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/5eg/ D&D 5e General
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>Official /5eg/ Mega Trove v3:
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>Pastebin with homebrew list, resources and so on:
http://pastebin.com/X1TFNxck

>/5eg/ Discord server
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>June 2016 Survey
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>Old Thread
>>48070635

Have you guys used any homebrew and had a lot of fun with it in a campaign?
>>
Would using the Goliath stats for a Firbolg be reasonable?
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>>48086125
yeah thats perfect
>>
Thinking of an upcoming plot point where the party finds a ring of controlling a golem, then they go to not-Egypt to uncover the golem and be able to use it in future sessions.
Any suggestions on ways to personalize the golem or tweak it for different combat options?
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>>48085876

Carpet of Flying, DMG, p. 157.
>>
>>48086086
Does anyone here actually follow the daily intake of water rules to the letter? Seems mental that you need to drink two waterskins worth of water a day to avoid exhaustion. I get that adventuring is thirsty work but that's nearly double the recommended 2 litres of water a day!

If your group does follow those rules properly, how do you travel long distances without stopping?
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>>48084361

Have fun.
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>>48086086
Well i used the " Wot4E revised " homebrew for the elemental monk.
It's pretty good and puts the monk on pair with the land druid.
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>>48086212
I work as a construction worker and drink at least 3-4 literally per day so they are spot on.
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>>48086086
Hey, any guys got any ideas on how one would properly implement 4e's take on Dark Sun into 5th edition?

Thri-Kreen would be infinitely easier to balance given the nature of the bonus action attacks and lack of multi-attacks makes their four armed capabilities not inherently overpowered

My big hurdles would be getting back Psionics, since the closest thing there is, is a 10 level abandoned test packet from WotC for the "Awakened Mystic"
>>
>>48086212
>>48086268
It seems pretty legit as a statistic.
However, I have yet to run a game focused on survival and resource management, so I've mostly just let them find streams when scouting for food, or consider their skins big enough to hold whatever they need for a day.
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>>48082538
>wat do when not spooky
Same as a wizard, studying arcane lore, delving into secrets of the plane of shadow/shadowfell/weave of toril, cliche stereotypical wizardly bullshit. In practice, it depends on what kind of spells they know.

>hit points
they had a die size higher hp than wizards in 3.5, same as warlocks, so i put them with the same hit die as warlocks in 5e.

>DC 15
Good catch. Its supposed to be Wisdom(Perception)

>spell uses per spell known
They dont cast like regular spellcasters, nor do they get the ability to upcast spells with higher level slots. Its one of the drawbacks of the class, as well as having its own spell list.

>spellcasting modifier with markup
noted, ill update it soon

>shadow cast
ah, yeah a relic from 3.5 i copied it from. ill also update this, good catch.

>0th level
another relic, ditto on update.

>>48076542
yeah I converted most of it straight off the 3.5 book, The class has a fair amount of versatility, like most spellcasters: what it does depends on what spells they know. The archetypes presented were 3 of the prestige classes from the original plane of shadow, each built on the base shadowcaster by specializing in one particular area of expertise. Compare to the warlock: pet class, faux melee martial fighter, or better spellcaster.

>bonus weapon attack
is not an attack, as a bonus action you can modify your attack to have 15 foot reach.

>lore
honestly, i got lazy and just typed that out. officially they do intense study on shadow magic and use the reflections of regular spells from the material plane into the plane of shadow to draw their power.
>>
>>48086268
>>48086301
I get that completely, if constant labour, fighting or other strenuous tasks are at hand then it makes complete sense (although it does also say to double the amount of water required if it's hot, which could be considered the "right" amount for those tasks). Thing is it's an every day standard amount, which is why I'm questioning the amount for non combatant days spent travelling or whatever.

I think I'm going to go with 1 waterskin being enough per day when nothing has really happened.
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My players decided not to take a carriage to the front door of the BBEG's castle but scale 1,000ft cliff and break in through the back window into the family crypt
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>>48086444
Is he a necromancer?
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>>48086475
depends on the edition
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So ive been watching a lot of apacalypse now/full metal jacket/we were soldiers type vietnam movies and want to make a nam campaign, any ideas? Any ideas what race to mke the gookers? Ive thought goblins/kolbolds/snakepeople but not sure.
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>>48086520
Kobolds probably. Theyre the ones with the best traps. Small, so they can hide really well. and they have the whole tunneling thing going for them too.
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>>48086294
>10 level abandoned test packet from WotC for the "Awakened Mystic"
That was their second version of it, posted just back in February. It's not "abandoned," it's likely to show up in the "mechanical expansion" book they've talked about, either this spring or the fall after.
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>>48086514
He's got a bit of a tubby belly.
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>>48086558
not rly but its all the blood
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>>48086538
Would rocs make good hueys? Alchemiest's fire is napalam. I thibk im going to have the players start as members of the military. Ill let them know that beforehand, and if they decide to desert a rival party can get sent to terminate their command. Terrminate with extreme predjudice.
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>>48086514
>5eg
>depends on the edition
What the fuck mang
>>
>>48086777
because I didn't remember off the top of my head and I started running the campaign well before CoS was even announced so I had to pick a homebrew Strahd.
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>>48086086
Oh man. Chrono Trigger.
That shit will forever be my jam.
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>>48086793
Oh, makes sense, then, my apologies.
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>>48086086
> Have you guys used any homebrew and had a lot of fun with it in a campaign

Erry damn game. I mourn for the unfortunate souls that don't brew their own content.
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>>48086086
>Have you guys used any homebrew and had a lot of fun with it in a campaign?
I introduced some variant mundane equipment recently and my party enjoys it quite a bit.

For a different campaign I made some fast-and-dirty high-risk-high-reward crafting for the smith and poison-lover in the party, they are slowly making use of it since they can do it with an hour here and there without dedicating entire days to it.
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>>48086840
that sounds cool, care to post it?
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>>48086086
>Have you guys used any homebrew and had a lot of fun with it in a campaign?
No, but I'm working on a miniature splatbook project while I run my games, and am hoping to get some homebrew options for my players out there within a little while.
>>
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>>48086850
When I say fast-and-dirty, I mean it. They really only existing Roll20 handouts but I threw them in a PDF for you.
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>>48086850
And here's the mundane equipment stuff.

>dex melee character buys a garrote
>party goes into a sea cave and fights some Sahuagin
>immediately choke-grapples their leader with it
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>>48086926
>>48086914
i love this, thanks anon. will steal
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How does this make you feel, /5eg/?
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>>48087132
triggered
I hate finesse in general though as a design concept.
>>
>>48087132
I'd rather it be an estoc and deal piercing damage.
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>>48087153
It does make strength feel pretty weak.
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>>48086212
In our game the DM has basically just declared that rations include the necessary food for one day.
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How much influence do your warlock patrons have in the story-arch of your campaign?
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>>48087705
Not enough.
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>>48087705

tied to one of the other bbeg's of my game

I have like 6 going on at once

it hurts to live
>>
While replaying Dragon Age Origins today I fell in love with the Reaver Specialization again.

They are basicly Barbarians who can deal AoE Damage to everyone around them in exchange for taking damage themselves and can regain HP when killing enemies.

I never played 3.5e so I don't know if their was ever anything like this in one of the hundred splats but I think it would make a cool archetype.
>>
Has anybody converted the /tg/ homebrews for Fey Corgi to 5e from either the 3.5e or 4e versions?
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>>48087990
Never seen them before. Links?
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I need art of Tiefling paladins or Tiefling Avengers
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>>48088003
https://1d4chan.org/wiki/Setting:Unified_Setting/Corgyn
Stats for 3.5e and 4e are at the bottom of the page
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>>48088143
wow.
>>
do you think it falls within the bounds of fluff to make a custom background's Feature a magic tattoo whose only function is to identify my character as her patron's knight? so functionally pretty similar to the standard Feature for Nobles, in that she has a noble title and gets treatment accordingly, but it's a fey title rather than a hereditary one and there's a neat but mechanically-neutral magic component to it. What would be appropriate as the magical effect- like, could it normally look like a mundane tattoo, but at will she can "activate" it and people who know things about fey nobility will recognize it as representing the title of her patron (and designate her relationship thereto)? obviously having it cast light or impose any sort of effect on anyone else is a no-go, but is a neat visual effect something you'd allow in your game
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>>48088241
I'd allow it, ask your DM
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>>48086926
This is mostly really good but there is a balance issue with the jagged longsword in particular. As it stands with the jagged LS there is no reason to pick a plain LS over it other than RP reasons since it is strictly better mechanically.
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>>48088248
yeah definitely, right now I'm making characters without having a group in mind but if I ended up using this character in a group I'd run it past the DM first. just wanted an outside opinion about whether it seems reasonable
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>>48086926
>splintering arrow
I don't have a problem with the balance, but I wouldn't allow it just out of ridiculousness. Also, should probably have a save or attack roll for the other damage.

>helmet has no effect with heavy armor
For what reason.
>>
>>48088376
I think most of the heavy armor is implied to wear a helmet already, but anyway I think that item sort of gimps some of the heavy armor just by existing
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>>48088397
If you state that wearing helmets limits ranged weapons, then heavy armor clearly doesn't come with one.
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>>48088419
True enough. I don't know though, I didn't write that stuff.
Seeing as it's unofficial you can change it anyway
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>>48088252
I suggest knocking it down a die, and adding +2 damage vs unarmored targets.
>>
I fucking love the lucky feat

>DM: ''Damn, you get critically hit with the greataxe''
>Me: ''No''
>>
>>48086394
If by "nothing has really happened" you mean the characters literally stayed at home all day, then sure. But just walking around would make them thirstier than that.

Where did you get the 1 liter statistic? I definitely drink way more than that, and I don't even leave my desk chair that much.

>>48086183
Lasers, obviously
>>
>>48086581
Unless you're trying to make some racial politics point, I'd make the Vietnamese a different faction but not racially distinct from the good guys. There's really no point otherwise, it'd just reduce the horrors of war, and that's the opposite of what a 'Nam campaign should try to accomplish.
>>
>>48088497
Walking all day sure, but I don't think riding on a horse or in a carriage should be strenuous
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>>48086086
>homobrew

I personally have a penchant for non-magical gadgets and gizmos. Ignore the ones from the PHB, they're only there because they're not included in the SRD.
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>>48086926
I like a lot of the concepts (atlatls FTW) but I really don't understand the reasoning behind some of the choices.

For example, why would a jagged sword deal more damage than a smooth one? It'd definitely hurt more, but it would have a much lower chance of lopping anything off or causing very deep wounds because it would tend to get caught on ribs and flesh and such.

And why would a buckler give you better AC than a regular shield, however briefly? Bucklers are literally smaller, less cumbersome, but less protective shields.

And why a 2d12 bow? What game purpose does it serve to allow low-level PCs to deal double damage?

I do love the retroactive buff to whips. I'm probably going to steal that part.
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>>48088513
Then you've clearly never ridden a horse.
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>>48088604
...Yeah. But it's probably not quite as hard as hiking all day. And in any case it's an extra mechanical incentive to going on horseback.
>>
>>48088623
Sure, no arguments there. But I still think that 1 liter a day sounds a bit low. The health advice I'm finding on the internet (the most reliable source) is 2 liters a day, which is probably where D&D got the number for its rule.
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>>48088580
Let's see if I can figure what they were getting at.

Tearing increases pain and stopping power, which probably does more to drop a fighter than causing a deeper wound. I think though probably not as much as an extra die worth.

The bucklers maneuverability is key here, you aren't just putting up a barrier you're taking the time to intercept.

I have no defense for the bow.
>>
I have a question, my cleric just hit level 10 and got divine intervention, roleplay wise, what does it mean? I have enough power that my deity actually cares about me?
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>>48088667
I think the toothed sword is actually in PoTA or something like that, somebody mentioned it a few threads ago
I'd personally say just add 1d4 damage or something instead, maybe give a save
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>>48088437
>DM: "The monster has lucky as a feature."
>player's face when
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>>48088667
I suppose pain is good for stopping power, but so is chopping a man's arm off. I guess that just shows the limits of the hit point system. Either way, 5e doesn't need this level of detail in weapon rules.

I'm not sure the buckler is any more maneuverable than regular shields. Quite the opposite, in fact, because you don't have a grip on it.
>>
The problem here is that different people need different amounts of water. That average recommendation is two litres a day, while the minimum is about one litre. That's a litre to function without suffering from dehydration.
The water issue really boils down to the campaign type too. If it's regular adventuring then just give them their water and move on, if it's a survival or resource management then there should be simple system to manage how much water the PC's need.
I would say that a water skin contains enough water for a regular person to get through a day(actual litres is less important to me), and an adventurer could stretch that a number of days equal to their CON modifier.
>>
>>48088667
>The bucklers maneuverability is key here, you aren't just putting up a barrier you're taking the time to intercept.

Which is harder. If I was going to try to represent buckler use in d&d I'd probably do something similar to the Defensive Duellist feat. Say...

Buckler
When you are wielding a buckler alongside another one-handed or versatile weapon and another creature hits you with a melee attack, you may use your reaction to add 1d4 to your AC for that attack, potentially causing the attack to miss you.

Sure, most people would prefer a flat +2AC and to keep their reaction by just using a shield, but that's why most people used shields instead.
>>
>>48088786
You're implying regular shields don't need to be maneuvered into place to block attacks. Shields are difficult to use and require skill and focus, but it's implied you're employing skill and focus when you wear them (if you have shield proficiency). Bucklers should be no different - it's no more an action to use them than it is to try to dodge or parry, which are all parts of AC. There's no need to "actively" use your defensive measures.

For the record, I don't like Defensive Duelist either, for the same reason - it implies parrying is some exotic technique rather than every fighter's bread and butter.
>>
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>muh bucklers

No love for targes, eh?
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>>48088786
The rules aren't really good at simulating how a buckler is used.

Instead of passively protecting a large area of the body, it's used very actively and often very close to the opponents weapon, to get in the way of his line of attack and spoil his strike, as well as used offensively to punch with etc.

Another major thing about the buckler is that when you're using it close to the opponent you are able to block his line of sight to your weapon when you strike, so you make it harder for him to avoid/parry/block it.

The best comparison is thinking of it like a fistfight, and putting your hand in a guys face while punching him in the gut, or holding his wrist/grabbing at his hand when you're close so he can't get a punch in.

A closer rules representation would be letting you attack with the buckler and the level of success giving your opponent a negative modifier to his attack roll or to his defense roll.

>>48088667
>Tearing increases pain and stopping power, which probably does more to drop a fighter than causing a deeper wound

But this is 100% D&D videogame logic. A deeper wound produces more shock and bleeding, which is what's going to put you out of the fight, and it's very up for debate how much extra pain or tearing a jagged blade really causes. It's not BARBED, it's JAGGED, so it's not like it rips a chunk out of the guy when you pull it back.

The ONLY situation I can picture where the jagged blade is actually better is for something like really heavy draw-cuts against opponents without armour, or with thick cloth armor, but that's very situational and D&D doesn't really have the combat rule granularity to make it useful. In every other situation it's worse than a plain edge.
>>
>>48088929
When talking about "bucklers" here people are pretty much referring to targes. Historical bucklers are just smaller shields designed for hand-to-hand combat rather than protection against arrows.
>>
>>48088929
>>48088985
Self-correction: they're referring to what YOU described as a targe. Historical targes were also gripped in the hand like normal shields.

Strangely enough, I can't find a good historical account of a shield that ISN'T gripped. I'm starting to suspect D&D invented the whole thing.
>>
Who does archery better, battlemaster fighters or hunter rangers?
>>
>>48088672
A bit less than that, you have just enough standing in its service that if you call out to the divine it just *might* hear you.
>>
>>48088902
Then by all means just treat them as shields.

My main point was that basically by definition a buckler is harder to block with than a shield, because the area is covers is smaller. You're still putting up a barrier, you just have to be more accurate because your barrier is smaller, albeit slightly more manoeuvrable.

As for Defensive Duellist, it's not meant to be basic parrying. That IS part of your AC. Defensive Duellist represents you intentionally putting yourself on the back foot and focusing on defending yourself. This means you're not as quick on the offence so you probably won't get an opportunity attack if they disengage (uses your reaction), but you're doing your level best to stop them from hitting you (more AC).

Ditto for the Dodge action. It's not basic dodging while fighting, it's you completely dropping your offence (uses your action) in order to not get hit (imposes disadvantage on incoming attacks).
>>
>>48088985
Where are you getting that from?
>>48088953
and
>>48088786
are both pretty clearly talking about bucklers

Targes are kinda shitty except that you have your hand free, since you're holding the shield closer to your body when presenting the front of it, compared to a buckler.

The targe, historically, was most famously used by people who used it as their main source of protection, and who got pretty crushed: 17th to mid 18th century Highlanders.
>>
>>48089039
>My main point was that basically by definition a buckler is harder to block with than a shield

You're ignoring the fact that in one on one combat a buckler is held much closer to the opponent than a shield is.

You notice how you can cover the entire world with your hand if you hold it right in front of your eyes? It's kinda like that. It's not used passively to the same extent like a shield, absolutely true, but you can't really look at the surface area when making the comparison, the point is that a buckler is lighter and easier to use close in to your opponent, which actually gives you a LOT of protected surface area in practice, by blocking his line of attack close to where it starts, rather than trying to stop it at the end point.

D&D doesn't really model things like this well though, so I agree that it's easier to just treat it like a shield.
>>
>>48089013
Battlemaster Fighters. The Hunter is MAYBE better when fighting tightly packed hordes of small, weak creatures, but in every other situation Battlemaster does it better. Swift Quiver almost makes up for the attacks-per-round discrepancy, but it's a fifth level spell and at level 20 you only get to use it twice a day.
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>>48089043
In all cases here when saying "buckler" people are referring to the small shields that are supposedly strapped to your arm to allow you to carry stuff in it, which is what that poster defined a targe to be. Where I'm getting that is the description of bucklers in 3rd edition, which was the last time D&D had them.

But again, I'm not even sure that kind of thing exists.

>>48089068
Shields aren't used passively. If you just hold your shield and wait for it to protect you, you'd get your eyes stabbed. Shields are constantly maneuvered and repositioned.
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>>48089084
Literally nobody is talking about the buckler being strapped to the forearm, and I imagine that is because it wasn't. You've just decided that they're using the wrong word.
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>>48089004
Targe is a better name for a Cretan Hoplon. There are also records of the scottish targe being used together with a dirk.
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>>48089084
Bucklers are held in the hand. Shields strapped to the arm are called vambraces, or possibly bracers.
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>>48089103
From the SRD: "This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round."

If people weren't relying on that, then I was mistaken.

>>48089118
Vambraces and braces are both metal sleeve sections. I guess you could deflect attacks with them. Shields (including real-life bucklers) are held in the hand and are as much a weapon as a form of defense.
>>
>>48087190
Strength is really good in 5E.

If strength is your primary stat for your build, always consider Goliaths, moving heavy shit around is strength character's bread and butter. It's also the best secondary save, can't go wrong with athletics either, being able to do shoves and grapples is a big plus.

Strength is also the best 13 stat for most casters, since they can use heavy armor without failure, they just need the prof and stats for it, making fighter dips really great. You don't give a fuck about ranged weapon attacks in 5E if you're a magic-user, you have cantrips for ranged.
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>>48086086
>Have you guys used any homebrew and had a lot of fun with it in a campaign?
Yes, I modified a few PHB feats. Dual Wielder has a bonus damage line, and works for unarmed monks. Grappler allows grappling any creature. Tavern Brawler lets improvised weapons and unarmed strikes be light weapons. I had a warlord from giantitp forums. I work with players to make customized backgrounds, or class archetypes.
>>
So, I heard in the last thread that apparently golls and catfolk have been confirmed as PC race options that're going to appear in Volo's Guide to Monsters alongside the Orc/Goblin/Firbolg trio already teased by developers - can anyone confirm this?
>>
>>48087190
GWM would like to speak to you
>>
>>48088929
Speaking of alternate shields in 5e, I wish they would of brought the tower shield back. I miss my tanky Dwarf fighter from 3.5.
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>>48089013
Why not both? Dip 3 ranger for spells, favored and horde breaker, fighting style, go the rest battle-master. If you find yourself doing a lot of hex-crawling, go deeper into ranger, if you find yourself doing a lot of combat go deeper into fighter.
>>
Is Hail of Thorns an attack? Is the attack part and the save completely separate? I'm pretty sure you can't crit with it.
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>>48089338
The spell itself causes a saving throw, not an attack. The attack just defines it's area of effect.
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>>48089338
I interpret it as not being part of the attack so it cannot crit.
>>
Is there an easy site with all of the wildshape options for moon druids? I know I could scour the monster manual, but the most useful animals/elementals info would be great
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>>48089406
While it doesn't give you stat blocks you can filter monster types and CRs on kobold.club to make it easier to find what you want.
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>>48086183
If it's not-egypt you could add kinds of damage to it, necrotic, fire, poison. You could give it s burrow speed in sand. You could also force saves on successful attacks but that's a lot of rolling.
>>
>>48087936
You could work with the spending hit dice
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>>48089240
>grappler lets you grapple any creature
There must be some kind of restriction?
Otherwise that's just crazy illogical
>>
>>48089406
http://www.giantitp.com/forums/showthread.php?397940-5e-Druid-Handbook-Land-amp-Moon

This guy goes through all the wild shape forms and gives reviews on which ones are better than others.
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>>48089528
So you are telling me that you wouldn't believe a gnome could grapple a gargantuan creature? Come on now, that is just common sense.
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>>48089528
Actually there is no rule on the size of the target of the grapple, the feat is mentioning a rule that doesn't exist. Check out the rules for grappling. A 120 4 feet tall gnome can attempt to grapple a Kraken, but the stat difference is so large that it's not gonna happen.
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>>48089537
Ha, what a nerd!
*Bookmarks page*
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>>48089537
Thanks m80, this guy goes pretty in depth into general druiding too!
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>>48089606
I've been wanting to play a druid for a while now, but was worried that the class was a bit incoherent or underpowered (I'm not a powergamer, but I like to contribute). I'm gonna read the shit out of this post and make my druid, dammit.
>>
>>48089013
Depends entirely on what level.

Early level to mid-level, rangers hands down. Battle-master archer fighters need too much stuff to get going, even if you're silly enough to go human as a ranged character(have fun with dimlight). Rangers like going crossbow expert early, for hand-crossbow/thrown for maximum number of attacks to proc hunter's mark. If you pick the right spells and cast them at right time, such as Spike Growth, you'll be a mook murdering machine.

Once you hit mid-level, battle-master really starts coming to power. Once you've got your 20 in dex and move up a couple of proficiency brackets, sharpshooter starts getting really good, since you have attack bonus to spare to reliably use it on nearly every regular shot.

High level, can't say from experience but I wanna say ranger wins DPR, just because volley is batshit insane, but battlemaster wins in the realm of single target damage and turns into a space marine.
>>
>>48089585
>>48089606
>>48089656
Yup whenever I need to know about Druids or beasts or elementals in general I go to this. My ranger is soon gonna be able to conjure animals so I look there for what the better options are.
>>
How do I convince my players that combat roughly stays the same regardless of character level?
>>
>>48089709
What do you mean exactly, the power curve or actual gameplay?
>>
>>48089754
They have the misconception that higher levels hide all the cool stuff and that fighting low CR enemies is boring. They've never read the PHB.
>>
>>48089709
I'll be honest I would rather fight things that have cool abilities and exploitable weaknesses compared to 10 bandits.
>>
>low CR enemies are boring
Start having your mooks use help, shove, items and grapple more often. Your players will start having nightmares.

Low levels are terrifying but exciting, they tend to have the most cozy adventures and finding any magic item is amazing. Toss your players a high-level magic item, like a level 6 scroll of control weather or a defective wand loaded with some serious shit.
>>
>>48089869
Or give an enemy a powerful magic item, that will throw them for a loop.
>>
>>48089783
KuoToas are amazing. You can make them do all kind of crazy shit and their stuff is fun and interactive: sticky shields, nets, pincer staves...
You can even play with their spirituality theme, and your players can exploit their madness/superstition. They're also not stupid (11-13 Int according to MM) so they can be pretty crafty.

Speaking of. One of the KTs my players fought last session ran away with the rogue's rapier.
I plan to make it a recurring char. Any original suggestion as to what he could do? It could even deviate the main plot, i fon't care.

Bonus info: rapier was thrown and stuck in his right arm. PCs killed all the other KTs and put an end to summoning ritual (that wasnt going to work anyway).
>>
>>48088436
Isn't that how it was in PotA?
That's how it should be.
>>
>>48090312
I'm pretty sure the sharktooth swords in PotA do an additional d8 or whatever the weapon's normal die is when you strike an unarmored target.

So they're a straight upgrade to most weapons until you're fighting undead again or get the dragonslaying longsword.
>>
>>48090347
>tfw our party's Fighter with smithing proficiency broke the blade off one of those swords and stuck it on a glaive shaft to give to the Barbarian
>>
>>48090347
Huh, so it is. I think I confused it with their +2 Strength way back when.
...2 seems more fair anyways. As others have said, RIP AND TEARing isn't that beneficial, and ANY bonus is a straight upgrade.
>>
>>48090312
A weapon with those effects should be a magic item. As presented it's ludicrous.
>>
From Wild Shape: "When you transform, you assume the form's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed."

Capstone ability: "you can use your Wild Shape an unlimited number of times."

So... a 20th-level druid has infinite fucking hit points?
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does a monk who attacks with a shortsword and then takes a bonus action for an unarmed strike do 1dmg with the latter?

Player's basic rules speaks about negating the ability modifier for two-weapon fighting, on the other hand unarmed attacks don't count as weapon attacks.
>>
>>48086086
I use homebrew narrative inspiration rules that let a player spend inspiration to change the story in a small way. I also use a narrative escalation pool that makes it possible for bad stuff to happen in the story when someone rolls a 1. Not, "hurr, you stab your friend", more "as you swing you notice the gnoll suddenly begins frothing at the mouth. His eyes are glassy and red and the spittle that flies in your face as your blade slides off his smells of bile. You've heard of a kind of infectious madness common among their kind and that it can be spread with a bite."

The pool gets bigger if narrative inspiration is overused.
>>
>>48090935
Martial Arts is not dual-wielding / TWFing. You can't dual-wield fists, even with feats, and it doesn't matter whether your primary attack is an unarmed attack or a blow with a monk weapon like a shortsword or quarterstaff.

Taking the bonus attack when punching or attacking with a monk weapon is a property of Martial Arts, not dual-wielding. You deal full damage (your d4 or greater plus your choice of Str or Dex).
>>
>>48090880
yes and no, anything that reduces their wildshape to 0 hp will do any remaining damage to the druid
ex: wildshape form has 53 hp left, attack does 60 damage, druid is knocked out of wildshape and takes the 7 remaining damage. Druid must then survive until his next turn and spend action (or bonus for moon drood) to wildshape into next form.

Yes they do get difficult to kill, but then at that level the wildshape forms are easy to hit and don't do a ton of damage.
>>
>>48088929
What is this from? -2 to attack for +1 AC feels pretty rough unless it counts as shield for shield master.
>>
>>48090880
Effectively infinite while conscious and as long as you're willing to spend your bonus action each turn to change between forms. It's amazing but not quite as good as it sounds at 20th level. Still very very good.
>>
>>48091035
thank you, scholarly gentleman.
>>
>>48091081
Third edition, mate. Remember when martials were hot garbage?
>>
>>48088707
As a DM, that would be a shitty monster feature. It doesn't alter the way players manage it at all, you could just give it +1 damage for all the difference it would make.
>>
>>48091137
Actually I am a casual pleb that started with D&D 5e, I played a one shot in 4e but I was so lost I didn't even know what edition we were playing. I didn't get serious about it until my first campaign that was 5e.
>>
How would you guys port the shadow evocation and shadow conjuration spells to 5e?

Keeping the 20% reality of the spell seems like a bit of a hassle and against the simplicity of 5e, but I don't know how else to rule it. Maybe give creatures advantage on the save to disbelieve the illusion?
>>
>>48088707
That's in the game it's called Legendary Resistance, cause encounters would be easy without them.
>>
Help me /tg/, I'm thinking of quitting my current campaign. It's so boring.

>be battlerager barbarian
>combat is fun
>campaign is fun early levels
>dm starts giving us this neat murder mystery plot
>takes a lot of invesitagory type rolling/skill checks
>but plenty of combat too
>combat starting to decline once we hit about mid way through the plot though
>character feeling more and more useless
>the enchantment wizard and the homebrew fey bard are pulling almost all of the weight outside of combat
>get to the point where we have maybe one fight a session if we're lucky
>i feel completely useless the rest of the time

What should I do? Nobody really warned me that this class gets as useless as it does.
>>
>>48091386
You could just reroll m8. Tell your DM the campaign has changed and you want to change with it. Ask if it's going to stay this way or is just this issue. If it's just this encounter then just be patient. If it's the entire campaign, swap to a rogue with a ton of skills.
>>
>>48091358
I already did this for you in the last thread.

Warlock patron option. Expanded spell list includes tons of illusion spells.

Level 1 feature lets you turn real things fake (with limits to make it fair, like no turning sentient beings fake)

Level 6 feature lets you turn fake things real (with limits to keep it fair)

Level 10 feature is truesight to see through illusions (because most of the warlock level 10s are things that give you a defensive edge against a particular type of action).

Level 14 feature is a once per long rest super illusion reality thing

Bunch of invocations to fill in the conjuration of shadow beings on a once per long rest basis.
>>
>>48091420
Hmm, I guess rerolling would be better than quitting. I like this group.

I might do rogue, or I might do a warlock. I don't want to do anything that isn't either a skill monkey, or a class with full access to spellcasting ever again really. This experience has tainted hittey classes for me. The hittey classes are fine in combat, but I can't see them being good out of it.
>>
>>48091081
-2 attack for weapons wielded in the shield hand, you mong. Main hand is unchanged.
>>
>>48091386
TALK. TO. YOUR. DM.
>>
>>48091386
You could try multiclassing to mix things up. Perhaps a bit of pally or fighter?
>>
>>48091431
>I already did this for you
Sure, but your idea was very limiting and not really what he/she was asking.

>>48091358
You're right, calculating 20% of stuff is not really what 5e is about. I'd drop the 20% and get at the core mechanic - that it's partially real but mostly dependent on belief.

For shadow evocation, I'd say that a successful intelligence save reduces the damage of a spell to its minimum - i.e. treat it as though every die roll was a 1. So a disbelieved shadow fireball would cause 8 damage instead of 8d6, and so forth. This would, of course, make spells with smaller dice better for shadow evocation than those with large dice, but disbelieving is harder in 5e anyway, since it now takes an intelligence save rather than a wisdom save. Only wizards and gnomes reliably disbelieve illusions.

For shadow conjuration, I'd take a similar route. Conjured creatures have their minimum hit points (but still enjoy con bonuses, of course) and cause minimum damage. Conjured weapons deal minimum damage. Etc. Once again, this is a bigger "reality nerf" but is typically harder to disbelieve.

Does that sound workable with what you want to accomplish?
>>
>>48088511
I was goung for the they arent like us. They dont like us feel. That their strangers in a strange land. Id explain that the southern kolbolds are our allies and the northern kolbolds are not. I want the "i see them coming back the wrong way" feel
>>
>>48091654
Actually, confining shadow evocations to spell like things is more limiting. Giving them a wide open power like "turn real things fake and vice versa" is open to creativity.

If you want spell like things, give them invocations. Also, imo, it should usually be a wisdom saving throw.
>>
>>48091707
It depends on how much of the psychological horrors of war you want to evoke. The whole "they aren't like us" thing loses a lot of its potency if they're literally from another species. Dehumanizing the enemy is more powerful when the enemy is human.

But if you're not worried about that, helping South Koboldia fight against Best Koboldia is a perfectly reasonable D&D plot.

>>48091743
But originalman wasn't asking for a character archetype, they were asking for a spell conversion. There's nothing limiting about answering the question being asked.
>>
>>48091467
Remember the class has as much out of combat ability as you can give it, being smart and just being a little lucky can make it work. You can go half caster and be a paladin, my level 8 paladin puts out 30+ damage every two attacks and just saved the group a really extrenous search for the item they were looking for in the dungeon.

I also have zone of truth, command, and other spells that can help in non combat issues
>>
>24 str barbarian with athletics proficiency
>+13 athletics bonus

>20 str rogue with athletics expertise
>+17 athletics bonus

How can barbarians even compete?
>>
>>48091743
>Wisdom saving throw
Most illusions in the book, which aren't attacks, are detected via intelligence (investigation) checks. Since attack spells are responded to via a saving throw, it should be an intelligence save (can you notice the telltale signs of illusion before the attack hits?).

It shouldn't be wisdom, because mental fortitude and willpower have nothing to do with seeing through illusions. That was always my biggest issues with illusions in 3e.

Of course, whether or not the spell is believed, the target will also make whatever save the original spell calls for - usually dexterity saves for shadow fireballs and such.
>>
>>48091906
>How can my impossibly tanky murder machine ever compare in skills to the incredibly squishy skill monkey?
>>
>>48091906
>20 str rogue

lol...
>>
>>48091906
They get advantage on all str based skill checks when raging, which at level 20 they can rage infinitely.

Also, str based rogues can work but are seriously gimped in comparison to their dex based originals.
>>
>>48091941
>Mountain dwarf armour prof
>Heavy armour feat at lvl 4
>Sneak attack using strength
>>
>>48091980
>Never roll a stealth check
>Get by through cunning, clever item use, and a vast knowledge repertoire
>Make hella money as a headhunter and troubleshooter
That actually sounds pretty fucking fun. I played a warlock who was basically a rogue and never bothered with stealth (because illusions and charms). This could be another interesting roguey approach.
>>
>>48091980
It'd be funny to see someone try to play that...
>>
>>48091980
>Shield Master feat at level 10 to prone fools as a bonus action
>Line belt with dozens of daggers to draw, stab, drop so that grapple can be maintained
>>
>>48091909
Wisdom makes sense for me, because there shadowmagic seems like a battle of wills between the caster and the believer. Intelligence is certainly an element of it, but wisdom captures the logical reasoning and willpower of it best.
>>
>>48091782
I figured different races isnt as big of a deal when their are elves/orcs/dwarves/dragonborn/tieflings/asimar/goliths/gnomes/humans/depends on thesetting as playable races. Maybe have them be a subrace of wood elves?
>>
>24 str barbarian with athletics proficiency and advantage on strength checks
>+13 bonus and advantage on athletics

>20 str rogue with athletics expertise and reliable talent
>+17 bonus and minimum roll of 27 on athletics checks
>>
>>48092296
H O W
O
W
>>
>>48092296
>>48092320
C A N
A
N
>>
>>48092329
>>48092296 (You)
>>48092320 (You)
B A R B S
A
R
B
S
>>
>>48092103
Illusions aren't a battle of wills. To fight an illusion, you need to find a flaw that allows you to disbelieve it.
>>
>>48092353
>>48092329 (You)
>>48092296 (You) (You)
>>48092320 (You) (You)
C O M P E T E
O
M
P
E
T
E
>>
>>48092357
I know illusion isn't a battle of wills. Shadowmagic is.
>>
>>48092320
>>48092296

The how is easy. Expertise in athletics, max str, and reliable talent makes all proficient skill checks a minimum roll of 10.

My question is why? This kinda build makes the rogue horrible in ranged combat so they have to get into melee to do any real damage. They aren't that tanky, especially in high level scenarios.
>>
>Through shenanigans ranger is successfully impersonating the now dead corrupt mayor
>Subtly helps the other players escape, though one pair fucks up(they get heard but not seen) and the alert is raised even more
>This is a problem since he can keep this up for an hour at best
>Manages to bluff the guards into taking him to the group's meeting place (a brothel) since the mansion clearly isn't safe.
>Gets there first, guards still with him
>Session ends
>Naked guy and guy with dead sheriff in a barrel due to appear any second

Looking forward to next week
>>
>>48087936
temporary hit points after killing an enemy:
>dark ones blessing (fiend pact warlock)
>touch of death (way of the long death monk)
temporary hit points for attacking
>reckless abandon (path of the battlerager barbarian, sword coast adventurers guide)
melee aoe damage:
>gwm (feat)
>cleave (alternate dm rules)
>hunter ranger (whirlwind attack, horde breaker kind of)
>sweeping attack (combat superiority maneuver, available to battlemaster or martial adept feat)
>>
>>48092368
They compete by not horribly gimping themselves by taking ASIs and proficiencies AND expertises in something that is not their primary role.
>>
>>48091035
>>48090935
>You can't dual-wield fists
also remember that unarmed strikes arent just fists. you could have your hands full and unarmed strike with feet.
>>
>>48091386
>>48091467
>hey guys, I've been playing [MARTIAL CLASS] and it's much worse than [CASTER CLASS], what should I do?
I wonder who's behind these posts
>>
>>48092383
I think you have a wrong image of what shadow magic is in D&D. It's basically weaving an object out of shadows, which means it's not real. There's no "dark energy" involved, and thus battles of wills aren't really relevant. It's purely a matter of recognizing that the object isn't real.

>>48092641
Could be worse. We could be in PFG.
>>
>>48092641
>hey guys, all people who ever had problems with martial classes are actually the same people because it doesn't jive with my perception of the game.

Not him, but I see you post this every thread someone asks for help with their game. Is it that inconceivable to you that multiple people have had similar problems in the past? I mean, I can back him up. As a DM it's twice as hard to make things interesting for my martial players than my spellcasting players, because spells are so widely applicable to combat and non combat situations, and martials. well aren't. Except rogues, and occasionally rangers.
>>
>sit in a circle with a bunch of geeks
>roll dice for 4 hours
>Whoever rolled the highest sum wins
How can people find this "game" fun? What's wrong with you people?
>>
Hey, anons? If I wanted to try and play up the "Black Mage" angle with an Evoker Wizard, what kinds of spells could I consider homebrewing? Like, say I wanted a fire spell that "burns the victims soul to ashes" (fire + necrotic damage), would that still "feel" like an evocation spell?
>>
>>48092774
>As a DM it's twice as hard to make things interesting for my martial players than my spellcasting players

found the boring DM.
>>
Party comp is :
Cleric- Arcane Domain
Cleric- Light Domain
3 barbarians
Rogue
How fucked am i ?
>>
>>48092834
Nerd
>>
>>48092774
Not that poster, but martial classes can easily fit into heavy RP / low combat games if you play and build then appropriately. Maybe not all of their features will be used all the time, but unless you make a barbarian whose sole purpose is glory in battle, a little creativity from n the DM and the player can make it work no problem.
>>
>>48092837
Nah, I still make it interesting, but it's still more work. With casters, you just have to present an environment, and most of them will have a spell that can engage them in it. With martials, you have to tailor the environment to their abilities, and hope that the martial player notices, and thinks that using the ability is worthwhile.
>>
>>48092834
Feels more like a necromancy spell desu
Which might be okay if that's the kind of black mage you're going for, I suppose
>>
>>48092839
You're in for a fun time. As long as none of them are chaotic dumb. If so, things may go south quick.
>>
>>48092867
This is generally true, but my point is that it takes more creativity from the player and the DM to get a martial engaged in out of combat activities. At least in my experience as a DM so far.

I think if I was designing DnD myself, I'd have granted every martial some soft skillmonkey type features. Sort of like the barbarian having double carrying capacity, the ranger having advantages on tracking, etc, except more extensive for each class, and less narrow in scope. And of course, none for the casters, or at least if they got them, their features would be narrower in scope.
>>
>>48092839
>a 7 people group
Enjoy never ending battles
>>
>>48092948
If they have their shit together and know what they're going to do before their turn come up it won't be that bad.
>>
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How good will it be?
>>
>>48092641

This guy reporting in. (>>48091467 >>48091386). I have no idea what you're talking about. Is this sort of problem common?
>>
>>48092948
Yeah, 6 is my max...I just find I start losing the focus of the players with any more than that.
>>
>>48093039
There's reason to suspect foul troll play on the issue sometimes, even if it is a valid concern.
>>
>>48093035
it will be pretty good
>>
>>48093035
I think it'll be interesting. I've always liked giants, and I might be running it once my current campaign is over, depending on when they finish up.

I'm very interested in how they went about implementing the Runes and stuff that they had in UA previously.
>>
Rate my setting:
>Spellcasters must be 30 years or older and never have had sex
>If they ever have sex, they immediately lose all their spellcasters features and capabilities
>Spell level advancement is the same as normal
>Spell slots don't exist but every time a spell is cast, the the character makes a constitution saving throw of DC = Spell level +1 (can trips = level 0)
>On a fail, their strength score drops by 5 for 1d6 hours (this effect stacks)
>If their strength drops to or below 0 as a result of this, they immediately die, no death saving throws
>All reduced strength is recovered on a long rest
>>
>>48093060
Retarded.

Slightly amusing, but retarded.
>>
>>48092948
thats a 6
>>
>>48093060
First those are mechanics, not strictly setting aspects. Secondly I can tell you're probably kidding, but kill yourself anyway :)
>>
>>48092774
You see me post this every thread because the same bait is posted every thread. The structure is exactly the same every time. I mean, today he stooped to using the term 'hittey classes' instead of martials but it's still obvious.

At least it's not 'how do I kill this female player's character'.

Also
>him
Why are you referring to yourself in the third person anon?
>>
>>48093060
>pick wizard
>max Int and Con
>grab Resilient feat
>you can now never have any roll under a 6
>free infinite spells of 5th level or lower at level 4
>>
>>48093060
>become illusionist mage
>cast phantasmal force on myself to experience having sex with waifu
>don't actually have it, but still superior experiences
>get to level 20
>cast wish as much as I want.

4/10.

Memes don't make something funny, they enhance already funny things. Think of memes like salt. You wouldn't serve someone a plate of salt.
>>
>>48093060
Incredibly stupid but worth a slight chuckle.
>>
>>48093100
How would you like people to structure their problem posts in the future anon?
>>
>>48092947
I disagree that it takes more creativity, but I'm also speaking from my experiences so I respect your opinion.

As for making all martial classes more skill monkey like, it's a grand idea that is in a sense already in play with the backgrounds. They may not fully cover the problem, but between the flexibility of skill proficiencies available to characters, feats, tool proficiencies, and background features, it's quite easy to make a a martial with a great deal of RP efficiency. Just my stance on the issue.
>>
>>48093120
>You wouldn't serve someone a plate of salt.
I would totaly do that.
>>
>>48093135
I would prefer they be based on real events, for a start
>>
>>48091431
>>48091654
>>48091654
This

Damn, that reduce damage to a min dice is pretty clever. Very nice. That spell has my approval anon, gonna steal that for my next campaign.
>>
>>48093014
>If

>>48093060
wew
>>
>>48086391
Bumpin for this
>>
>>48093166
Aw shucks. I'm probably going to steal it from myself also. Illusionists can use some love.
>>
>>48093154
nonono. We're only talking about structure here. You insinuated that the post wasn't real because of it's wording/structure. So how would you like people to word/structure help requests to /tg/ in the future so that you believe them? I'll add it to the OP, just for you.
>>
>>48093151
Depends on the person?

My ex? Definitely. Laced with arsenic, possibly.
>>
>>48093105
>>48093120
Oh and the construction saving throw has an automatic critical fail on 1s
>>
>>48093233
>be diviniation wizard
>roll 2 dice every day to replace 1s.
>>
>>48093259
Enjoy your blessings anon
>>
Well, >>48086183
Check out the Golemancy 'Brew that's really popular on the DM's Guild quite balanced, if expensive, but it's great for giving mechanical abilities.
>>
>>48093197
I insinuated the post wasn't real because it's thinly veiled bait that's been plaguing this general for the last few weeks.

It wouldn't matter how he (you) structured it, I'd know it was him (you) because at this point I have Favoured Enemy: Martial vs Caster Shitposter.
>>
>>48093367
*Incidentally, the fact you're putting up this much of a hassle only proves that it's you.
>>
We 'brewed an Artificer, because the UA one sucks. A lot. And we've overhauled the mechanics to the Crafting System, because Eberron simply couldn't function under the Current Ruleset as written, especially considering that *the investment cost of a magic item is equal to its retail price.*
>>
Rate my setting:
>Clerics need to submit themselves sexually to their deity to recover spell slots
>1 hour of receptive penile intercourse per spell slot level
>Bards need to perform music to recover spell slots
>>1 hour of performance per spell slot level
>Wizards study
>1 hour per spell level
>Sorcerers regain slots on long rest
>Druids have to fuck plants and animals to regain spell slots
>1 hr of insertive penile intercourse with a creature per spell slot, the level recovered or the sum of the slots recovered are equal to the CR of the creature

Pretty food right?
>>
>>48093367
>>48093383
I don't think I can fight this level of delusion anon. You've reached the point where dissent from your opinion is only proof in your eyes of the truth of your opinion. No evidence can pierce that confirmation bias. Continue shitposting!
>>
>>48093425
Alright for some magical realm gaming, but what's the deal with the sorcerers?

Also
>druid
>make friends with benefits with a dryad
>>
>>48093425
hey, I work for Hollywood. we would love to have you come work for us coming up with ideas. DM me.
>>
>>48093425
>Clerics need to submit themselves sexually to their deity to recover spell slots
If I’m ever going to ERP in a D&D setting I’m totally going to make that a thing.
>>
>>48093450
They get their magic innately. Dunno how they would regain magic that is natural to them.
>>
>>48093478
Masturbation. Come on anon.
>>
>>48093451
Okay, but I've never been a dungeon master before!

Roll your stats, anon: 6d20 down the line
State your class and race in the same post...
>>
>>48093504
Right they need to auto fellate or otherwise ingest their own semen to regain spell slots. 50mL per spell slot recovered
>>
>>48088241
Or to make it have more of a Fey feel to it, have it move around on its own now and then. It doesn't have to be incredibly conspicuous (at least not every time) but lines shifting here and there and it seeming almost unnoticeably different every time someone gets a look at it would be fun. Then whenever she speaks of her patron the tattoo shifts into the image of her patron drawn in vines and flowers or something.
>>
>>48093605
An upbeat strange funkish fey feel
>>
>>48092901
:shrug: It's hard to really say. Outside of D&D, Black Mages tend to have a mixture of what D&D classifies as necromantic and evocation spells, but D&D really isn't big on the whole "necromancy can do direct damage" angle.

Don't get me wrong, I'm not averse to the idea of brainstorming black/gray necromancy spells that actually *hurt people* instead of just mucking around with corpses - hell, I loved the Diablo 2 Necromancer - but I find DMs tend to get pissy at letting necros do blasting instead of minion making.

On a different topic... I'm working on a post-apocalyptic fantasy world - sort of an "Eberron meets Fallout" world - and there's two things I feel like asking.

Firstly, does anyone think that "balefire" works as a name for the magical equivalent of radiation? I think Werewolf the Apocalypse used something similar for its "radiation magic".

Secondly... my setting as it's currently shaping up has never had deities, beyond a certain spiritual reverence by the dwarves for the elemental forces of storm, earth, fire and metal from which they emerged. But, unlike 4e, 5e's gone back to the "you need clerics for healing" route, hasn't it? I don't particularly want to go for super-lethal combat in this setting, but what are my choices? I don't think the Artificer sub-class allows for producing healing potions... maybe I can have assorted natural remedies that can be harvested and made into healing potions with a Survival check? Or do I just bite the bullet and go the Wicked Fantasy route, where divine casters get a secular reskin?
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>>48093826
>balefire
>radiation
Radiation isnt very firelike, but if at least glows that should be fine. Or if it's strong enough to cause burns.
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>>48093897
Sickly black-green flame ala Tzulscha that corrodes and corrupts whatever it touches, at beast leaving you with acidic-looking burns and at worst mutating you into a Chaos Spawn with the serial numbers filed off. Sound rightly named?

By the way, what limits, if any, do anons here place on reskinning races? Taking the crunch for one race but rewriting the fluff so you can use it for another?

For example, in the aforementioned post-apocalyptic fantasy setting, I'm taking the Forest Gnome stats and using them as goblins, which in-setting are a mutant off-shoot of orks (themselves created from mutated elves) who were born with lesser physical prowess but managed to regain some of the innate magic of their elven ancestors.

Would you consider this acceptable, or too much mucking around on a DM's part?
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>>48094386
>Would you consider this acceptable, or too much mucking around on a DM's part?
100% acceptable
i would say people here prefer this to homebrew in 99 out of 100 cases.
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>player wants to light damp moss on fire with Prestidigitation
>tell him no, because it is not a candle/torch/campfire or anything remotely similar to those
>player proceeds to be pissy the whole session because he was too much of a retard to pick Light on a non-darkvision caster

In hindsight I should have let him systematically dry the moss with Prestidigitation and THEN light it on fire.
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>>48094777
Probably, considering you can not only light moss on fire to make for a good campfire (a quick googling has immediately revealed this to be the case.) but the spell can also warm a cubic foot of material per casting, and also create effects like a puff of wind, creating a fantasy hair dryer.
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How do I keep boss monsters alive for more than two turns? I've been running Against the Cult of the Reptile God, and my party got a Spirit Naga down to literally 12 health on their first turn
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>>48095252
And before anyone says anything, I also gave her legendary actions, so really she was even tougher than she should have been.
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>>48095252
Legendary Resistance.
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>>48095252
Speed bump minions.
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>>48095252

There are some options

1. fudge the health a bit, the players probably blew their action surges or whatever, give a set amount that'd last around 2-3 turns more, the fight runs a little longer and they'll probably have more fun, then reward them with more exp for the encounter, also, look at their AC more carefully, probably the simplest to do on the fly when you know you fucked up.

2. Have the boss encounter be against a relatively strong group or have minions

3. Enviromental hazards that the boss can use, easy way to apply disadvantage(again at an AC where it actually is important for your group) and such things
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>>48095252
Minions. A spirit naga should have some big snakes and maybe some yuan-ti protecting it. They don't have to be much, just enough to prevent the party from ganging up on it instantly. Bonus points if you give it an ability that lets it funnel damage it takes to minions in the area.
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I'm making my first Wizard ever. Enchanter or Necromancer? I like winning at things.
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>>48095252
I just fudge health until the fight reaches a natural conclusion when that happens. but I'm also a new DM so this might be dumb.
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>>48095567
enchanter
necromancer can raise an army of skeletons... but your dm is likely not going to let you just do that and have everyone act like its normal... also idk to me being a necromancer is pretty weird. up to you obviously.
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>>48095596
>natural conclusion
But anon, isn't the natural conclusion when one side runs out of health?
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>>48095567
Go necromancer, because undead hoards are rad as fuck. Also, if you're lucky, you can pick up a mummy Lord as a permanent minion.
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>>48095596
Nah, that's basically what good DMs do. Not every fight can be satisfying, and about half won't be unless you fudge stuff.
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>>48095736
No, that's what bad DMs do when they can't figure out how to accomplish something while still following the actual rules of the game.
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>>48089558
>Actually there is no rule on the size of the target of the grapple,
This is wrong.
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>>48095736
>>48095802
Fudging can be a good thing to do in certain situations, but a DM should never fudge to buff a bosses stats mid fight. Personally as a DM I've only fudged my own dice rolls to prevent TPKs while my party was still only level 1 and 2. However, another thing you can fudge into a boss fight is minions charging in to help the boss or the boss fleeing to recover and then mount a counter attack of some sort.
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Is there any reason NOT to be an Elf Eldritch Knight Fighter (no multiclassing because that's for fags), going Dex-Primary with dual Rapiers and a Longbow to be maximum elf? Is there some reason I'm not seeing for why this isn't the most versatile thing ever?
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>>48095597
>idk

Fucking summerfags. There is nothing weird about being a necromancer. Necromancers get shit done, son. All other wizards secretly wish they were Necromancers, rolling down the street like Michael Jackson (before he turned into a pallid ghoul) with an army of skeletons at their back.
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>>48095697
>hoards
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>party is level 9
>notice strength fighter is doing fuck all for damage
>look over at sheet
>his str is still 15
>hasn't even been taking feats
>his cha is 20
>ask him why
>''Uh I think the cha skills are really important man''
>Is battlemaster
>hasn't even been using maneuvers

What do we do?
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>>48093425
>Bards need to stick their dick in any and all female creatures within 120ft
>Warlocks are required to perform striptease for patron at least once per short rest to regain spell slots.
>Sorcerers need to go and make sweet sweet love with a lake of mana? I don't know to get more spell slots.
>Paladins require one hour of receptive anal intercourse with an Immovable Rod in order to recover spell slots

Fix'd.
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>>48096259
What's his Dex, and what weapons has he been using?

In addition, is he using all his attacks?
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>>48096259

Just ignore him. I'm in a party with a Sorc and a Wizard that do fuck all except throw cantrips around (I don't WANNA cast Haste!). Don't heal him, don't help him, just focus on fighting as best you can with the competent members of your party.
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