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Dungeons & Dragons Fifth Edition General Discussion Thread

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Old Thread >>48243736
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I'm making a homebrew race for two friends to play
Fluff: they are small and stout catfolk that live in mountains, they are usually guides, cooks or merchants.
They have a natural attraction to shiny objects and can easily tell fake and real jewelry apart.
Neither of my friends are munchkins/powergamers, but I fear that I either gave them too little or to many features, or a feature that will make them stupidly broken
Any advice of what should I change? Wording I should improve?
Also I realise I gave them a slightly better version of the half-orc feature, but better than what I had tried before that
I gave them a second chance at death saves if they were to get three failures, no failures or sucesses would carry over from the previous attempts, this was once per long rest btw
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May be starting a character in a 5e game next month, is there anything I should know that I might miss in the starter kit? I have played 2e for 4 years.
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anyone play on TTS?

got a few games in playing 5e and I love it
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Which is the better witch doctor? Land Druid (Swamp /Underdark) or Cleric (Nature /Knowledge)? Something else I haven't thought of?

>>48253689
Surely they should get two extra chances, so they would need to fail nine times?
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>>48254540
Totem barbarian with proficiency in medicine perhaps. Or maybe some sort of warlock?
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>>48253152
Kind of a quick opinion poll of sorts, but if you wanted to play a Wild Magic Sorcerer, how would you feel about the GM using a custom wild-magic table instead of the one in the book? Balanced to be about 50% useful effects, 50% harmful effects, and 0% the completely WTF RANDUMB effects like turning into a potted plant.
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>>48254615
I'd say turning into a potted plant is pretty harmful and detrimental. Also, 50/50 is bullshit. It has to have a majority of good stuff, at least a small edge. I think right now only 20% of the table is actually just bad stuff.
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>>48253689
seems like it would be a lot less of a headache to just give them Stout Halfling's racial traits and fluff them as catfolk. Hell, even the Lucky trait seems to fit a cat race. If you wanted to, you could trade their poision resistance or their fear resistance for the tool proficiencies. "Scent of the deal" doesn't really feel necessary and "9 lives" is way too strong
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>>48253689
Dense fur is ridiculous, nothing else with fur gets cold resistance because of it
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Is it just me or did we not get a UA article this month? I heard some rumors about another MtG conversion, are they just counting that?
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>>48252467
I'll let you know how the conversion goes. Most of the text will probably be straight copy+pasted from the original, I'll just focus on stat conversions and similar stuff.
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>>48253751
Isn't roll20 better?
As far as I know TTS doesn't track your heroes or monster stats
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>>48254615
I agree with >>48254717 if there are no neutral effects than 70/30 seems like a good way to keep the class feature a benefit while still adding the risk.
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>>48254778
Agreed, dense fur should just give the winter resistance feature of the Goliaths, if they keep it at all.
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I'll admit I haven't played one yet, but at a glance the Warlock class seems pretty underwhelming barring multiclassing into something else later. Shame too cause I really like the concept from a roleplaying perspective - owing your powers to some other force you need to be diplomatic with.

Is there something I'm missing?
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>>48255225
Warlocks don't have leveled spell slots. Basically they can cast every spell they know at it's highest level until they run out of slots.

Basically, they can't produce effects as strong as a wizard or sorcerer using their best spell slots, but they maintain their power level alot longer, after the wizard and sorcerer have burned out their good slots and have to scrap by with the low-level ones.
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>>48255225

Same.

I've been asked to play in a friend's campaign and I've been struggling with picking a class for the better half of twelve hours.

Warlock and cleric are two classes I'm fairly drawn to that just don't seem to cut the mustard in comparison to bard, fighter, and rogue. I've considered paladins, but the group needs something capable of dealing with hordes, and wizards have never really piqued my curiosity.
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>>48255225
Not playing one.
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>>48255225
Warlocks are strong if the game is run with multiple short rests between long rests. Most DM's don't end up running it that way though.
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>>48255254
Clerics can be pretty cool unless you shoehorn them into a single roll. They're actually pretty versatile.

I mean, not as versatile as a wizard, but what is?
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>>48255225
>Is there something I'm missing?
Campaign-altering at-will abilities. At-will silent image, at-will detect magic, at-will alter self, at-will disguise self, at-will invisibility in dim light. Darkvision that pierces magical darkness. And so on.

Which are all on top of their dead-simple way to keep up in combat (Eldritch Blast + Agonizing Blast), Pact Boon goodies, and then the extra pact goodies themselves.
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>>48255171
Isnt it mountain resilence?
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>>48255308
Wizards are only super versatile with shit GMs that let them study every school of magic at once. Someday we'll get a version of DnD that forces Wizards to actually pick something to focus on.
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How many skills do you have a rank in at level 1? Determined based on your class, right?
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>>48255414
Class, race and background
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>>48255443
Right, thanks.

Reviewing character sheets on roll20 and I kept getting the feeling someone did their skills wrong.
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>>48255225
A warlocks role is not to be diverse and flexible. It is to be powerful and resilient.

You want damage? You have the best cantrips for that in the entire game.
You want utility effects? There are a shitload of them for you to pick up as invocations, most of them being 1st or 2nd level spells that you can then cast at will, no spell slot required.
Need some extra oomph to finish off a tedious encounter? Don't worry about conserving resources, you get ALL of your spell slots back at the end of a short rest.

BUT WAIT, that's not all!
If you roll up a warlock RIGHT NOW of level 3 or higher, you'll also get your choice of EXTRA CANTRIPS from ANY class, a FREE FAMILIAR with alternate forms not available anywhere else, or a summonable MAGIC WEAPON of ANY* type, with automatic proficiency with it!

Order right now, and you too can be a member of this amazing class for just one low payment of only 1, that's right, 1 eternal soul!

*Subject to shipping and handling. Magic weapon may not be off a ranged type. Offer void in Ohio and Montreal.
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>>48255460
You get skills from two, possibly 3 sources.

Background: This usually gives you two skills.

Class: This usually gives you two skills, but Rogues and Bards and a few others get proficiency in more than two, I think.

Race: Sometimes gives you a skill (elves are proficient in Perception, for example)
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>>48255225
iv said it before and il say it again, because i feel its a good analogy
"you have a fighter who shotputs glaives at the enemy every round for his attack" and you learn some spells.
you probably think its boring because of exactly that, you're "autoattacking" every round like the mundane martials. the non underwhelming part is really the spells and invocations. if it was really really badly described for a dumb person, warlock is an Eldritch knight that trades defense for better spellcasting
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>>48254540
as in naked tiki-man with a wooden mask, zeebra skirt and bone through his nose?
probably land druid.
cleric might be better spell and skill to fit the archtype, but they're also worse, since nature is melee, and wears heavy armor, and knowledge... doesn't really fit to me, but you might have just been throwing out ideas

land gets similar spells, just alot more naturey, cant wear metal (more thematic) and can reasonably still turn into spoopy voodoo animals
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>>48254602
Undying Tomelock. Friends on the Other Side, yo.
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Are all magical weapons at least +1?

Like the Mace of Terror in the DMG, the book describes its special effect, but doesn't mention actually attacking with it.

Is it a +1 Mace?
Is it a regular mace that bypasses non-magical-weapon resistance?

The book is not particularly clear
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>>48255887
i dont believe so, if it was +1 it would say +1 as well generally
that being said, they are clearly magical, and still apply to resistance as such
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>>48255887
>The book is not particularly clear
No, this is you assuming things from past editions.

If a magic weapon gives you a bonus of any kind, it says so in its description.
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>>48255225
Warlocks can receive their powers as an award for a service and are taught how to use magic (they used to be int based).

For example a fey pact warlock could have helped out /befriended a fey at some point in his life and was awarded magic knowledge for it.
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>>48255250
This should be the case, except the warlock has so few spell slots.

Compare Warlock and Wizard at 5th level, where decently powerful spells come into play.

Warlock: 3rd level spells with 2 spell slots.

Wizard: 2 3rd level slots, 3 2nd lvl, 4 1st.

Wizard just has objectively more slots, though isn't spontaneous.

Sorcerer: 2 3rd levels, 3 2nd, 4 1st.

Objectively more slots, with fewer known but from a much more generous list.

All other casters tell the same story.

Warlocks are absolute shit and it is a shame because their flavour is excellent.
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>>48256161
But warlocks get their spell slots back on a short rest, while the others don't.
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so tempest cleric, wheres their "every round" cantrip/multi attack damage come from? they get some good spells, specifically damage ones, but like every spellcaster they have to fall back on something.
clearly its not cantrips because they get divine strike not potent spellcasting, but in melee the best they could reasonably do is 1d12+stat+2d8, which to me is relatively low, even compared to some other cleric domains.
is it really just because they are so much more blasty than the other options? i mean 6d6+30 is pretty fucking massive for a 5th level spell
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Ideas for class/multi-class/feats for a character that is primaly a melee dude but can use a few ranged aoe spells, in a way that doesn't suck entirely? It can even suck a little bit, just not entirely.
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I've updated the shadowcaster homebrew i've been working on for the past few weeks. Clarified some of the text, lowered the hit die of the class from d8 to d6, lowered the number of spells known to 18 to keep its total spell uses per day closer in line with the other spellcasters in 5e. Still has the same amount of dark and shadow references so bear that in mind. Tell me what you think /tg/.
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>>48256161
Pretty much what >>48256235 said. Warlocks potentially have near-infinite slots per day, while the others casters need an 8-hour rest or whatever a "long-rest" qualifies as.
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>>48256505
Bladesinger or tempest cleric are probably your best bet. I guess you can also try fiendish warlock but YMMV.
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>>48256505
Eldritch Knight can use a few blasting spells, although I suppose you should want to use the defensive spells more.
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>>48256565
Why not magicFighter?
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>>48256161
with a single short rest a warlock has 4 lvl 3 spells, compared to everybody else's 2.

>>48256599
EK doesnt get as many blasty aoe spells as the tempest cleric or straight wizard. they are limited to abjuration and evocation spells and wont be able to cast 3rd lvl spells until level 13.

you *can* do it, but itll take much longer for it to come online.
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Which paladin oath lends itself to a LE alignment most? I feel Vengeance is more chaotic than anything but the tenents of Devotion make it seem like you'd have to be good to play it. Maybe Oath of the Crown?
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>>48256365
Ranged is the best option for them generally, so you get 1d10+stat+2d8 with heavy crossbow and no feats dedicated to it. If you just look at their features, they have the proficiencies to tank better and deal a bit more damage at will, a melee reaction damage ability that can push back as well, max lightning damage on a spell, the pushback which works well with certain spells, the basic at-will damage boost at level 8 like other domains, and flight without requiring concentration etc.

They don't get a lot of damage from features, but they do get good options for spell nova and some nice utility especially with the flight.
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>>48256598
>>48256599
Eldritch Knight is one of the worst classes in 5e. When you can already do damage with your sword, you don't need magic to do damage unless something is specifically resistant to melee.

What Eldritch Knight should have is support spells and defensive magic, but I think they're limited to Evocation magic only, which is almost all entirely offensive in nature. It's kinda the same problem the starting classes in recent Fire Emblem games have had, except you're meant to spec out of those later. Eldritch Knight is meant to be a standalone class and fails at it.
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>>48256705
EK's fine. Their concentration spells are as good as anyone else, they can do forced movement in an area, they can get stoneskin.
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>>48256705
There are a ton of monsters past level 6 that are vulnerable to magic damage only. Have you even ever played EK?
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>>48256705
They get Abjuration spells too, and on some levels they get to choose from all the spell schools.
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>>48256656
I'd say Crown>Vengeance>Devotion>Ancients (that one won't fit LE at all)
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>>48253689
2 dex and 1 con seems more fitting
Scent of the deal seems out of place maybe try Mask of the Wild from wood elfs?
Whats the point of the two tool proficiency?
No ice damage, only cold.
Look at this and aim for your race to be at around 6 points https://www.reddit.com/r/DnD/comments/2j6xbo/5e_guide_to_homebrewing_races/
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>>48256762
Yeah, I just have this idea for a fighter who is kind of a combination Darth Vader/Monarch who has a bunch of punchclock henchmen, but really cares about them and doesn't just send them to random deaths. I'm torn between Battlemaster Fighter and Paladin though. Battlemaster definitely gives the commander aspect, but Paladin has a bunch of features and tenents that could compel him to care.
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>>48256656
Besides Oathbreaker, I don't think the paladin subclasses I've seen really lend themselves to being evil, or at least the sort of evil who's out mostly for himself I think of when I hear "evil". Even Oath of the Crown feels more like Lawful Neutral.
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>>48255250
Should be noted that they get their spell back on short rest. Normal adventure expect 2-3 short rest per 1 long rest.

So while level 8 Wizard can cast 2 4th level spell per day, a Warlock is expect to cast around 6.
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Oppinions, how much should a band of adventurers (5x3rd level) get for saving a steam train with mostly military suplies and rich people on it? (from total destruction/100% loss) 1 train+long cars full of stuff.
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>>48253152
I decided in my Curse of Strahd game that this version of Ravenloft requires constant sacrifice for the Dark Powers to keep the lights off in Barovia. So the heroes are brought to the realm, get their fortune, and then die to fuel the great magic powering the domain and keeping it separate from time and space.

The last ritual failed and now the party has been brought in to follow the mad Mage.
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>>48254615
On a related note, does anyone have that fuckhuge PDF of extra wild effects? It was like a d1000 roll?
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>>48256705
They have abjuration too.

However I will say my Warlock 2/Battlemaster 3/Abjurer 3 in my current game is a lot more fun than my attempt at the EK so far.
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>>48256665
i guess it makes more sense for them to be range, specifically with the flight, and partially the knockback. it just seems weird to me that a spellcaster would prefer a ranged weapon to cantrips or a heavy armor would prefer ranged to melee
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>>48256863
http://www.traykon.com/pdf/The_Net_Libram_of_Random_Magical_Effects.pdf
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>>48256818
Depends, who was their client?
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>>48256882
Thanks, Anon

Some of these are fucking gold
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I have a player that wants to play as an alchemist in one of my dungeon delve shots. Looked around online and found this.

https://drive.google.com/file/d/0B3iepHSsCJzucWtWc3ZhWjdyRGc/view?pref=2&pli=1

Do you guys think its balanced? Im leaning towards yes, and allowing him to use it, but I wanted to get a second opinion.
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>>48256887
werent hired in advance by a specific client, they are sort of mercenaries for the government, rewarded for their achievements with fame, glory, titles and cash when applicable.

think blackwater mercs for the usa. but in medieval/steampunk times.
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Two questions about polearm master & GW master;
A) Can I use the GWM 'Power Attack' (-5/+10) on the 1d4 attack given to me by PAM.

B) How useful is a combo of GWM/PAM for a Paladin. Would I be better going for an ASI instead (level 4 Vhuman character with 16Str/16Cha)?
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>>48257038
1) I believe the bonus attack is an attack with a two handed weapon for all purposes that matter, so long as you aren't using a quarterstaff in one hand. So yes, you should be able to power attack as it does not require the attack action be taken.

2) STR is way more important to max first, especially if you are already trying to land power attack. You need all the accuracy you can get.
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>>48254540

The vestige warlock homebrew, or the shamman
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>>48257078
Thanks, that's what I thought. I think my DM won't let me do the -5/+10 on the 1d4 dice anyway so I think I might actually just bump strength.

I'm trying to build a Paladin/Sorcerer,

So far I have
Ftr 1/ Paladin 4 (Oathbreaker),
16Str/16Cha/14Con/8Int/8Dex/10Wis
Polearm Master + ASI/GWM, not sure yet.


Looking to go to Paladin 7 for the Oathbreaker damage aura and the Save Aura.

Then I wanna go for 5 levels in shadow sorceror for Haste.

Not 100% sure where to go after that.
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>>48256795
Pretty sure Oath of Vengence is pretty Evil. They are "Kill Evildoers and those who help them be any means possible". And have loose morals that pretty much let them do anything, kill helpless enemies, burn down homes, even kill innocent people for the crime of "You got in my way. This means you are an enemy of justice."
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>>48257147
>Pretty sure Oath of Vengence is pretty Evil.
I want the faggots who can't stop slurping on BoED cock to leave.
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>>48257147
>Bringing up alignment wars in a D&D thread

Weak sauce.
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>>48257174
I didn't bring up Alignment wars? What are you talking about? The conversation on Paladin alignments has been going for a while mate.
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>>48257172
What is BoED?
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>>48256705
>Fighter-anything
>Worst class

Man, you sure you're not playing 3.5 or Pathfinder? Because the fighters in 5e are one of the better classes. They're not Ranger, that's for sure.

That being said, everything Eldritch Knight can do, you can do better by cross-classing smartly. They get so in the way of useful magic that even just dipping into an actual caster class tends to give better rewards.
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>>48257328
book of elemental dicks
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>>48257328
One of the biggest piles of shit WotC ever put out. The Book of Exalted Deeds claims that if you don't act like a literal fucking saint, you don't have the right to call yourself good aligned.
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>>48257328
Book of Exalted Deeds
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>>48257147
Have you even read the oat of vengeance tenets?
Like Restitution?
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Do tg, whats a good RP wise class to multiclass as a Paladin that doesn't fuck up the character mechanically?
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>>48257370
warlock is pretty fun. oath of ancients into fey pact is super thematic and fun.
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>>48257370
>Do tg, whats a good RP wise class to multiclass as a Paladin that doesn't fuck up the character mechanically?
Favoured Soul sorceror
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>>48257370
Warlock's Undying Light or Sorcerer's Favored Soul
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>>48257370
>Trying to multiclass in 5e
This was your first mistake.
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One of the players in my new group wanted to make his fighter a rapier-and-dagger fencer (suboptimal but who gives a fuck, there are no charoppers in the group) but it isn't supported by the system in any way. Had anyone run into this?

I'm thinking of making a custom fighting style that allows you to treat off-hand daggers when you have a Finesse weapon in your main hand as shields. Maybe even allowing you to attack with the dagger as if your main hand weapon was also Light but then it's not counted as a shield anymore until the start of your next turn.
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>>48257146
>I'm trying to build a Paladin/Sorcerer,
>So far I have
>Ftr 1/ Paladin 4 (Oathbreaker),
>16Str/16Cha/14Con/8Int/8Dex/10Wis
>Polearm Master + ASI/GWM, not sure yet.
>Looking to go to Paladin 7 for the Oathbreaker damage aura and the Save Aura.
>Then I wanna go for 5 levels in shadow sorceror for Haste.
>Not 100% sure where to go after that.

Anyone built a Paladorc before? Am I going in the right direction?
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>>48253689
The halfling's Lucky trait is a pretty good representation of a cat's nine lives instead of that 1d4 HP thing.

No such thing as ice damage, you probably mean cold damage.

History doesn't deal with the value of jewelry RAW. It's a plain Intelligence check with no associated skill. Drop the history part of that feature and just tweak the wording to "you add double your proficiency bonus to Intelligence checks made to appraise the value of jewelry."

If you want to give them something else, give them 30 ft. movement speed. No small race has that and it's a simple tweak that is useful if you do grid combat.

You used my Jew joke
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>>48257370
Fighter can cross-class into anything decently in 5e. If you have a GM who's not a total shit, Clerics can do it reasonably well.
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>>48257432
> I'm thinking of making a custom fighting style that allows you to treat off-hand daggers when you have a Finesse weapon in your main hand as shields. Maybe even allowing you to attack with the dagger as if your main hand weapon was also Light but then it's not counted as a shield anymore until the start of your next turn.

Why not just refluff a shield as a dagger in that case? Giving up a fighting style for what is essentially a shield with the chance of doing 1d4 damage and losing 2AC seems pretty shitty. Maybe have something instead like if you get hit by an attack, you can use your reaction to increase your AC by 2 and deal 1d4 damage to the attacker?
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>>48254540
If you're flexible, go bard and use magical secrets to pick up things like Conjure Animals, Spirit Guardians, Animate Dead, etc. Use voodoo chants for Bardic Inspiration and Cutting Words. I would think of witch doctors being very vocal.
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>>48257455
>Maybe have something instead like if you get hit by an attack, you can use your reaction to increase your AC by 2 and deal 1d4 damage to the attacker?
Ooooh, that sounds much better. Would it increase AC retroactively?
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>>48257460
>Ooooh, that sounds much better. Would it increase AC retroactively?
I would imagine it works like the shield spell, so if the enemy rolls 19 and I have 18 AC, I can use my reaction to bump my AC to 20 and therefore not get hit by the attack.
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>>48257432
>rapiers are suboptimal
Duelist fighting style exists. Don't coddle a special snowflake.
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>>48255887
Nope! Strictly speaking you can have a magical weapon with no properties other than being magic. That's still a huge deal when it comes to resistances.
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>>48257470
>historical fighting style
>special snowflake
sure thing bub
>>
>>48255225
You're probably missing out on the scaling spell slots, the spells they have that get better because of those scaling spell slots, and mystic arcanum giving you access to high level magic. You only have significantly less magic to use than other spellcasters if your DM deprives you of short rests.

You pick spells for power. Versatility comes from invocations and 2 of the 3 pacts. Blade is not really that versatile.
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>>48257357
Restituion means absolutely nothing to a Oath of Vengeance. They can declare anyone who disturbs their quest to be an enemy of justice and exterminate them on the spot. At the farthest end of the spectrum a wanted bandit is hiding out in a tavern room but the Tavernkeeper won't give you the key to his room? Tavernkeeper is an accomplice. Murder him on the spot and anyone who tries to stop you in the tavern. When the floor has been cleared, the Barkeep and a few patrons dead the paladin can move up to the rooms and murder the bandit in his bed while the guy begs for mercy. This is all within the OaV tenets. Then just to be sure on the way out, they can lock the doors and set fire to the building just to be safe and make sure they got all of those evil-dooers and criminals who were hiding in other rooms, while killing any town-guards who try to stop them on their way out of town. Can't have measly lawkeepers interrupting TRUE JUSTICE.

Oath of Vengeance are Lawful Neutral at best, with the dickier ones leaning towards Lawful Evil.

Lawful evil (LE) creatures methodically take what they want, within the limits of acode of tradition, loyalty,or order. Oath of Vengeance are pretty much just asshole paladins who want to murder people who they see as "Villians" at any cost, the boot fits.
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>>48257469
Yup, sounds good. I'll give him a choice of either taking this or keeping a shield refluffed into a dagger and taking Dueling FS

As for rapiers being worse than longswords... well, it's an iron-poor setting (and his rapier cost silly amounts of money) so basically no one has decent armor and most of the party is DEX-heavy because of that
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>>48257470
rapiers aren't sub-optimal, Rapier-and-Dagger fencer is, since you can't duel-wield attack with them.

Rapiers are one of the best melee weapons in the game because they let you use the incredibly superior and relevent dex-stat over the fucking garbage strength stat. There is only one reason to use Str attacks and that is to utilise GWM.
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>>48257507
Good Tymora this was so edgy and stupid that I both cut myself and got cancer.
Dunno anon maybe this paladin could ignore the LESSER EVIL and being the giant metal plated fueled by magic thing he is he could go and break the door and fight the BIGGER EVIL thus obeying both the first and last tenet.
But sorry you have just fallen. You are now weak version of the fighter
>>
>>48257455
That actually sounds really cool for a magical defending dagger but with a better name. Keep it mechanically a shield and just have the guy use Duelist fighting style. It's easier to fit in a new item than a new class feature.
>>
>>48257332
>Ranger, worst class
This anon has the truth of it.
>>
>>48257562
That's a good idea too. It's worse than Duelist + Shield by design, just depends how much power budget you want to give this guy. If you get +2 AC permanently, +2 Damage on all attacks and 1d4 damage on reaction then it's quite strong depending on what level this is.
>>
So I'm brewing up a Warlock for a campaign, and I have the character concept FAIRLY locked in.

What I haven't decided yet is which Patron to go with. For the character concept/backstory, Great Old One doesn't make any sense, so I'm going to use either Archfey or Fiend, either would fit. Are they both alright choices, or is one miles better than the other as far as usefulness? I don't need to minmax too hard, but if one or the other is totally gimped I'd like to know.
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Question regarding the DMGuild stuff in the mega link.

I think that the Shaman class looks awesome, but I tend to be averse to 3rd party stuff. Is it balanced with the core material?

It looks fine to me, but I worry I'm blinded by the fact that I like it.
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>>48257666
Also, I'm probably going to go with Pact of the Blade. Should I be using a strength-focused weapon or a dex-focused one? Or is playing a 'melee' Warlock so suboptimal I should be taking Chain or Tome?
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>>48257675
Melee Warlocks are pretty shit - but take a level of fighter at level one and suddenly they become super strong. Generally Strength weapons are better, polearm/great weapon warlocks are very nice. Polearm is especially good because you can proc hex a lot.
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>>48257686
Alright, so all it takes is dipping one level into fighter and I can do alright? I'll look into that- probably at second level.
>>
>>48256882
>>48254615
I played a 1-16 campaign with a Wild Magic Sorc and the Net Libram, and holy fuck is it so much more fun and dynamic than the boring ( o something good, o something bad)
It makes the players AND the DM think on their feet and adds some real challenges to shit that just happens. I remember clearly we were being attacked by harpies, but my WM triggered a Manticore to show up which allied us with harpies, and 3 rounds later it turned to oats. Shits fun.
>>
>>48257700
It has to be fighter at level 1 for multiple reasons - Con Save and Heavy armor Proficiency. Taking Fighter 1 frees up 2 feats that you would otherwise need
>>
>>48257715
Also gives you Great Weapon Fighting Style which is icing on the cake.
>>
>>48256550
As someone who loved Tome of Magic, I think you did a pretty good job adapting the Shadowcaster to 5e.

Please do the Truenamer next and somehow make it not suck.
>>
>>48257675
Melee Warlock is super shit. Either cross-class into fighter, or just play Eldritch Knight if you're not confident in your power-gaming skills.

Basically, you're gonna wana be using your magic/cantrips for most of your damage, because a melee weapon without an extra-attack class-skill or sneak attack is beyond worthless around mid and high levels.
>>
>>48257733
That's fairly disappointing, because I thought melee warlock would be kinda fun.

Alright, dismiss that- should I go with Pact of the Chain or Pact of the Tome?
>>
Just let him TWF with a rapier and dagger, he can worry about getting feats like Defensive Duelist to make it fancier later.
It's not any better than using two shortswords (1d4+1d8 = 2d6) until he gets Extra Attack, and then it's just 1 average damage higher per EA. Not like TWF is strong.
>>
>>48257733
Ftr 1/Warlock 19 with either a greatsword or Polearm is incredibly good. It has really competetive DPR.

But you NEED that fighter level 1 or you become completely lacklustre. I agree pure melee lock sucks.
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>>48257756
How exactly do you pick up Extra Attack with only a single level in fighter? Does it just operate off your total level, not fighter level?
>>
Okay, I've been working on a campaign idea, I mentioned it in the last thread.

Players start after having just escaped their fey masters. They find themselves in a dark city in the feywild, made from the stuff of nightmares and dreams. The objective of the campaign is initially to get home, back to their families.

There are two complications I want to introduce: the escape of the players has created a political fallout within the feywild. For whatever reason, there are now fey subtly fighting against fey. There would be a chance for the players to intervene in fey politics.

I also want to have a corruption theme. Just as the feywild is horrifying, it should be incredibly tempting as well. One idea I had for this is to run with a dream theme: the feywild is almost a collective dream, and people who grow lucid are granted incredible power within it. But should you ever lose that power, you are subject to the degenerate wills of the fey and sleeping mortals. Another idea is offering great power, at the cost of giving up what makes them mortal, and gaining body horror.

Does this sound like any fun to you? What sorts of encounters could fit within this context?

I'd like to run this sort of campaign over maybe 3 to 4 sessions.
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>>48257733
You can get a second attack from an Invocation, but I'm not sure if that's enough to make it decent.
>>
>>48257756
You could also twink in the other direction, and go Undying Light, Tome Pact shillelagh, Green Flame Blade + Sorclock.
>>
>>48257764
Take the invocation I think that gives you the second attack. You should also take either Polearm Master or Great Weapon Master (I'd recommend Polearm Master).
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>>48257370
Depends on your Paladin
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>>48257728
Thanks anon. I was planning on doing the binder next but the middle finger of vecna beat me to it with a really solid homebrew.

I guess I could go onto truenamer, but the class is wonky as shit. Ill probably end up giving it some kind of warlock style progression. idk, ill have to think about it for a bit.
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>>48257778
This is also super fun. Warcaster and Polearm Master work with GFB for opportunity attacks as well, and you have a pretty SAD character.
>>
anyone's got a favorite homebrew race that isn't just memes, like kitsune or something?
>>
>>48257778
if youre going to multi into sorcerer you may as well go chain pact for that badass imp familiar. Youll already get GFB from sorc cantrips.
>>
>>48257778
I'm not necessarily wanting to twink, just not be a complete load.
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>>48257847
You need Charisma based Shillelagh for this build to work really, and you can only get that from Tome Pact. Also helps the build come online earlier.
>>
>>48257863
>>48257847
So say I wanted to go pure Warlock and not need to be twink/munchkin/cheese, just "useful". What build would you recommend?
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>>48257855
Fighter at level 1, then rest Warlock is as optimised as you're really gonna get and gives you just so much to work with. If you start at level 1 it might be a bit painful, but luckily you hit level 2 quickly.

I guarantee you'll be competitive with that build, and it's the closest to that fantasy that you can get with minimal multiclassing.
>>
Random reminder that, though the text says 6-8 medium to hard encounters, the chart works out to 4-6. The text also says deadly encounters won't TPK (or even kill a single PC if they play well), and that the difficulty of the encounter also goes up or down based on one side having a major advantage over the other like range, surprise, cover, or a situation that grants Advantage.

If you can't imagine even three combat encounters in your story (for ~deadly), you totally should use a different system for combat (than 5e) or rests (than 1 hour/8 hour). You might also be a shit DM.
>>
>>48257895
As long as I'm optimized enough to not suck, I'll be fine.

That said, in case I decide to go full Warlock, what would you recommend: Tome or Chain?
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>>48257878
The best pure warlock melee build would probably be pact of the Tome with Undying Light patron warlock with Charisma Shillelagh on a Quarterstaff (shield optional), Green Flame Blade, and Polearm Master/Warcaster. You lose out from not taking levels of dragon sorc, but it's still strong.

For a bladelock NOT using GFB, Ftr1/Lock 19 is as good as you'll get. You get so much from the fighter dip you're intentionally gimping yourself from not doing it.
>>
>>48257905
If you wanna be Melee still, Tome would be great - see >>48257911
Chain with the familiar is really good otherwise, you can do a lot with it as a 'traditional' warlock and that's what I would recommend.
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>>48257925
No, this second build is not melee. I've accepted that Ftr1/Lock19 is the best shot for melee.

I'm asking if I decide to build a non-melee Warlock, pure Warlock with no multiclassing, what's the better choice: Tome or Chain?
>>
>>48257878
Just spamming Eldritch Blast is fine. You'll be essentially a really long range archer, except your main stat also makes you a Face, and you still got spells. If you want to dabble in melee, undying light warlock with tome and shillelagh isn't actually bad.

>>48257863
To be fair, you'll be splitting stats between a casting stat and an attack stat anyway. But shillelagh does help at low levels a lot.
>>
>>48257911
>>48257925
You need to be Pact of the Blade to get the second attack though. Is a second attack really that useless compared to that other stuff?
>>
>>48257940
Depends on what level you start and how long you expect the campaign to be. Chain is good early, but doesn't scale. Tome is also okay early, and the rituals scale a lot.
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>>48257950
If you're using the cantrip attacks it's completely unnecessary
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>>48257940
I would probably say Chain then IMO.

>>48257942
>To be fair, you'll be splitting stats between a casting stat and an attack stat anyway. But shillelagh does help at low levels a lot.

You can get everything off Charisma with that build, which is why you take it - Shillelagh makes your attack stat Charisma, you don't need anything from Strength or Dex to make it work.
>>
I like to bring up that a warlock with a reach weapon, spell sniper and booming blade is a fun combo that can hit and hold enemies 10 ft away.
>>
>>48257950
The second attack does't mean anything if you're going to use Green Flame Blade and Booming Blade. You'll get the damage scaling from those instead of extra attack without needing so many ability scores.
>>
>>48257965
>>48257974
I see. It's kind of a shame that the "melee" subclass isn't even the best one for it.
>>
>>48257985
shame that tome severely outclasses the other two options by picking up spells that mimic them. THATS the real problem.
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>>48257985
Sadly Blade Pact Warlock is pretty sub-optimal as a stand-alone class. It really needs heavy armor and Con saves to be worth it, it's a shame they don't get some more defensive abilities otherwise it would be good. They don't even get weapon proficiency in anything good either, which doesn't help.

That said if you go Ftr1/Lock19 you still pick up bladelock because the extra attack and +cha to damage are the meat and potatoes, you just need some defensive help.
>>
Blade pact would be decent if it came with cha to hit with the pact weapon and medium armor
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>>48258022
>Blade pact would be decent if it came with cha to hit with the pact weapon

It'd be broken as shit.

It takes the pally a channel divinity to do that.
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>>48258010
Right. It feels like GFB/BB are too good too, you see them mentioned all the time.

>>48258014
>They don't even get weapon proficiency in anything good either, which doesn't help.
They are proficient in whatever melee weapon they pick though, so I think at least that shouldn't be a problem. I suppose that's not helping much with those other problems though.
>>
So the right way to play a non-melee Warlock is to spam the shit out of Eldritch Blast and use my spell slots and Invocations for utility, using Pact of the Tome for same?
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>>48258055
>>They don't even get weapon proficiency in anything good either, which doesn't help.
>They are proficient in whatever melee weapon they pick though, so I think at least that shouldn't be a problem. I suppose that's not helping much with those other problems though.
Oh yeah I forgot that detail. Still means that you have to wait til level 3 to even be able to use the weapon you want.
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>>48258030
It'd be the same as shillelagh, I think you're getting the wrong idea
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>>48258086
Yup, or use Pact of the Chain for an advantage granting familiar/scout.
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>>48258086
That or chain in place of tome. Different utility
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>>48258055
They're not even especially good; it's just that they were created in response to the neverending flood of "how do I gish" questions. Munchkins have this nebulous idea of what a gish is that somehow does not match the seven different ways to make a gish that already exist.
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>>48258131
To be fair, most of those options don't play out as an even split, and the whole interplay of martial and magic ideal barely happens. But that's a fault of the system itself more than anything.
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>>48258131
please, elucidate me in the ways that you can create a gish. no sarcasm, im genuinely curious. Pallock? Sordin? EK? what else?
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So I'm going to be running my first game of 5e soon. Running Out of the Abyss. We're all veteran players, but its our first time doing 5e.

Any general tips for a first time 5e-DM or specific suggestions from anyone who might have run the adventure before?

I've got a 5 man party - fighter, paladin, barbarian, cleric, and warlock. So while they seem a bit martial/melee focused, it does seem like a totally workable composition at first glance.
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>>48258155
Blade warlock, bladesinger and sword bard come to mind
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>>48258155
Moon Druids are actually sort of Gishes if you think about it. Then you get all the GFB builds, but most of them are Paladin / X where X = Sorc or Lock because that seems to be the most optimal way to build a gish.
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At the risk of sounding like a newfag, what's a "gish"?
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>>48257432
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>>48258155
Eldritch knight, arcane trickster, valor bard, bladesinger wizard, war cleric, moon druid, any ranger, any paladin, blade pact warlock, tome pact warlock with Shillelagh. That's ten options, six if you rule out the divine casters, which people seem to think aren't gishes for some reason.
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>>48258190
Melee/Caster hybrid, named after the 1e (or 2e) Gishyanki race who could do something like that.
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>>48258190
A combination martial and caster. Comes from the Githzerai term for a multiclass fighter/wizard
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>>48258158
I don’t think it’s needed. You have a group that seems good and you have a well balanced party.
>So while they seem a bit martial/melee focused
You are going to miss some of the utilities that wizard/bard brings. But that could be worked around.
I haven’t run Out of the abyss myself, so I can’t help you on that front.
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>>48258186
without using GFB is the whole point.
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If I wanted to play a caster/martial blend of a psionic-oriented race hailing from the astral sea, would I be a gith gish?
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>>48258209
>Arcane trickster
>ranger

lolwut.
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>>48258253
No, you'd just be actually a gish.
>>
While we're on the subject of Gishes, anyone care to share a good Paladin / Sorcerer build?
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>>48258254
They do martial and have magic, it's *technically* accurate.
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>>48258285
As long as you have smites, I don't think you can do wrong.
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>>48258104
>>48258115
Alright, so long as both of them are useful. Not sure which fits the theme 'better'

What I'm going with is the Urchin background, kid grew up as an orphan on the streets with other street kids. When he was around 11 or 12, a very wealthy 'benefactor' happened upon him somehow and offered him a way out of the slums, and the means to help his friends. Turns out, UH OH, that benefactor was an Archfey or a Demon that had nothing better to do than pick a random street urchin to be their current pet project/messenger boy.

I'm thinking the relationship between the character and his Patron isn't quite antagonistic, but he doesn't appreciate that they tricked him into the pact when he was a kid.
>>
how retarted is it when the GM gives you a +4 weapon at lv 6 cause he going for the long run
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>>48258285
Do you want to be a smiter who has a few extra spell slots for smiting with and some backup firebolts, or do you want to be an almost-full caster in heavy armor? In the former case, paladin/warlock is stronger if you can figure out a good way to justify it in-game.
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>>48258346
Magic weapons don't even go up that high. I don't even think artifact weapons are more than +3.
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>>48258319
How's this for a build ?
Vhuman: 16Str/8Dex/14Con/8Int/10Wis/16Cha(Polearm Master)
Ftr 1
Paladin 8 (+2 Str, +2 Cha)
Sorc 5 (+2 Cha)
Ftr 3 (Battlemaster)
Paladin 12 (+2 Str)

Ends up with 20 Str/20Cha.
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>>48258346
Tell your GM to switch from 3.PF to 5E
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>>48258348
I want to use a polearm as the main weapon and mostly attack with that, but be able to do for example quickened hold person/haste for lulz. So mostly buff and debuff by myself.
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>>48258342
While I'm at it:

I was originally going to do Half-Orc, but do I NEED to pick a +CHA race for minmaxing, or will I get by with a Half Orc?
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>>48258348
well if you choose are old gods then just start having nightmare

>>48258367
GM is homebrewing the game so it his rules really even so let say +3 sunblade that is still pretty crazy right ?

>>48258392
isnt that spreading too much
cause you still need some con right?
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>>48258392
Don't start Fighter 1, there's no point. You want 5-8 levels of paladin (either stop right as you get your extra attack or as you get your second ASI) and then as much sorcerer as you want, possibly with two levels of fighter for Action Surge
>>
I came to this 5ed thread to talk shit about 5ed, except I won't.
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>>48258413
If you're only SAD which a pure lock is, then it's fine to start without +Cha as the cap is 20 anyway, you'll just get there a bit slower. You won't even be weaker lategame really.
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>>48257824
Worse than you think. GFB/BB has a range of 5', so you can't use it for opportunity attacks with reach polearm (it works with quarterstaff, or Spell Sniper, though) and you can't combine Polearm Master bonus action attack with GFB/BB, as they use Cast a Spell action, not Attack action.
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>>48258430
>isnt that spreading too much
>cause you still need some con right?

I figure with proficiency in Con saves, +5 from the aura, and +2 from 14 con I'll be pretty damn hard to unconcentrate.
>>48258437
What about Con saves? I figure if I'm gonna have a whole bunch of concentration stuff running then I'll need proficiency with that.
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>>48258442
Awesome. Like I said, I'm not necessarily looking to minmax and munchkin to hell, I'd just like to actually be useful to the party through most of the campaign. I don't like being the "Stand in the back and pray I don't die" guy for the first 5 levels, or the "I'm gonna go check Facebook in the corner because I stopped progressing with you guys 5 levels ago" guy in the middle/end.
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>>48256998
Seems ok to me anon, maybe a little hard to keep track of so I'd allow it depending on how well I trusted the player to stay on top of his shit.

Some of the concoctions seem a bit useless, like deafening enemies for X number of rounds.
>>
>>48258437
>>48258392
thinking about this why go fighter and sorc
since smite goes only up to 5d8
you hardly need all those spellslots for it
you might as well go 2 fighter 18 pally for action surge and be done with it
>>
How good is a cantrip that provides see through magical darkvision out to 30ft and lasts 1 min? No concentration required.
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>>48258463
you can pick resilient for that
+1 con / con save
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>>48258476
>thinking about this why go fighter and sorc
>since smite goes only up to 5d8
>you hardly need all those spellslots for it
>you might as well go 2 fighter 18 pally for action surge and be done with it

I like the idea of being able to quicken stuff like Hold Person and Haste. Also will be using the Shield Spell as a reaction I think.
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>>48258473
>Some of the concoctions seem a bit useless, like deafening enemies for X number of rounds.
Yeah, I somewhat agree. Deafened is on the lower end of conditions IMO.

I already cleared the class with the player and am allowing it in the campaign on the condition that we tone things down if it gets out of hand. I was also worried about the amount of bookeeping required but i trust the guy so im not too worried about him bullshitting his uses per day and all that.
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>>48258430
Yes, that's still crazy. Your GM does not understand how 5E works, and shouldn't be homebrewing shit before he does.
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>>48258499
But that burns up a feat, suppose I can get an extra feat by going paladin 12/ sorc 8.
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>>48257432
Well two weapon fighting just lets you make an extra weapon attack with no bonuses at all, just a striaght d20 vs AC, so how about...

Parrying Dagger: when an enemy misses a melee against you, you can use your reaction to make a melee attack against them, with no bonuses, just d20 vs AC. 1d4+Dex/Str damage depending on main hand weapon.

Thoughts?
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>>48258484
Darkvision is a L2 spell. Giving it out in a cantrip is pretty silly, even if the range is halved.
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>>48258462
>Worse than you think. GFB/BB has a range of 5', so you can't use it for opportunity attacks with reach polearm (it works with quarterstaff, or Spell Sniper, though) and you can't combine Polearm Master bonus action attack with GFB/BB, as they use Cast a Spell action, not Attack action.
You'll be using a quarterstaff anyway for Shillelagh, but yeah fair point, Warcaster and Sentinel maybe might be better.
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>>48258554
>>48258554
holy shit, i hadnt even noticed that. major brain fart. good call anon.

How about toned down to low light vision?
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>>48258582
"Low-light" vision doesn't really exist in 5e. You either have normal vision or darkvision.

It's probably for the best anyway, I've seen alot of people argue over the difference between "low" light and "dark".
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>>48258534

cause here the thing pally you get wisdom and charisma save and only spending a feat you get 3 good save rathan jumping around classes

but yeah it better to go pally sorc to gain the extra save and more spell slot

>>48258526
it well it to do that everyone is the party as a special magical item

but can you why it is doesnt work with 5e, only started playing 5e so i kinda clueless about this
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>>48258476
Sorcerer can convert the slots to sorcerery points. Quicken your GFB more throughout the day for another chance to apply Divine Smite in the same turn.
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>>48257774
it sounds so strange and vague that I can't think of anything solid to ground a character around, which would be my main concern. More details perhaps?

A campaign setting that is constantly trying to both bless and curse/tempt and murder the players is prety cool though, I like that.

Encounters?
Spoopy monsters infiltrating the party or manipulating them.
Being hunted by something for their parts.
Tree people are angry at them for some reason.
>>
>>48258618
>cause here the thing pally you get wisdom and charisma save and only spending a feat you get 3 good save rathan jumping around classes
>but yeah it better to go pally sorc to gain the extra save and more spell slot
Hmm ok, sounds good, might do that then. I'll have to give it a good think. Paladin 2, Favoured Soul 18 seems pretty good too.
>>
>>48258463
>>48258517
This is for building a smiter. You're hardly going to cast any spells; you're going to use all those spell slots to power your Divine Smites. You're essentially never going to be concentrating on a spell. In fact, you don't even need 20 Charisma; you can focus on improving Strength alone and keep your Charisma as low as 13 (the minimum required to multiclass into sorcerer.)

>>48258476
if you want a bunch of spell slots to smite with and want to cobble together a true abomination of a character, you could do paladin 8/warlock 1/fighter 2/sorcerer 9. The high-level benefits for being a paladin are not spectacular, so you can skip most of the paladin progression even if you'll primarily be acting like a paladin.
>>
>>48258618
>>48258534
and if you are point buying it make more sense
for example my pally is now

str 18
dex 10
con 13
intell 8
wisdom 10
charisma 16

so that feat balance out your stats

>>48258624
wait can you explain how green flame blade and smite work together?
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>>48258525
Nice, good luck then, and remember to report back to us with how it goes!
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>>48258674
The way you'd think. Green-flame Blade includes making a single melee attack with a weapon. You can use Divine Smite to spend a spell slot to deal extra radiant damage to the target you hit with the weapon attack (not the secondary target of Green-flame Blade, who did not get hit with a weapon)
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>>48258673
>if you want a bunch of spell slots to smite with and want to cobble together a true abomination of a character, you could do paladin 8/warlock 1/fighter 2/sorcerer 9. The high-level benefits for being a paladin are not spectacular, so you can skip most of the paladin progression even if you'll primarily be acting like a paladin.

I agree, I do like Improved Divine Smite though, so I might go as far as 12, but I won't want to go further than that.

You know what, I'll probably just go full oathbreaker til 12 then see how I feel. I'll probably grab PAM and Sentinel and ignore Resilient Con.
>>
>>48258673
sorry to have to exmple how multi classing so much actually works well?

also
is monk-ranger a good combo to make a sort of melee aoe chara cause i want to make something like IP-man where he punches his way through 20 people and shit
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>>48258703
so it is
weapons damage + 1d8(GFB) + 1d8 (smite
>>
>>48258618
Because modifier stacking is far less of a thing in 5E. At level 6, a +1 weapon would be great, a +2 would be amazing, and +3 would be ridiculous.
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>>48258753
And as a bonus action since you quicken it. You can still use your action to attack normally twice. 3 smites a turn as long as you have sorcery points and spell slots.
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>>48258753
The extra damage from GFB depends on your level (at low levels it doesn't do any extra damage at all to the primary target) and the smite damage depends on the level of the spell slot you expended for the Divine Smite (minimum 2d8)
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>>48258711
If you've gone to paladin 6 and your Cha doesn't suck, Resilient loses a little luster anyway.
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>>48258824
yeah i notice on average i can deal 25 damage per attack with GWF/GWM with a 2d6 +3 weapon
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>>48258607
>"Low-light" vision doesn't really exist in 5e. You either have normal vision or darkvision.
>It's probably for the best anyway, I've seen alot of people argue over the difference between "low" light and "dark"

Egads. Well shit, youre right. Foiled again. Also wtf, only 3 races lack darkvision in 5e. I hadn't noticed that.
>>
>>48258828
ok that is fucked up
>>
>>48258741
Three levels of ranger for Colossus Slayer and the Hunter's Mark spell would help a monk take down big single targets, but a monk/ranger won't be better than a pure monk at taking down crowds of mooks unless you're staying a ranger until Whirlwind Attack, at which point you're mostly ranger and losing out on a ton of ki points
>>
>>48258873
You mean it's using the abilities as-written. I've seen it in action. It's less powerful than using your spell slots for real spells, but the average player loves their damage dice rolls.
>>
>>48258861
Yeah. IMO only Drow and Tiefling should have, and MAYBE dwarves... but the rest of the races don't live underground and/or have ties to dark forces.
>>
So I haven't play 5e before (first campaign will start on Friday).

But how many round do combat usually last? After looking through Monster Manual, it seems to me that monster has tons of HP but bad to-hit.
>>
>>48258919
2-5 usually, depends a lot on the party and encounter difficulty though.
>>
>>48258919
Most fights are only dangerous for a maximum of 3 rounds. The hit points look high but then you need to factor in that 2-3 people of a 4 party group are going to do damage to it every round.
>>
>>48258890
>Yeah. IMO only Drow and Tiefling should have, and MAYBE dwarves... but the rest of the races don't live underground and/or have ties to dark forces.
I concur, except id possibly add gnomes to the list as well. Elves have no reason for having darkvision. Dwarves do. Gnomes maybe. probably just the rock gnome since that one is already on the weaker side of subraces. Half elves should not either. kiiiiinda stupid.
>>
>>48258741
If you want a muticlassed character that works well, it's as simple as examining the features of each class you're considering and taking note of the truly indispensable features. For sword-swinging classes this usually means five levels for Extra Attack, but for warlock this can be as low as a single level for two extra spell slots. Then pick a single class and stick with it until you're done with it, i.e. when you've acquired all the class features you can't bear to skip. Only after that do you move on to another class.
>>
Been reading all the paladin/warlock discussion and it's got me thinking. I have an upcoming session starting at level 5.

How would a Paladin 2/ Undying Light Tomelock 3 fare?

Paladin 2 lets me smite, and gives me heavy armor.

Undying light lets me add +Cha to all fire and radiant damage.

Tomelock I can take GreenFlame Blade and Shillelagh.

Would wield a quarterstaff and Shield, start as VHuman for Warcaster.
>>
>>48258607
How about a cantrip that provides advantage to Wisdom(perception) and Intelligence(investigation) checks that rely on sight to counteract the disadvantage characters get in low light?
>>
>>48258995
It's not "all fire and radiant" damage. It's fire and radiant damage from spells, so that doesn't affect Divine Smite.
>>
So obviously I take Eldritch Blast for one of my two Warlock Cantrips. What's the other one I should take, and what Level 1 spells?
>>
>>48258995
yep, that works, looks really optimal too.

>>48259057
hex is solid, the last is entirely up to you. Im pretty partial to armor of agathys and charm person, for cantrips id say minor illusion and prestidigitation. Maybe friends if youre planning on taking the invocation that lets you disguise self at will.
>>
>>48259053
Eh, I wanna go for Oathbreaker 7 so doesn't really matter. I can always use the bonus action divine smite spells which are strong anyway.

Tomelock 3, Oathbreaker 7, Red Dragon Sorc 6 seems like a pretty solid build, then not sure about the last 4 levels but would quadruple dip charisma for damage.
>>
>>48258995
I'm gonna roll Pallock combo soon too.

Do you think it's worth going further into Warlock first and grab thirsting blade (so you get extra attack at Character level 7 instead of Character level 8), before going back into Paladin?
>>
>>48259103
might as well go sorc 10 for lvl 5 spells.
>>
>>48259053
Well, he could still use searing smite for it.
>>
>>48259103
Hope you actually get to play the character that long. Only a handful of DMs actually seem to run games that long.
>>
>>48259088
I went with Minor Illusion and Charm Person (and Hex).

Also, to make sure I understand the spellcasting right: I can spam Cantrips all day every day, but I max out at 2 Spell Slots (which are refreshed with a short rest) until level 11, and my spells are always cast at the highest possible spell level? As in if I cast a Hex at level 8, it's cast as a 4th Level spell even though Hex is a 1st level, because all 2 of my slots are 4th Level slots?
>>
>>48259176
Yes, you have it right. As you level up, be sure to keep in mind that some spells that suck at their original level are pretty decent when cast at level 5 due to their spell slot scaling. Armor of Agathys is a great example of that.
>>
>>48259176
Ayupp.
>>
>>48259193
>>48259194
Alright, cool. I'm glad that I can at least switch which spells I know when I level up, so I can skip ARmor for something more 'useful' at the low levels, then tag it back in once I'm higher level.

So, I've got my 'base' character all made up, now I just need to plot out which Pact I'm taking and what Invocations to take as I go.
>>
>>48259138
>I'm gonna roll Pallock combo soon too.
>Do you think it's worth going further into Warlock first and grab thirsting blade (so you get extra attack at Character level 7 instead of Character level 8), before going back into Paladin?
Eeehhhh. Depends what you wanna do. The character idea I had is spamming Greenflame Blade so doesn't need the extra attack. I still feel like it's a waste to take Pact of the Blade on a Pallock, you won't be going 12 into lock for the +cha to damage so it's not really worth it.
>>
>>48258543
No, you don't add ability mod to damage.
You have bonuses to hit still.
>>
What is the least powerful race in your opinion? We know they are all at least ok, but if you had to pick a most meh, what would it be?
>>
I want to make an Offensive Duelist feat that gives one handed players a chance to do some damage, and I've been thinking about wording it in a way that helps with two weapon fighting as well. Basically a third Sharpshooter/GWM for the other combat styles: monk, TWF, and sword and board (one handed weapons). Right now I added a line to the TWF feat that says if the main hand hits the offhand attack deals +1d10 damage that has worked really well, but it leaves monks and one handed weapon fighting style without a damage boost that still is balanced against greatweapons and ranged attacks.

Ideas:
>If you land an attack while one hand is holding no weapon roll the weapon damage twice and add it to the result.
>As a bonus action, you may grant advantage to your next action against an opponent.

My other idea is to have damage scale with how large the opponent is, as sort of a "hero stands against a giant monster" type trope - but that seems out of character for the system.
>>
>>48259312
Not roll weapon damage twice, roll weapon damage once more and add it to the attack.

Weapons deal damage like they are large.
>>
Speaking of at-will disguise self...

Anyone else just use it just to look comfy on the battlefield?
>>
>>48257432

Just treat the parrying dagger as a +2 shield. Attacks with it count as an improvised attack of 1d4 + STR piercing. No new rules, no state tracking, and STR has a purpose again. Parrying daggers aren't intended as routine offensive weapons to begin with, hence why they were paired with a a heftier offensive weapon to begin with.
>>
>>48256235
>>48256560
>>48256619


Realistically, at least in any game I play in or DM. There are not many encounters in a single day
>>
>>48259277
Eladrin from DMG?
>>
>>48259103
Does Radiant Soul and Elemental Affinity even stack?
>>
>>48259447
even more reason for the warlock to nova early and often. at worse he can always fall back on the strongest cantrip in the game.
>>
>>48259457
They seem to be pretty good. Eladrin basically replaces the High Elf wizard cantrip with Misty Step 1/short rest. They're still supposed to have the normal elf traits like dexterity bonuses and whatever.
>>
>>48259277
I would have said Tiefling before SCAG.

I'd probably go with Drow now.
>>
>>48259174
Blame the players. Players are complete flakes.

But yeah, these munchkin optimizers try to plan out an entire 20-level progression when the chance that they'll even make it to level 15 are negligible.

I've been lucky enough to have a few players in a group for almost two years, and they might have been on track to reach level 20, except around level 12 they all announced that they were bored with their characters and wanted to roll up new ones at level 1. Nobody thinks about that factor. Is this leet build of yours going to be something you want to play every week for years? If not, don't bother planning that far ahead.
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