah. Ideally I'd want a bit more focus on wilderness adventures, but I think having those sorts of villages and landmarks is important for quest hooks. I'll be sure to keep that in mind.

>>47741962
Thanks! I'll take a look over this.
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>>47742053
What's the difference between the first two and kingmaker?
>>
>>47742100
When you explore the map in Curse of Strahd there are areas of interest with hooks connecting them for the DM to pull, the random encounters all have a brief blurb to describe them (and are more frequent and not all combat), and each general are has a lot of text describing it for the DM to play with. It also describes the weather and the story is told up front and not like Kingmaker where a BBEG apocalypse comes from nowhere.

Kingmaker is randomly placed disconnected things that happen, there's no reason given to not just follow the actual railroad plot, the plot is only hinted at for the first two books and hen sort of happens eventually, and it's a lot of rolling for *nothing* to happen. It's literally enter hex everyone rolls a bunch of dice (even the GM) and then they mark off rations or caught some food. Boring and slow.
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>>47742177
Out of the Abyss isn't a hex crawl but has a table showing how long it takes going between major destinations. It hen has a lot of encounters tied to the overal story, and each major location has a disasterous events and the whole story is revealed in pieces. There are a lot of NPCs typing the PCs to the plot.

OotA also has a lot of people with no equipment exploring the Underdark and struggling to eat even with Outlander backgrounds.
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>>47742177
>>47742224
Sounds like I have a lot of reading and work ahead of me then, though I suppose that should have been expected.
>>
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I'm trying to write a campaign in the Forgotten Realms that focuses on a war among cults after the discovery of a powerful artifact, the Codex of Infinite Planes. I'd like to get some feedback on how the campaign sounds and suggestions for adapting the story better and sub-plots to be held in the story.

The background I have so far is that the Drow discovered the Codex underground and have attempted to use it to open a gate to Lolth's realm (66th Plane) in order to expand their own power. While the gate was succesfully opened, the Codex user was not powerful enough to properly use the Codex and unleashed a large earthquake that collapsed the Drow city that held the Codex and fractured the surface world according to the brown lines on the image attached. The fissures have also revealed larger entrances to the Underdark and, through these openings, minions of Lolth will be attempting to expand the influence of the Underdark to the surface.

Vecna communes with his Voice of Vecna to inform his cult of the source of the powerful earthquake (he is a sorcerer after all) and commands them to secretly take the Codex for his use in overthrowing other deities. The cult does this by taking advantage of the panicked state of major cities in the area to create further chaos as a distraction to more easily discover the location of the Codex. I realize Vecna isn't supposed to be in the Forgotten Realms, but I just really want a campaign with a cult of Vecna since there is a lot of lore behind it and the secretive nature of the cult makes it great for building more mystery in the campaign.
cont.
>>
>>47742370
Simultaneously, a Cult of Tiamat discovers (revealed in the fractured landscape near the Well of Dragons) the Orb of Dragonkind (Gold) which it uses to dominate local gold dragons and dragonborn to strengthen its forces. Although they don't know of the Codex, they are attempting to expand their influence to larger regions of the Forgotten Realms (Tiamat is known for her greed).

The players will be located in Waterdeep and will be asked to venture to Athkatla (Amn) to help Waterdeep's trading partner restore it's trade routes. A lot of the trade routes are being overrun by displaced creatures due to the earthquake fracturing the mountainous regions and they will uncover more of the underlying causes of the quake and the cults vying for power through the course of the campaign.

What do all of you think?
>>
>>47742087
Wilderness is boring. It's the stuff that's in the wilderness that's interesting. I mean, you can only fight so many different critters before it all starts to become a bit samey. Monster fights, puzzles and the likes are cool as a break away from the social side of things, but the most interesting part of any D&D campaign is trying to wrangle NPCs into doing what you want/need them to.
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>>47741500
Barbarians don't cast spells anon.

But ignoring the factual innacuracy in your """"counter argument"""", half casters have slower progression than full casters, and at all levels of the game are barred from interacting with the game as well as full casters can. In fact, it is impossible for a half caster class to learn 5th and higher level spells without devoting a majority of their levels to a full caster class.

But even if you arbitrarily limit the level progression to something as low as 10, this disparity remains. Now it's half casters being stuck on 2nd level spells, and full casters having 3rd and higher.

The only martial class in the game that comes close to casters in flexibility and utility is the rogue.
>>
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>>47742613
This is why Ravnica is the best setting.

I'm working on homebrewing rules for a sandbox city plane campaign. The main twist is going to be player generated content. The hexes will start out mostly blank, with different types of city on them. The players will get once per session abilities tied to the backgrounds they've chosen.

So a guy with a thief background might be able to call in a favor with the local thieves guild, and now there's a thieves guild base in that hex. A guy with a noble background might be able to know the local magistrate, and now there's a magistrate's palace in that hex. Etc, etc.
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>>47742388
I'm no expert on FR but it sounds super fun. I'd enjoy it, dude.
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>>47742613
Yeah, obviously just fighting wild monsters is boring. Ideally, I'd want them interacting with tribes and villages to exchange monsters they hunter for supplies or doing favors that way
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How shitty are monks in this edition, guys?
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>>47742854
I haven't played with any, but I know they get ki blasts.
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>>47742854
They're okay, actually
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>>47742854
Pretty good, aside from one shitty subclass.
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>>47742854
The monk in my party was doing great until he insisted on wearing a blindfold to his endless detriment.
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>>47742927
How would you personally rank their subclasses, do you think?
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>>47743011
Open Hand and Sun Soul are both very nice, if for different reasons.

Shadow offers some good mobity and stealth options, and is probably more middle of the road for me.

Four Elements is the worst, as they burn through ki way too quickly to use their effects. It severely weakens the class and brings it a lot lower. If they had extra Ki, it'd be more on par with the others.
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>>47741140
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I ran the Lost Mines of Phandelver starter set for a group of guys new to tabletop and they liked it, so I'm running a homebrew campaign for them starting in a coupe weeks. The party is starting at level 3.

I've made a region map and have plans for the starting area, and have made some side quests, but I'm having trouble coming up with a main quest or main villain for the campaign. I'm thinking a cult of some kind could be fun.

Ultroloths seem pretty fucking cool but I don't know much about them outside of what's in the monster manual.They are pretty strong (CR 13) so maybe a long term villain?

Help me /5eg/
>>
>>47742894
>>47742918
>>47742927
>>47742940
>>47743065
I see, I'll keep that in mind. Thank you anons
>>
Can we agree that a well built Oath of Vengeance Paladin is the strongest straight up combat character?

If not, what do you think is more powerful?
>>
>>47742777
Thanks!
>>47742388
>>47742370
Any tips guys?
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>>47743065
I've been thinking about how to fix the caster monk.

"Ki Channeling: Beginning at third level, you have an extra pool of ki points equal to your level that may only be used for the purposes of casting spells."
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>>47743011
Wot4E < Long Death < Sun Soul< Shadow< Open hand.

Wot4E is trying to be a sorcerer without spell slots (I mean they could have gone the AT/EK route while using ki as double cost sorcerry point instead).

Long Death tanks with temp Up, is spooky faast (good for herding weaker opponents) and can stand up from 0 to 1 Hp in one turn.

Sun Soul lets you cast radiant fists and at lvl 11 you get to Chuck radiant mini fireballs for free each turn which makes it the mob killer.

Shadow with its teleport stays usefull always.

And open hand can spam flurry to knock everything of their feet while their capstone is the only true save or die.
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>>47743157
They seem to need magic AC buffs come lategame, but otherwise pretty good? They have a gajillion bonus action options so the limit on those seem to be pretty hampering. :(
They're monsters at lvl1 with a guaranteed extra attack every round.
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>>47743068
That's not a 5e general, it's a succubus name thread
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>>47743283
I don't care about the slut names but about the picture on that comment.

What's your slut name? :^)
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>>47743185
Are we speaking in terms of raw damage potential, tankiness, or a mixture of the two? Vengeance paladin is certainly one of the best classes in this edition I do agree, but other classes can outshine it in combat and n certain fields.
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>>47743462
Any of the three I guess, I honestly didn't really have anything specific in mind.
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Is there a good way to build a ranged paladin?
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>>47743549
> martial
> good
>>
>>47743594
Hi! Fuck off.
I'm not talking about competitiveness, I just want to know shit like "can I smite with a bow"
>>
>>47743549
Talk to your DM about getting the archery fighting style and smites on ranged attacks with your paladin. By RAW though, it doesn't work.

>>47743594
>bait
>>
So, I want to do some race homebrewing for 5e, but there's a question bothering me. We all know how the 5e Genasi works, but I'm curious; how far do you think the Genasi can "go"? Is there any limit to elemental aspects that you'd place?

Like, in 4th edition, we had Storm Genasi and Abyssal Genasi (Plague, Cinder, Caustic and Void). Would you find any of those believable in a 5e game?

What about a Wood Genasi or a Metal Genasi, in a system using Element Number Five or just the Wu Xing elemental trope?

What about Genasi based on Ravenloft's Dread Elementals of Blood, Grave, Mist and Pyre?

I'd like to add elemental variants like this, but I don't know if people would actually consider them "okay", even with the traditional para-elemental and quasi-elemental planes as proof - hell, 3e did Para/Quasi-Genasi in a Dragon Magazine article.
>>
is DC 10 for stabilizing a creature to low?
>>
So if a lord put a bounty on a demon's head, for how much would you expect it to be ? It's a low level demon something that 5 4th level fags could deal with without losing too much.
>>
>>47743499
Fighters are better in damage potential, since they can get up to 4 attacks in a turn, plus the fighter nova is the most powerful of all class novas. Barbarians are better at tanking damage and can get pretty solid AC on top of ridiculous HP if build right. Paladin, especially vengeance paladin, is a solid mix of damage and tank. They can deal solid damage with their two attacks, smites, spells, and so on, and have healing that makes them slightly tankier than fighters. Paladins also have the overall best saving throws in the game. A well built paladin can absolutely demolish creatures who try to disable with saving throw effects, like umber hulks.
>>
>>47743185
Half-Orc Champion Fighters / Berserker Barbarians with greatswords.
>rules of nature.jpg

>>47743549
>>47743626
You've got options.
Throwing weapons gain the benefit of the dueling fighting style (+2 damage).
Bows gain the benefit of the Oath of Devotion's channel divinity feature that adds +charisma modifier to damage.

Ultimately I'd probably go for a Oath of Devotion Paladin with the dueling fighting style and just stack up dem bonuses.

There are several paladin self-buff spells that ranged weapons can benefit from: Divine Favor (+1d4 radiant damage), Branding Smite (+2d6 radiant damage), Elemental Weapon (+1 to-hit +1d4 elemental damage), Crusader's Mantle (+1d4 radiant damage), and Banishing Smite (+5d10 radiant damage with additional goodies)
>>
>>47743682
>>47743875
Thanks very much chaps
>>
>>47743721
Nah that's perfectly fine.

>>47743738
Depends on how desperate the Lord is to see it dead really. I would make it a minimum of 500 but a maximum of 2000 GP. Alternatively, you could give 1000 and an uncommon magic item.
>>
>>47743713
You can go full Order of the Stick and release a Genasi for each element of the periodic table.
>>
>>47743713
I think it could work, but they'd be even rarer than traditional genasi. Consider treating them like the half-elf variants were treated in SCAG. Rather than have an entire subclass, maybe just swap out some of the features of the different elemental genasi to better suit the new subclass.

For a magma genasi, they might have the same stats as a fire genasi, but learn Mold Earth rather than Control Flame. Or perhaps as an earth genasi, but gain resistance to Fire instead of learning Pass Without Trace. Small changes to the already established genasi to better suit a more specific case.
>>
>>47743713
You could certainly add them, but you should definitely only allow them when you're using cosmology they make sense for. No need to allow Blood Genasi out of Ravenloft, for example.
>>
This seems to be the most active D&D thread, so pardon my intrusion. I see this is 5th edition, but was wondering if you might still be able to help me.

I am in a 3.5 campaign with some friends, they have years of experience playing, this is my first real time playing. I did ok the other day, but had to be coached along the whole session so I knew when to roll and stuff.

I was wondering if you had any "cheat sheet" sort of things for combat, so i know what to do when I want to roll to hit, knowing how to add my AC and that stuff.
>>
>>47744333
I'd look for a 3.5 thread, sorry.
I know stuff like that exists I just don't have any of my 3.5e stuff anymore
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>>47744333
go to the pathfinder thread
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>>47744352
ok, thanks. I'll lurk here incase someone does still have 3.5 stuff, but ill look elsewhere.
>>
>>47744333
>dubdubtrips goes to 3.5
Godly. Also, Pathfinder might have a better answer, it's the same system after all.
>>
>>47743148
Ultroloths are great, but don't play them like an orc warlord or whatever. They're smart, and they have absolutely no reason to reveal themselves ever - they have clairvoyance, can cast alter self and invisibility at will, can read thoughts and have telepathy and suggestion/mass suggestion. They're an insidious threat - they operate like a much better doppelganger, except when cornered they can hypnotise you and firestorm the whole room before just teleporting away.

I hate to link reddit, but they have a decent slightly-fanon rundown of yugoloths
https://www.reddit.com/r/DnDBehindTheScreen/comments/4427ma/yugoloth/
>>
>>47744290
Thanks for the advice. I'm currently focusing on the idea of Wood, Metal, and updating the Dread Genasi (from Quoth the Raven) and 4e's Storm Genasi. Can I post the results here for feedback?
>>
>>47744462
>Can I post the results here for feedback?
Not that anon but, of course you can!
>>
>>47744462
Yes, please do! Love seeing new stuff to steal for my games
>>
>>47744462
Go for it. Always love to poke around at homebrew.
>>
I got this problem 5e
>say i want only 5 players for the campaign, i let out two of my regular players, because a friend of mine and his friend wanted to play
>session day they cant come, so i change the date of the session
>one day before the session they say they wont come because they are going to watch GoT
>let my two regular players play in their place
>the day of the session the player i let out says he can come
>say to him he cant
>rant starts
what should i do?
>>
>>47744546
just let him play. the unexpected and dynamic story telling is what makes the experience memorable and fun.
>>
Alright, I've actually got some pre-prepared stats for the Dread Genasi, so I'll post them first. For those who want to reference the "original" versions, check out Quoth the Raven issue 7 on the Fraternity of Shadows website.

Grave Genasi, 1st Draft:
Ability Score Increase: +1 Wisdom
Breathless: A Grave Genasi does not need to breathe, making them immune to the effects of drowning, suffocation, strangulation, and inhaled poison.
Return to the Grave: A Grave Genasi has a a Burrow speed of 20 feet. Additionally, upon reaching 5th level, a Grave Genasi may cast Meld With Stone once per long rest; this version of Meld With Stone works on soil and earth as well as stone.


Pyre Genasi, 1st Draft:
Ability Score Increase: +1 Strength
Born to Burn: A Pyre Genasi has Resistance to Fire.
Burn With Me: A Pyre Genasi has Proficiency with Unarmed Attacks, and its Unarmed Attacks do Fire damage. When wielding a melee weapon, a Pyre Genasi's attacks do bonus Fire damage equal to the Pyre Genasi's level.
Firestarter: A Pyre Genasi knows the Produce Flame and Control Flame cantrips.


Mist Genasi, 1st Draft:
Ability Score Increase: +1 Charisma
Walker Between: A Mist Genasi that reaches fifth level may cast Gaseous Form once per long rest.
Cloak of Mist: A Mist Genasi can cast Fog Cloud as a 2nd level spell once per short rest.


Blood Genasi, 1st Draft:
Ability Score Increase: +1 Intelligence
Bloodscent: A Blood Genasi has the Scent ability, but can only use its enhanced senses to find spilled blood or to follow a creature that has been wounded.
Pool of Blood: At 5th level, a Blood Genasi may cast a variant of the Gaseous Form spell upon itself once per long rest. In this state, a Blood Genasi cannot fly, but crawls along the ground at double its movement speed. Otherwise, it functions as per Gaseous Form.
Thief of Life: A Blood Genasi that deals damage with an attack regains missing hitpoints equal to its Constitution bonus.
>>
>>47744546
> Missing a scheduled event for something trivial that they can do any day.

That's pretty rude, anon, especially after making you change the date to begin with. Maybe you shouldn't bother letting them come back.
>>
>>47744546
I'd say maybe let him but if he flakes again (without an absolutely solid reason) kick him
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>>47744625

>mfw someone posts their homebrew
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>>47744625
Return to the Grave: A burrow speed is decently powerful, albeit not as blatantly broken as the flying speed of a *certain* class option. Doesn't seem particularly bad though.

Burn With Me: ...adding your level in fire damage to *all* attacks? You are aware how much that increases damage by, right? For most melee classes that'll cap out at +40, but for Fighters it'll be +80. Per turn. That is an insane damage increase. Barbarians only get a +4 to each hit, and they don't get as many attacks as Fighters, nor does it work permanently, only while raging. Also, you don't need to specify they're proficient with unarmed attacks since everyone is automatically proficient with them.

Mist Genasi in general: No major problems here.

Blood Genasi: I have problems with all three abilities. Bloodscent pulls on the Scent ability, which I'm not even sure *is* an ability in 5e. I recall any monster with similar abilities just having advantage on Perception checks related to their sense of smell. Pool of Life complicates an already existing spell, but I guess it's not a terrible change, even if it does give you more to think about. Thief of Life is a ridiculous class ability that, once again, can give a character a huge edge in combat. A Fighter could gain a maximum of +20HP a turn with that from just hitting things 25HP if they make a reaction hit or attack with a bonus action somehow, and that's going to make their healing potential incredibly high at later levels, especially since Genasi get a +2 constitution as standard anyway... and that's before we talk about Action Surge.
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>>47744625
>Grave

Seems okay. Burrow speed of 20 might be a bit much to start. You might want to make it only function on loose earth. That way they can burrow around a graveyard, but not through a dungeon.

>Pyre

Fire damage as level extra damage on weapon attacks is busted as fuck. I'd skip that entirely. The unarmed bit is fine, maybe give them 1d4 unarmed damage if you feel like it.

>Mist

Feels kinda lame that they start with nothing. Maybe in place of fog cloud you could give them something to let them blend in with rain or mist like how wood elves can?

>Blood

Good except for that last bit. Regaining Con HP on every hit might get crazy. Consider Vampiric Touch once per day or something instead.
>>
>>47744625
Burn With Me and Thief of Life are not okay.
>>
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>>47744625
>Pyre Genasi
>[Lvl] extra damage per attack
Bloody hell
That's a bit strong if you ask me
>>
>>47744625
How much damage does a Torch do? Because I don't think Burn with Me should give much more of a bonus than that.
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>>47744861
1d4 fire damage I think.
>>
>>47744872
>>47744861
Only 1 fire damage, actually. People usually up that by throwing oil beforehand for an extra 5 fire damage.
>>
>>47744734
>>47744741
>>47744753
>>47744792
>>47744861

Thank you all for the critique so far.

>Grave
Hmm, what if I make it that the default Burrow Speed is either slower or loose soil only until, say, level 5 or 7? Then it boosts back up?

Maybe Necrotic Resistance would be appropriate? 3e's Grave Elementals didn't really take advantage of the "necromantically infused earth elemental" thing that much, but new edition is a chance to rewrite lame monsters, and it makes sense that an elemental of earth-with-corpses-in-it would have necromancy affiliations, yes?

>Pyre
Okay, you don't need to twist my arm, I get that the amount of damage Burn With Me was doing is overpowered. ;p But, doesn't it kind of stink that you can't use your nature as an embodiment of fire's destructive, death-dealing aspect unless you're bare-handed, and so sub-optimal? Maybe there's a way to add some bonus Fire damage to weapons that isn't so broken?

>Mist
Yeah, they were kind of the race I had the most problems with. They're pretty damn lame even in 3.5 - Obscuring Cloud 1/day, enemies have lower concealment from mist, and the standard elemental protection. Stealing from the Wood Elf might be one thing, but any other suggestions to buff them up?

>Blood
Yeah, Bloodscent is one of the traits they had in 3.5 that I don't know if it can pull off in 5e. Maybe Advantage on Wisdom (Perception) checks made to find creatures that are injured or otherwise bloody?

Maybe make Thief of Life similar to Burn With Me and instead make it a not-overpowering amount of bonus Necrotic damage with each attack? Vampiric Touch at 5th level alone is kind of similar to the current problem with the Mist Genasi, isn't it?

>All
Actually, do you think that by the fluff, all of the Dread Elemental Genasi should maybe have Necrotic Resistance? Necrotic is the new Negative Energy, so it's kind of the death/evil element in the game, isn't it?
>>
Okay, so, I know we're still picking apart my Dread Genasi, but I can't hang around for too much longer.

Here's my Storm and Wood Genasi first drafts, but I've got absolutely nothing for a Metal Genasi. Anyone got any ideas? All I got so far is a +1 AC bonus, and that's a little bland.

Storm Genasi, 1st Draft:
Ability Score Increase: +1 Charisma
Storm-Skein: A Storm Genasi has Resistance to Lightning and Thunder damage.
Storm-Weaver: You know the Shocking Grasp and Thunderclap cantrips. Constitution is your casting ability score for these cantrips.

Wood Genasi, 1st Draft:
Ability Score Increase: +1 Dexterity
Vegetative Vitality: You have Resistance to Poison and increase the amount of hit points restored by healing effects by an amount equal to your Constitution modifier.
Bend the Boughs: You know the Thorn Whip cantrip. When you reach 3rd level, you can cast Entangle once per long rest with this trait. Constitution is your spellcasting ability score for these traits.
>>
>>47744901
Your new Bloodscent sounds good and yeah necrotic's the new death element
>>
Rolled 1, 16, 1, 13 = 31 (4d20)

>>47744625
>>47744792

level 20 (any other race) fighter with GWM feat and 20 Str
>Attack + 3 Extra Attacks
>+20 damage from strength
>GWM: +40 damage
>assuming all hits, damage modifier = +60

level 20 pyre genasi fighter with 10 Str and no feats
>Attack + 3 Extra Attacks
>+80 from burn with me

Fucking lol. The 20 Str fighter needs to dedicate 2 ASI's to his Strength boosts and another ASI to the GWM feat for that +60 (and he needs to sacrifice a 5 point deduction on the attack roll).

The Pyre Genasi gets +80 for free.

Assuming they both start at Str 10 for comparison:
Non-Genasi Fighter
>Level 4: Str12
>Level 6: Str14
>Level 8: Str16
>Level 12: Str 18
>Level 14: Str 20
>Level 16: GWM Feat
>Level 19: doesn't matter
>Level 20: Gets Extra Attack (3)
If all attacks in a turn hit, +60 damage bonus

Genasi Fighter
>Level 4: doesn't matter
>Level 6: doesn't matter
>Level 8: doesn't matter
>Level 12: doesn't matter
>Level 14: doesn't matter
>Level 16: doesn't matter
>Level 19: doesn't matter
>Level 20: Gets Extra Attack (3)
If all attacks in a turn hit, +80 damage bonus
>>
>>47744901
>Grave

Maybe add on Chill Touch as a cantrip? To represent skeletal hands reaching up to ground people?

I think keeping the burrow speed as loose earth for a while is also a good call.

>Pyre

If you want something like that, maybe make it so their unarmed attakcs deal +1 fire damage (Giving you 2 damage base or more as a monk) and then let them add 1d4 fire damage to an attack 1+ (insert mod here) times per day.

A couple of flame bursts is much more managable, though even that might still be quite strong. I might suggest cutting out Produce flame if you want to keep the weapon bonuses.

>Mist

Most of what springs to mind is spell effects, and often pretty strong ones. Maybe Poison Spray as a cantrip? That's a cloud of toxic air right?

>Blood
Advantage on Investigation, Survival, and Perception checks to smell bloodstains, bloody creatures, or follow blood trails would be a solid bonus.

As for Vampiric touch, you might be able to give that to them a bit earlier, though I forget the exact level of spell it is. maybe limit the healing to be once per day, and have it scale with lecel
>>
>>47744421
>https://www.reddit.com/r/DnDBehindTheScreen/comments/4427ma/yugoloth/

Thanks for the advice. I don't like to link there either but I do go there for resources.
>>
>>47744967
>Storm

Seems fine.

>Wood

I would suggest re-wording vegetative vitality so it adds to healing rolls, so that a Paladin can't slowly drip you 1 point of lay on hands a turn for big healing savings.

Other than that, solid.

These are much more reasonable designed.
>>
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>>47745024
That's a lot of effort to point out something quite obvious
Are you alright anon?
>>
what type of traps can you find in an abandoned mine?
>>
>>47745060
Hmm... well, as a matter of fact, Grave Elementals in 3e had an attack called "Sink" which was themed as "decaying hands rip out of the ground, grab your legs and pull you under to suffocate", so a Chill Touch cantrip might actually work.

Likewise, Mist Elementals had an Infuse attack, where grappling a creature could let them force an alignment change to Evil. So playing on that miasmic association might just work...

Vampiric Healing is a 3rd level spell, and I think that's a little too powerful to be a racial trait in 5e.

Hmm... I think I might have 2nd drafts, give me a few minutes and I'll try to upload them.


>>47745119
Thanks for the critique. Could you take a stab at rewording Vegetative Vitality? I don't really know how to clear things up to convey what you're talking about.
>>
>>47745564
Is it really abandoned or did the local rapist hide in it again?
>>
>>47745570

>Vampiric Healing is a 3rd level spell, and I think that's a little too powerful to be a racial trait in 5e.

so is gaseous form
>>
>>47745591
So I guess there would be rape-mushrooms, rape logs, black-out mold and maybe cock-goblin here or there?
>>
Alright, here's draft 2 of my Dread Genasi statblocks. I'll probably be gone before too long, but I was wondering; once the Genasi are workable, would it be okay if I tried out stats for other races, like Aranea or Ratfolk?

Grave Genasi, 2nd Draft:
Ability Score Increase: +1 Wisdom
Child of the Grave: You have Resistance to both Cold Damage and Necrotic Damage.
Clutch of the Grave: You know the Chill Touch cantrip, which uses Constitution as your spellcasting ability score.
Breathless: A Grave Genasi does not need to breathe, making them immune to the effects of drowning, suffocation, strangulation, and inhaled poison.
Return to the Grave: A Grave Genasi has a a Burrow speed of 20 feet, though until it reaches 5th level it can only Burrow through loose soil. Additionally, upon reaching 5th level, a Grave Genasi may cast Meld With Stone once per long rest; this version of Meld With Stone works on soil and earth as well as stone.


Pyre Genasi, 2nd Draft:
Ability Score Increase: +1 Strength
Born Amidst Charred Bones: A Pyre Genasi has Resistance to both Fire Damage and Necrotic Damage.
Burn With Me: A Pyre Genasi's Unarmed Attacks do Fire damage equal to their Constitution bonus.
Firestarter: A Pyre Genasi knows the Produce Flame and Control Flame cantrips.


Mist Genasi, 2nd Draft:
Ability Score Increase: +1 Charisma
Miasmic Spawn: A Mist Genasi has Resistance to both Poison Damage and Necrotic Damage.
Baleful Breath: You know the Poison Spray cantrip, which uses Constitution as your spellcasting ability score.
Walker Between: A Mist Genasi that reaches fifth level may cast Gaseous Form once per long rest.
Cloak of Mist: A Mist Genasi can cast Fog Cloud as a 2nd level spell once per short rest.
>>
>>47744421
I know a bunch of people will go >leddit
but there's a great series of subs for DMs like:
r/DnDBehindTheScreen
r/AskGameMasters
r/Loremasters
r/UnearthedArcana

There's rarely a good place to ask for GMing advice on /tg/ because you'll just get a lot of perma-players browbeating you.
>>
>>47745705
Had to split off my Blood Genasi due to post length.

Blood Genasi, 2nd Draft:
Ability Score Increase: +1 Intelligence
Gore-Slicked Birth: A Blood Genasi has Resistance to both Acid Damage and Necrotic Damage.
Bloodscent: A Blood Genasi has Advantage on Intelligence (Investigation) and Wisdom (Perception and Survival) checks made in relation to blood. Noticing blood-stains or blood-smeared items, tracking a wounded creature, identifying a smear as blood, or avoiding ambush by a blood-covered assailant are all examples of using this trait.
Pool of Blood: At 5th level, a Blood Genasi may cast a variant of the Gaseous Form spell upon itself once per long rest. In this state, a Blood Genasi cannot fly, but crawls along the ground at double its movement speed. Otherwise, it functions as per Gaseous Form.
Thief of Life: A Blood Gensai's Unarmed Attacks inflict Necrotic damage equal to their Constitution bonus.
>>
hey guys, is this system good for a group of people who've never run d&d before?

anything about the balance that i should know? is anything particularly terrible / not viable? is the system completely combat based like i've heard?
>>
>>47745739
>hey guys, is this system good for a group of people who've never run d&d before?
Yes

>anything about the balance that i should know?
Beastmaster Ranger and Four Elements suck ass. That's about it.

>is the system completely combat based like i've heard?
No.
>>
>>47744421
>https://www.reddit.com/r/DnDBehindTheScreen/comments/4427ma/yugoloth/
Wow that resource is fantastic! Excellent write up.

>Except the damn thing were fan-made evil origins must ALWAYS be from Asmodeus... Who also gained nothing out of the experience. Poor show.
>>
>>47745788
Said what I was thinking.
>>
Anyone ever run an evil adventuring party? I read Tarquin's arc in Order of the Stick and was intrigued by the thought of having a tight-knit baddie crew getting into all sorts of schemes while having genuine friendships build.
>>
>>47745813
it's kind of hard to make an evil campaign interesting because you have nothing to build up to other than everyone hating you
>>
>>47745813
If your players are the kind to not take initiative themselves but rather wait for you to make them give a shit, a Villain campaign will only bring you misery.
>>
>>47745829
I mean you can overthrow an existing government to hold all the power yourself, steal an ancient treasure or artifact, go dungeon delving and fight or ally with vicious monsters. The BBEG could actually be a BGG instead (Big good guy) where you have to put down their rebellion or whatever.

Just to be clear, I'd hate for it to devolve into murderhoboing shit but it's not like paladins who are always LG are immune from shit players who just do that. Only difference is they define it as "justice" or whatever.
>>
>>47745591
abandonded by good creatures
>>
>>47745570
>Vegetative vitality: Whenever you ate subject to an effect that restores your hit points, you may add your Constitution Modifier to the roll.

I think that parses properly.

Also, a suggestion for Metal. Sword Burst and Mending as cantrips, to encourage the use of a weapon and the ability to make minor repairs to objects. Then throw in a trait that lets then use 11+dex as their unarmored AC
>>
>>47745705
>>47745720
Seems okay. Just for clarity, what do you mean by Con mod as damage for unarmed attacks in grave and fire? So you mean in place of the 1 point of base damage or damage die? Or as a flat bonus. I think the former is fine, but should also say 'may' on it. It gives them very strong unarmed damage early on, especially if they also pump up strength, but it isn't too crazy. Even 20 con is only 5 damage base, which you could get as easily by just using a longsword. It does get past nonmagical weapon resist though, so its a solid trait I'd that's what you meant.
>>
>>47745807
> Asmodeus was a bad fan addition
> Monster manual literally says he commissioned the work

Excuse me?
>>
>>47745813
Me and a group of 3 other people did once.
One guy played a lawful evil Rogue and refused to cooperate because I made a barbarian
>>
Would it ever be advisable for a spellcaster to dip into martial levels, as opposed to a martial dipping into spellcasting?
>>
>>47746091
Hell I'm playing a game now with a CG rogue who refuses to help out and bogarts all the treasure. I think thats more just what people who the rogue appeals to more than evil characters in general.
>>
>>47745813
Sort of. I played a one-shot game where we all played goblins. It was pretty random, and far from a serious game, but it was pretty hilarious in practice. I doubt it'd work longer than one or two sessions, but it seems to me like as long as you play it with a little more depth than "We're evil, har, har" you can make the concept work. Perhaps aim for Lawful Evil with dabblings in Neutral if you want to describe it by alignments. You're more than just blind murderers; you have goals, desires, aims, and fears, and most importantly you're willing to work with others, even if your goals may be less than altruistic.
>>
>>47746112
It's best to start as a martial for the equipment and bonuses (ex: fighter 2 for action surge, martial weapons and armor profs) and go into wizard or whatever than vice versa.
>>
>>47746112
It can be good to take a first level or two in a martial class for Weapon/Armor proficiencies and some if the various bonuses. Two levels in Rogue gets you 2 more skills, expertise, and bonus action movement.
>>
>>47746112
>>47746183
A few levels in Fighter followed by the rest in Wizard can actually be beneficial. Yes, your casting falls behind, but the bonuses from the armour proficiencies, save proficiencies, and hit points can certainly help you make a very potent spellcasting tank. Three levels in Fighter (Eldritch Knight) followed by the rest in Wizard (Usually Abjuration for further defense, but anything works) can be completely viable for a spellcasting focused gish/defender type. Alternatively, five levels in Fighter can be used to gain the Extra Attack ability and an ASI if you want to wade into combat a little more effectively. It serves as a good alternative to the Bladesinger, instead using heavier armour over agility to make up most of your defense.
>>
>tfw you want to do a high level Ahtar game since two players seem interested in the faction for its gnostic aspects
>players on a hardmode crusade to dethrone gods in the name of the one true faith, the indomitable spirit of wisdom that all mortal creatures can achieve.
>>
How do you guys play fiends? How do you convey the difference between demons, devils and yugoloths through speech/personality?
>>
>first time GMing in general
>still new to 5e
>everyone wants to play they own homebrew race/class/subclass/background . . .
>the only guy that does not want some sort of homebrew wants to play 2 characters together

How do I deal with this ?
>>
>>47746464
Tell them you're new to the system and want to learn the basics first.
>>
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>>47746391

>high level
>mfw I will never cast a 4th level spell because every game dies at level 6
>>
>>47746520
The plan is to start high level, they're supplicants who somehow regained memories or some other bullshit justification. I'm probably going to figure out a few nice epic boons.
>>
>>47746538

Doesn't sound bullshit to me, if you execute it well then I'm sure your players will have a great time.
>>
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So I am playing a Genasi and became interested in them, but to my frustration I didn't found much decent art of them, nor much lore.
Few days ago I read something on 1d4chan about the variations, and was amazed at the amount compared to 4 we got in 5e, so even if a lot of them are redudant, I would like to read more, especially about the storm ones:
Where can i find info about those variations?
Could some be adapted to 5e easily?
>>
Hey /5eg/, I'm sure we've all had at least one conflict with a dragon in our history of tabletop gaming, but what's your favourite dragon type? And what kind of neat tricks with dragons have you seen in the past? Or perhaps what tricks are you planning to do with dragons in future games?

I'm finally getting the chance to run a game and I'm taking the opportunity to make a dying elf king, with a green dragon pulling strings from behind the curtain. I rarely see dragons played as puppetmasters, instead just rampant monsters, when a lot of the background lore shows that the likes of blues and greens can easily be master manipulators when they need to be, but I never see them played that way.
>>
>>47746449
I play fiends in general as crafty beings with dark intentions. They usually have a battle strategy and an escape / tactical retreat plan for dire situations.

Demons are pretty much stone cold killers who may spare people who offer something to them but ultimately will kill anyone who isn't a dedicated cultist and maybe even kill their own cultists if there is no reason to keep them.

Devils are much more tactical and reasonable. They love making deals, making exchanges, and ultimately recruiting slaves and cultists through contractual means. Basically they are immoral businessmen. Very powerful businessmen.
>>
>>47746652
>Favorite Dragon type

Orium. I just love the concept

I once set up a game where a Green dragon had set itself up as the ruler of an Elven kingdom, having stayed hidden long enough to make a small army of half dragons and sorcerers.
>>
>>47746464
Just tell them to settle for core books stuff because you're not comfortable to deal with homebrew for now. The only ok things to customize are backgrounds, because the PHB tells you how to do so. Make them understand you'll already have enough on your plate as it is, without having to deal with variant mechanics.
>>
>>47746464
Say no. You're the one in charge. Put your foot down.
>>
>>47746806
Orium? I'm not quite sure what you mean by that.

Seems like I'm not the first one to come up with the concept. I considered including a couple of draconic sorcerers in the upper echelons of the kingdom myself, and maybe even a half dragon at one point for good measure, something of a hint that the elven king was not completely in control of his own kingdom.
>>
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so
prestige classes
what do y'all think about em
>>
>>47747081
They're okay, but I don't know if they fit with 5e particularly well. I think more path/archetype options for classes make sense to fill specific roles or add specific mechanics rather than introducing prestige classes.
>>
I'm trying to develop power armor for my setting. The idea is that it's been developed by a pretty industrious high-magic society and so it runs on "arcane batteries". I figure it alters stats as such
Grants Str: 20
Dex: 12
Advantage on Con saves
20 AC
Changes size to large

Now what I need some opinions on is the power source. I want to tie it to spell levels being channeled into the Battery. My instincts say to do one hour/level, but that also seems wicked gimped in terms of adventuring for a full day.
>>
>>47747081
Utterly unnecessary for 5e.
If they really want to add a Prestige thing it would fit better as a template or reward that DMs can give players.
"You're now one of the Hekatians! Here's some blood magic, and the ability to recover health from butchering enemies!"
>>
>>47747121
you mean like in Runescape where doing some quests unlock X class?
>>
>>47746652
My absolutely favorite BBEG is an evil noble puppetmaster, whose power and age is slowly hyped up and alleged to, before the players discover that he is, in fact, a dragon.
>>
>>47745564
Logically speaking... None. Not intentional ones anyway. It was a place of work, not some tomb with treasures that needed guarding.

Unintentional ones... Weak supports leading to minor rockfalls or cave-ins, maybe a bridge over a pit which isn't as well made as the players might like, or which isn't obviously a bridge. If your players are the sort to buy whatever you sell (or you can sell well) then maybe a runaway minecart or mining explosives that haven't gone off yet.

If the mines have since been inhabited by some small humanoid, let's say goblins, then you could be looking at bear traps, pitfalls, swinging logs, maybe guard animals and so on.
>>
>>47747155
I never played Runescape.
>>
>>47747121

this

you're not going to want to gimp your own progression unless the prestige is really powerful
>>
>>47747182
you should, it's the only mmo with actual great quests story and mechanically wise. plus challenging puzzles.
>>
>>47747030
Right. I always forget. Orium Dragons were a metallic type they threw in for 4e. They live in jungles, love ancient history and ruins, and breathe acidic snakes.

I went a bit further on the sorcerer angle, having minor ones basically bring captains throughout the army, though I also made him have a lot more time to pull this off.

Green dragons and elves are a pretty solid combo though. Live in forests and live a long time
>>
>>47747081
I'm in support of prestige classes as a non-core option. Classes are designed to go deep as is, and multiclassing works well so prestige classes would add a lot of options to classes.

There are potential pitfalls - lots of spell casting prestige classes, prestige classes with the extra attack or giving a third attack with extra attack, or even prestige that stacks with class features of a base class or is specifically designed for a feature of a base class.
>>
>>47742854
Better than in 3.5, worse than in 4e.

They're ok, not great, not bad, they're martial controllers on average, never DPS class. Avoid Wot4e like the plague, either you will almost never use it's powers (which renders moot the subclass) because FoB is almost always the best solution, or you will run out of ki pretty fucking fast.

So far I only played a Sun soul monk, I had fun, but I was pretty much there for the stun.
>>
>>47747105
Have you considered having different grades of these power armors? Who require a different amount of power and have different stats.
As for balance, just think of how powerful and accessible you want it to be. Consider either increasing the stats and the cost to make it them truly feel it is an investment, or reducing both to make it feel like more of a sustainable, useful augmentation.
>>
>>47747204
That's a bit of an exaggeration, but it's really good for the price.
>>
>>47746520
I know that feel bro, been in 4 different games, all died before 4th level.
>>
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>>47747233
considering most mmos of today are korean-tier grinding with little reward, i'd say i'm being modest
>>
>>47747081
I think they're better served as boons. .most prestige classes are there to represent joining a special order or achieving a very unique and difficult goal. Boons accomplish that, since the DM can hand them out as rewards for roleplaying. You joined the Emerald Knights? Here's your 'Emerald Knight Initiate' boon.

Otherwise they just become levels of existing classes with alternate class features and stricter multiclassing requirements, which encourages a terrible attitude of picking and choosing.

If Emerald Knight is a prestige class, and the best feature is at level 2 of it and its amazing, then a bunch of people will just build their Fighters with the assumption that they'll just take the levels in it and ignore a lot of the roleplay aspect. 'Who are the Emerald Knights? I don't care, I'm minmaxing.'
>>
>>47747205
> Breathe acidic snakes
Okay, the name didn't ring a bell, but I do actually totally know what you're talking about.

And yeah, that's what I was thinking. They both live for an exceptionally long time, so this kind of corruption and puppeteering could have lasted for not just decades but centuries, and if the dragon is cunning enough, the rest of the kingdom could be none the wiser. It could certainly lead to more violent and territorial elves, as the dragon transforms the elven kingdom into their own protective force, which leads to the outside "elves are assholes and always have been" since it's been happening for a dozen human generations, but for elves it's still the reign of the same king.
>>
>>47746493
>>47746816
>>47746850
Well, I said that the setting was going to be homebrew, because I was too lazy to learn the stock one, but everyone took this the wrong way.
>>
Has anyone taken a shot at converting the Binder, either as a Warlock subclass or its own class?
>>
>>47747170
*alluded to
>>
>>47747478
Seems like it'd fit well as a Warlock subclass along the lines of Chain. What exactly do you consider the key parts of a Binder?
>>
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>>47747903
>>47747917

>not using spoilers for modules
>>
>>47747917
You should have had Strahd angrily fireball the shit out of them and the church.

Also Strahd seems pretty unlikely to hold a wedding outside the castle proper.

If it worked out for everyone and they had fun then good job I guess. ¯\_(ツ)_/¯
>>
>>47747917
serves 'em right I say
>>
>>47741500
NOW WITH SPOILERS

>DMing Curse of Strahd.
>Use both Arrigal's hook and the Vistani camp hook.
>Players become aware of Ireena, yet they decide to go with the other Vistani.
>Since arriving in Barovia, they mostly ignore the village, so they never meet Ireena.
>Proceed to Vallaki and beyond to gather the items, meet Ezmerelda, etc...
>When arriving in Vallaki, players become aware of St. Andral bones being missing. I trigger St. Andral Feast, and the players find the bones and takem them away, hoping to use them later to create another hallowed ground.
>Decide as a DM that Lady Wacther seizes control of the town after the feast.
>When in Krezk, they hide the bones near the pond's shrine.
>They finally decide to fight Strahd.
>Since they haven't done shit for Ireena, decide he turned her and is staging a wedding in Vallaki.
>Character's decide they'll save Ireena and face Strahd in Vallaki, instead of Ravenloft.
>One character tells me, secretly, "before anyone else I'll go back to Krezk and gather the bones"
>Grin. "Sure, go ahead".
>Characters get to Vallaki, the wedding is happening.
>During the wedding, decide Izek recognizes Ireena and attempts to kill her, to save her soul.
>PCs intervene.
>Ezmerelda, who's with them, decides to face Strahd right there, after backstabbing Rahadin, killing him.
>Party's Monk stuns Izek, and tells Strahd he'll protect Ireena.
>Strahd agrees. Says "Take care of her for me, I'll deal with you later".
>>
>>47742682
Totem barbs do
>>
>>47748011
>Monk brings Ireena back into the cathedral, plans to use her as an hostage to negotiate with Strahd, so they can leave Barovia.
>During the "wedding", constantly tell them Ireena looks as if in shock, and acts almost like a zombie.
>Monk grabs Ireena and takes her into the cathedral, constantly ask him "will you inspect her closely?" but he replies "i'll do it later".
>Most PCs decide to step aside as Ezmerelda fights Strahd.
>After many rounds, PC with the bones arrives to Vallaki.
>Monk PC checks Ireena.
>Tell her, "there are what seems to be bite marks in her neck. You can easily tell she's been turned into a Vampire."
>PC with the bones enters the chapel. Decide that triggers the Hallowed ground effect.
>Since Ireena is inside the chapel already, decide she literally explodes because of the holy force.
>Players look at each other in confusion.
>"Holy shit. We killed Tatyana."
>"B-but I was protecting her".
>Narrate how Strahd hears her screams from outside the chapel, but can't enter. And he falls to the ground screaming in agony.

Was it too railroady, /tg/?
Needless to say, I was grinning like a motherfucker because the whole thing fits Ravenloft like a glove. It was fucking perfect.
>>
>>47744625
Just horrible why would you think this is ok
>>
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>>47748011
>>47748048
top shelf.
>>
>>47746464
Say "no"
>>
>>47748048
Wait...so did you not actually say "Now you truly are the Curse of Strahd?"
>>
>>47748011
>>47748048
That sounds awesome. Your campaign is off to an great finale, I'd wager.

On a related note, I went and looked the description for Hallow, and holy damn that spell is awesome. I love it when even spell descriptions can give me ideas for a scene in an adventure. In this case I specially liked the Tongues effect, creating an area of common speech for any intelligent creature. Can you imagine approaching a room, hearing only gibberish, and after you step through the door you can suddenly understand everything?
>>
My players and I are all new to d&d playing LMoP. A few of the players are really keen to upgrade their weapons and armour, and ideally find some cool magical shit. At only level 4 I don't wanna go too overboard, making them stronger than they should be before they head in to Wave Echo Cave. What's your advice /5eg/?
>>
Cleric with life domain; cure wounds is a life spell at l1, does that mean they can heal infinitely?

Engaging in 5e shakedown with m80s.
>>
>>47748637
...no, why would they be able to heal infinitely?
>>
>>47748307
Page 137 of the DM's handbook has the Treasure Hoard list for CR 0-4. If there's a roll of 86 or higher on the hoard, then you can refer to Tables F (pg. 146) and G (147) for what they can end up finding without going overboard.
>>
>>47748637
Domain spells mean they're always prepared and don't count toward your normal number of prepared spells. They still take slots to cast.
>>
>>47748716
Perfect. My hero! Swoon
>>
>>47748702
It says domain spells are always prepared. But >>47748738 explains what I was on about; thanks for the answer.
>>
>>47747081
Paragon paths were better
>>
What are some properties for an enchanted flintlock pistol?
>>
>>47748637
Idiot
>>
>>47748841
Anything that applies to a normal weapon.

+1d6 elemental damage.
Deals elemental damage in a cone.
Standard +1 damage.
Something about curving bullets.
Designating targets to get advantage or something.
Literally just modern day weapons/weapon attachments fluffed as enchantments.
>>
>>47748174
I did.
But I don't think the grammar's right,
I said "Felicidades. Ustedes son la maldición de Strahd."
Something along those lines.
>>
I get the feeling that I read this wrong, but:

If the 5e rules have no inherent definition of 'gains', or at least no implication that gaining something is contingent on keeping the source, can I keep the proficiencies gained from Beguiling Influence after I swap it out? If I take it again, can I get another set of proficiencies?
>>
>>47749006
No. You replace an invocation and thus lose the benefits of it, so you lose those proficiencies.
>>
>>47749006
Lose the Invocation, lose the proficiencies. You can't take it twice.
>>
>>47749006
You only get those proficiencies while you have that invocation selected. Choosing to replace Beguiling Influence with another invocation takes those proficiencies with it, unless you get those proficiencies from another source like a feat or class.
>>
Does anyone have that PDF of tips for Curse of Strahd Deathouse and such? If so plz post
>>
>>47749251
Try the first link posted in every /5eg/ thread for the last year and a half.
>>
>>47749251
Full PDF's in the MEGA, broski.
>>
>>47749288
>>47749284
It doesn't have things that aren't official you fucks.
>>
>>47749372
Death House *is* official, you twat. It was released by Wizards as a stand-alone as well as being straight-up in the appendix of CoS.
>>
>>47749412
They were asking for tips, not the actual adventure.
>>
>>47749425
1) Find the stairs;
2) Get out of the house.
EZ LV 3
>>
Hey guys, I've been playing other rpgs for a while now (40k stuff and 3.5) and im gunna be playing my first 5e game soonish

I was wondering if you guys think running an arcane warrior but instead of being a swordsman/archer I'd modify a 3.5 grenadier homebrew to fill in for the non arcane portion
I'm not sure if this is overdoing it or not, the DM likes the idea but we're gunna have to go over how it actually works. I figured i throw it your guys way and see what you think.
https://www.dandwiki.com/wiki/Arcane_Warrior_(5e_Class)#Ability_Score_Increase

https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)#Playing_a_Grenadier
>>
What's the best familiar for a GOOchain Warlock?
>>
>>47749455
Imp
>>
>>47749251
1- You will die
2- Don't touch anything
3- When in doubt, run away
>>
>>47749412
>>47749372
>>47749425
http://lmgtfy.com/?q=death+house+tips
>>
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>>47749447

>dandwiki
>>
>>47749447
>dandwiki

Dropped

If you want a bomb maker/thrower check out Middle Finger of Vecna's alchemist
>>
>>47749500
>>47749507
oh man, I've never had reason to look up dnd info online before. What have i done lmao
>>
I'm new to ttrpgs, so please forgive me, but

>>47742007
Isn't saying "just pick the caster archetype" the same as saying "just pick a caster class?" The difference between a class and a subclass is one small step. If a subclass is shit, it shouldn't exist to begin with.

And if a developer for a pen-and-paper game can't produced balanced content, why even follow the content at all? Might as well just make everything up yourself.

For the record, I'm not one of the caster-vs.-martial instigators, just pointing out that your solution is not a solution.
>>
>>47749447
I make it a point to kick any player that even suggests anything from that site.
>>
>>47749447
I think you'd be better off using flasks of Acid or Alchemist's Fire instead. Maybe work with your DM so you can have a steady supply without overdoing it or breaking the bank.

Modifying a 3.5 class to work within a 5e class is already hard enough without throwing homebrew into the mix.

Make an Eldritch Knight or an Arcane Trickster, Multiclass, wizard, throw flasks like a normal person.
>>
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>really just want to run a game for friends and have fun
>fucking impossibru to rope everyone together
>>
>>47749537
That place is full of random homebrew that isn't even official, and most of it isn't even good homebrew because it's a wiki that anyone can edit. 'Arcane Warrior' isn't even a 5e class.
>>
>>47749604
>>47749564
I'm glad I decided to drop by here. Thanks for the headsup, I appreciate the advice
>>
>>47749537
Good sources of homebrew:
>Matt Mercer
>Middle Finger of Vecna
>WalrockHomebrew
>One or two anons on /5eg/

Other than that it's mostly shit
>>
>>47749618
No trouble. Just be sure to check the page if it says homebrew under categories in the future, assuming you keep using that site.

A better idea is to download the player's handbook from the mega link in the OP. Your character idea is still doable, but I'd discuss it with the DM some more.
>>
Which of these is best at gishing?

Chainlock 3/Arcane Trickster 17

Chainlock 3/Swashbuckler 11/Sorcerer 6

Chainlock 3/Swashbuckler 11/Bard 6
>>
>>47749714
Depends on what you're going for

DPR and survivability-wise storm cleric 1/bladelock 19 is the optimal setup
>>
>>47749714
why chainlock at all?

anyway i'd say the second one.

if you really wanna gish just do eknight + wiz multiclassing, or straight sorc + swashbuckler or something

also unless you're doing a level 20 campaign or something there is absolutely no reason to "plan" a "build", this is D&D not world of warcraft.

if you start at level 1 or level 3 you will most likely not get past around level 10, and going from level 1 to level 10 will take months assuming you play once a week.
>>
>>47749714
I'd say the last one. You get 2 attacks if you go valor bard, swashbuckler gives you the damage. Chainlock is a bit of an odd addition, but it can provide some nice stuff. Further, all 3 use charisma.
>>
why do we always have people planning builds and shit?

i've never even got past like level 6. why do people treat dungeons and dragons like a video game or something?
>>
>>47749797
3.4 edition made that kind of mentality ingrained.

The closest to a "build" I've ever done is having my 2 feats for level 8 prepicked.
>>
>>47749759
Fighter 8/bladelock 11 is much better
>>
>>47749797
Sort of a gamist mindset, though I like to plan out my character's long-term growth in advance so I already know what to do and don't have to worry about it when I get there.
>>
>>47749797
It's nice to have some direction for your character, but anything past maybe level 4 is overdoing it. Thinking about what subclass you'll take and your first feat is somewhat realistic, and from there you just think one or two levels ahead.

Besides, not having things planned out means you can have more fun with role-play opportunities. For example, I was playing a Fighter, and had myself forcibly aged 60 years by a Ghost. The session dropped off there, and I was discussing the possibilty of taking a level in warlock with the DM to gain my youth back as part of the Pact. We ended up resolving it another way, but that's the sort of stuff you miss out on if you're worried about a long term plan.
>>
>>47749797
I've personally learned to immediately skip a post if I see someone mention multiclassing or variant human.

Coincidentally, I keep missing all these build posts.
>>
>>47749762
>>47749778
Chainlock's a flavour consideration for what I have in mind, plus I like the flexibility an imp buddy offers (poisoned booming blade then disengage)
>>
>>47749818
>I like to plan out my character's long-term growth in advance

see this mentality is what I don't get

obviously you build/plan your character when you first make them, for level 1 or level 3 or wherever you start, but that's the game, you have to

but I've always felt like you should do shit with your character depending on how your campaign goes.

>>47749881
multiclassing and variant human are completely valid, in certain scenarios

like I as a DM only allow multi-classing when it makes sense. Like, one of the party just befriended a wizard, maybe the wizard teaches that party member some magic? something like that

variant human is fun for stuff like having tavern brawler at level 1. I allow variant human only if they take a "rp" or "fun" feat instead of something pretty much purely mechanical like great weapon master or polearm master.

>>47749926
>(poisoned booming blade then disengage)

really not sure what you mean by this
>>
>>47749926
Fair enough, if you're including it for Flavor Reasons. I think you might be better served going 4 levels into it and mixing it with only Bard or Swashbuckler rather than trying to work all 3 in there. Multiclassing is messy with even small dips.
>>
>>47749943
Harvest poison from the imp, then coat a rapier. At 5th level your attack does 2d8+ 1d6 + 3 + DC 11 CON check take 3d6 save takes half. Cunning Action Disengage and they take another 2d8 if they follow you.
>>
>>47749943
I like taking Variant human for Magic Initiate, usually for flavor reasons. There's something really nice about just being able to splash in a bit of magic onto a more martial class, or pick up a spell that fits thematically but isn't on a list.
>>
>>47749992
that is disgustingly gamey

why do you feel the need to do that? why not just play the game?
>>
>>47749943
That's more in a mechanical sense, I mean, my sorceress is doing some levels in Warlock that I've reasoned as being some kind of telepathic-dream training she's receiving from her warlock brother, the kind of thing the DM can make a thing about.
>>
>>47750000
>that's disgustingly gamey
>why not play the game
>gamey
>game

lol
>>
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Elemental Affinity (draconic sorcerer) adds Cha to damage with fire spells.
Radiant Soul (undying light warlock) adds Cha to damage with fire spells.

Do they stack? I'm trying to set the world on fire as hard as possible.
>>
>>47749983
The sort of idea I have is a GOOlock whose patron accidentally encountered the perspective of a human and became interested, like a TV serial. The guy gets powers and abilities as long he's effectively the host of the Daring Adventure show. Having a Voice of the Chain Master imp buddy along for the ride is the equivalent of picture-in-picture.

>>47750000
I like the idea of throwing everything into an attack.
>>
>>47750129
>Do they stack?
Yes. The only rules in 5e about not stacking are 1. proficiency bonus never stacks (it can be multiplied but never stacks with itself) and 2. game effects with the same name don't stack.
>>
>>47750129
Remember to take the Elemental Adept (Fire) feat so even fire can't resist your fire.
>>
>>47750231
did that. Full-on immunity still applies though, doesn't it?
>>
>>47750129
>>47750263
If you don't mind me asking, what's the rest of your burninator build look like? I'm interested in playing one too.
>>
>>47750263
Apparently. I could have sworn it reduced Immunity down to Resistance, but rereading the feat apparently not. That's a shame.
>>
>>47750295
I'm only like 2nd level right now so it's nothing too intense. but I intend on taking one level of Warlock (maybe more if i decide i really want a pact boon or invocations or something) and then the rest just as levels of Draconic (red obviously) sorcerer. By level 7 i'll have Cha x 2 to damage on fire spells, which is pretty solid. I also plan on doing some more basic sorcerer stuff, like grabbing Twinned Spell metamagic to eventually cast Haste on two party members at once.
>>
>>47750129
>UA class
>>
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>>47749564
>The difference between a class and a subclass is one small step. If a subclass is shit, it shouldn't exist to begin with.

Its not about being shit, when people talk about caster supremacy in this edition they mean the non-linear ways casters means casters have to deal with problems. Everyone that doesn't cast spells has the same ways to deal with those problems (usually rolling an ability check or an attack roll). Something that is also available to casters.

People say this shit because even though casters do substantially less damage than martials to single targets (the thing martials ARE good at) and typically perform poorly on skill checks (except bard). They can still do things like fly, teleport, turn themselves or others into rabits, mind rape someone.

Most people think that this is a fair trade off for doing less damage and performing poorly at skill checks, but for the people that think turning into a rabbit is strong because no one else can do it, its not balanced. Because even though they do less damage, they DO deal damage. Even though they may perform poorly on a lot of skill checks, they CAN still roll for them. But no one else can turn into a rabbit.

Crunch wise? Most of the archetypes that cast spells typically do less damage than their counterparts. They are weaker. But for the remaining caster supremacists it doesn't matter that an EK averages 10 damage less a turn than a battlemaster or whatever, because they can turn into a rabbit. Battlemasters can't turn into a rabbit, therefore they are ultimately weaker.

Do you see the logic? For the people that think spells are inherently overpowered non-casters will NEVER be strong enough. It doesn't matter if fighters average 80 more damage a turn or 800, they can't turn into rabbits. There is no balancing this without FORCING everyone to be a caster, which would kind of suck for roleplay purposes. If you just wanted to be a regular joe with a sword I mean.
>>
>>47750129
Obviously not unless you are trying to make 5e some sort of RAW slave when using UA. The intent is to give +CHA to damage once.
>>
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>>47742768
If you had to make a character for each of the 10 guilds, what would each be? Most importantly, how would you go about making a Simic Wizard?
>>
>>47750540
>Literally no one else but Paladins can Smite
Unbalanced Caster edition trash
>>
Good idea Y/N to let a player play as Ireena Kolyana instead of making a new char after death?
>>
/5eg/, are any of you Dark Sun veterans? Can I get any stories, tips, 5e conversions, classic quest recommendations, anything?

I've asked many times, but I feel like nobody has an answer. What do I need to do for some (You)s here, ask for ways to kill the level 3 Druid in my group who is totally not a chick who didn't want to go out with me?
>>
Would it be a bad idea if I asked my dm if I could swap one of the three instrument proficiencies I get from bard for an artisan tool proficiency?
>>
>>47750764
What the FUCK is wrong with you?
>>
>>47750708
>>47750794
I don't understand. Did someone get drunk and just start posting nonsense?
>>
>>47750764
The hell man, just throw game balance out the window why don't you?!
>>
>>47750794
Three instruments seems like too many and I want to be able to cook up some food for my friends during rests
>>
>>47750839
Yeah, just say that you would select Violin twice, incurring the condition of gaining the same tool proficiency twice - permitting you to take a tool proficiency of your choice
>>
>>47750664
>Azorius

Probably some form of Abjuration Wizard, focusing on Wards, shields, and counterspells. Probably a Dip in Fighter for first level for the swanky heavy armor.

>Orzhov

Cleric, taking Death Domain for access to more necromancy, but still taking a rather even split between light and dark effects.

>Dimir

Arcane Trickster Rogue, focused on Illusions and mental effects

>Izzet

Wild Magic Sorcerer, splitting between Ice and Fire spells with a smattering of utility. Be sure to pick up tinkers tools and any other mechanical oddities.

>Rakdos

Bard/Warlock multiclass. Get a good mix of Performance by daylight and Demonic rituals by night. Use whips, nets, and anything sharp.

>Golgari

This one is tricky, as you're looking to mix nature magic and necromancy in an odd way. I might suggest Death Cleric again here, picking up some levels in Druid for the more plant-based aspects.

>Gruul

Totem Barbarian, possibly with a small dip in Druid or a feat for Produce Flame and some minor nature magic.

>Boros

Paladin, potentially a Battlemaster Fighter with a level in Light Cleric, or perhaps a full war cleric. One of the more straightforward ones.

>Selesnya

Nature Cleric, Druid, and Ranger all fit quite well here. Possibly even some combination would work well.

>Simic

Probably the most difficult, but I think you could make it work as a Wizard. It mostly involves using spells that fit the improvement theme, like Jump or Longstrider, but Alter Self is the best fit early on. Go for Bladesinger so you'll actually be able to make use of the natural weapon claws, and focus on similar effects as you level. Maybe pick up a couple levels in Druid or Barbarian so you can have some extra nature magic or a bit more muscle to back up your shapeshifting. You're basically a Wizard who's going to be focusing on their physical abilities, so good luck with that.
>>
So how would I go about using 5e for dark sun?
>>
>>47751353
Not very well at this point. Psionic rules are still in the works, which are a pretty key detail.
>>
>>47751353
There is a part about it in the DMG methinks
>>
>>47750664
>>47751015
For Golgari just take Nature Cleric and pick the Animate Dead and the like spells.
>>
>>47750347
>not picking gold
its like you don't like being genetically superior
>>
>>47752374

I for one welcome our new Metallic Overlords.
>>
So I'm new to 5e, made a half-orc barbarian and now looking at the classes I realize fighters get up to 4 attacks at high levels while I remain stuck at 2.

are rage and brutal crits able to make up for the difference? two less attacks per round seem like a crippling disadvantage
>>
>>47752885
Your damage won't be on par with a fighter really, especially considering they can nova and get up to 8 attacks in one round. But barbarians are great at tanking damage and they still deal a fair bit of it. You also get to go around shirtless.

I'm gonna be real with you though, it's totem barb with bear damage resistance or bust.
>>
>>47752885
1) don't worry about level 20, you won't make it
2) barbarians have some tricks up their sleeves, primarily leveraging reckless attack to make up for the -5 to hit penalty imposed by the great weapon master feat.
3) even still, and some people put gwm berserkers at the top of dpr (at a large cost), barbarians main shtick is taking a beating, not dishing it out. and their burst damage is not high.
4) even still, they still dish it out.
5) also its a team game so don't worry too much about fighter vs barbarian, just be the best barbarian you can. the class has flaws, but combat prowess is not one of them.
>>
>>47752935

thanks. I'm thinking of taking a 3 level dip in fighter for action surge + double crit range, seems like a better option after level 5. It does mean I won't get the sweet capstone ability but it's not like I'll ever reach level 20 anyway
>>
I wish the fighter in this edition was worth anything.
Sure, it does consistent decent damage. But that's it, that's all it does. Decent damage.

Paladin does roughly 80% of the damage, is more versatile, and is at least twice as interesting to play both in and out of combat. The game is more fun for everyone if you pretend fighters don't exist and direct 'martial' players towards the paladin
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