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Still Kinda Into It Edition

>2024 PHB Scan (Gencon copy, not DnDshorts)
https://files.catbox.moe/88h924.pdf
>Cropped and rotated, but more artifacty
MjAyNCBQSEIsIE5vIFRodW1icywgT0NSZWQsIEFub24ncyBCb29rbWFya3MgdHJhbnNmZXJyZWQgb3Zlci4gCgpodHRwczovL2Vhc3l1cGxvYWQuaW8vd2Fvcm9h

>2024 DMG
https://easyupload.io/2kvpen

>2024 Official free rules
https://www.dndbeyond.com/sources/dnd/free-rules
>2014 Official Free Rules
https://www.dndbeyond.com/sources/dnd/basic-rules-2014

>2024 UA
https://www.dndbeyond.com/sources/dnd/ua

>2014 Errata
https://dnd.wizards.com/dndstudioblog/sage-advice-book-updates

>5etools (2024)
http://5e.tools
>5etools (2014)
https://2014.5e.tools/

>Trove
The Trove Vault (seed, please!): bit<dot>ly/2Y1w4Md

>Resources:
https://pastebin.com/X1TFNxck

>Previous Thread: >>94560870

Have you experienced your DM's Magical Realm, /5eg/?
>>
>>94589566
>playing in new campaign starting at level 1
>first session is nothing out of the ordinary, travel, random goblin encounter, detour to the goblin lair, kill loads of goblins and a bugbear, rescue NPC they held captured
>second session
>party comes to the village
>obvious mafia subplot
>also every female NPC is paralyzed from the waist down
>>
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>>94589579
>>
>>94589579
How would that even work in a medieval fantasy setting?

Logistically
>>
>>94589566
That 2024 DMG link was dead since the last thread
>>
5e DMs, how do you actually call for a Wisdom (Perception) check?
>>Make a Wisdom (Perception) check.
>>Give me a Perception check.
>>Make a Wisdom check. – Player: Does my Perception skill apply?
>>Give me a Wisdom check, add your PB if you're proficient in Perception.
>don't ask them to roll at all, use their Passive Perception score
>>
>>94589902
>Memorize their passive and active perception scores, roll silently when it becomes applicable
>>
>>94589579
How long are your sessions?
>>
>>94589532
No, you will be arrested.
>>
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Not directly related to 5e but it's not worth a thread its own and I assume people here would know, where does the stereotype of dwarven archers using crossbows come from?
>>
>>94590095
Just like everything else, you can't have the "exact" same stuff that someone else does. Since Elves are generally known for archery then how do you give Dwarves a range option if bows are taken and guns are not an option?

It's stupid because the whole idea is dancing around not having guns as well the equally stupid idea that somehow they can't use bows or other weapons one would imagine people using.

Then again, Dwarves are still associated with being scottish-accented midget jews who have machines where other races don't in your plain jane medievel fantasy slop.
>>
>>94589566
My friend is a new DM running a 5e campaign, before that I was a forever DM using Shadow of the Demon Lord.
I mention that as I'm not sure what the typical balance is around enchanted/magical items in DnD. How many magical items should a lvl 4 party have, and how does that generally scale at later levels?
Also for anyone familiar with SotDL, are the enchanted item tables generally portable to DnD?
>>
>>94590095
Dwarves don't have the height or reach of other medium races, so they aren't as well-suited to using longbows. For smaller creatures, crossbows offer the tension necessary to launch a projectile some distance, but without needing a body suited to a large bow.
>>
>>94590260
In 5e you don’t need magic items. That makes a lot of DMs very stingy with them. Unlike say 3.5 that has recommended player wealth for every level, levels for items etc 5e just hand waves it. The devs threw up their hands and said “I dunno the DM can work it out lmao”

I gave out lots of very small weak items because it’s exciting. I would suggest a few magic weapons to deal with resistances, just +1 is fine. I strongly suggest avoiding ANYTHING that gives an AC bonus because of bounded accuracy. There are sheets and pdfs out there that actually assign a gold piece value to magic items which is a good indication of when they’re appropriate.
>>
>>94590260
Stop. Go back. You're headed the wrong way.
>>
>>94590260
per the 2024 DMG on page 218

>1–4 (tier 1), Common 6, Uncommon 4, Rare 1, Very Rare 0, Legendary 0, All 11

>5–10 (tier 2), Common 10, Uncommon 17, Rare 6, Very Rare 1, Legendary 0, All 34

>11–16 (tier 3), Common 3, Uncommon 7, Rare 11, Very Rare 7, Legendary 2, All 30

>17–20 (tier 4), Common 0, Uncommon 0, Rare 5, Very Rare 11, Legendary 9, All 25
>>
>>94590095
They should be using blunderbusses instead.
>>
>>94590319
Rarities aren’t great measure if an items actual worth in my experience. For example something like staff of charming and staff of woodlands are the same rarity but one casts 6th level spells while the other just does level 1. In xanathar’s they talk about major and minor items but it’s flimsy at best.
>>
I committed to playing a satyr but their features are boring. What could feasibly be reflavoured as one? Without stooping to Custom Lineage, I possible
>>
>>94589532
>Is it legal to make a Tiefling Sorcerer who has both his fiend heritage and dragon heritage directly from Tiamat?
You can flavor the source of your Sorcerer heritage however you want. Someone in your bloodline having actually banged Tiamat is unlikely, but an ancestor could have been blessed by her or something, or you could have done something that earned her attention and gift of power, or you stumbled onto a relic that gave power. She's not a Devil though, even though one of her lairs is in Avernus. She also has one in the Dragon Eyrie and has the two connected to each other.
>>
>>94590523
Thanks, I'm working on a Draconic Sorcerer with Flames of Phlegethos to really lean into a theme of fire damage. It's kind of a release valve for the DM, too, letting her use fire-resistant or fire-immune enemies if she thinks I need to dial things down a bit.
>>
>>94590514
jump mans

From Beast Barbarian lv 6: When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Plus Satyr: Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

With Tashas: Falling onto a Creature: If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.

get a ring of jump and you use up your entire move distance with the jump lol
>>
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>5.5e
>be warlock
>choose a subclass at level 3
Does this mean that at levels 1-2 warlocks don't have a patron and gain their powers because.. magic?
>>
>>94590580
I think the loose interpretation of it is that you're a seeker who's started his journey of gaining access to a patron in levels 1-2, then at 3 you have a breakthrough and actually make first contact with them.

Remember, you don't have power just because of your patron, and you don't lose it if you piss them off and they cut contact, you just can't get more from them and you can usually find another.

The out of game explanation is that levels 1-2 are the tutorial levels and WotC knows they aren't really fun to play for most groups. So instead of actually fixing that they just made "start at 3+" the norm for most groups.
>>
>>94590580
You are a warlock apprentice or a seeker of a patron like anon said. It's a good way to justify a multiclass dip without commiting to one patron.
>>
>>94590608
Low level play is intense, and some of the most enjoyable games I've played.
>>
What is your favourite synergy between different races, classes/subclasses, feats and/or spells?

Bonus points if it's something you didn't plan in advance, but resulted from a natural choice with unexpected benefits.
>>
>>94590664
It's "intense" because you have almost none of your class features, can't do a lot of damage yet, and very little health, while enemy attack ratings are still as likely to hit you as they are when you hit level 10.
>>
>>94590696
you say that like that's a negative
>>
>>94590726
>upvoted
>>
>>94590726
It's a statement of fact, and a lot of people don't enjoy it. That you do is fine, but it's not exactly good design, either.
>>
>>94590801
i just like the risk of death, what can i say. its a lot of fun as a player to have near death experiences that aren't carefully controlled for with 'balanced encounters' but because of how the dice roll

it doesn't feel like the DM is trying to make things work in a certain way, just that the dice might kill you - which is more honest and true to the chaos of the game
>>
>>94589902
have the passive perception on hand and roll when needed
>>
>>94590689
Everything about Aarakocra Monk, but especially the low level ribbon features like Deflect Missiles and Slow Fall. I never realized how big of a "quality of life" upgrade these were to anything with a flying speed before I needed them.
>>
fight in an alchemy lab
every miss or damaging aoe effect will cause random misshap as various vials or contraptions or chemicals react/explode/spill over

d20
All creatures within 10 feet,:
1-2 Fire explosion. Dexterity saving throw or high fire damage
3-4 Shockwave: str save or low bludgeoning damage and push/prone
5-6 Flashbang: con save or blind + deaf
7-8 Poison cloud: con save or poison dmg and poisoned
9-10 laughing gas: wisdom save or incapacited/prone
11-12 freezing mist: str save or restrained in ice and cold dmg
13-14 sleeping gas: wiusdom or sleep
15-16 polymorph: cha save or turned into...
17-18 enlarge gas: enlarged
19-20 heal effect

any suggestions or improvements?
>>
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>>94590319
I wonder if this includes consumables. Like if I gave the party...
>6 Potions of Healing, 4 Greater Potions of Healing, and 1 Scroll of Dimension Door
Between levels 1-4 I'm good? What about later levels? Do the older consumables count against the overall count? What if they're used?
>>
>>94590832
>which is more honest and true to the chaos of the game
NTA, but that'd be 'honest and true' to the chaos of the game YOU want to play. Which is fine, but there isn't some 'dishonesty' about doing it differently.

It's a tabletop RPG, not a simulation.

More to the point... high risk of death generally IS the DM trying to make things work a certain way. Specifically a way that makes encounters harder for PCs to survive.

I think some people convince themselves that if it's harder to progress it must be more 'honest,' like surviving on the razor's edge of a single dice roll is somehow worthy of more 'respect' than a party absolutely kicking an enemy's shit in. They're different kinds of thrill, but they're both parts of the same game.

The truth is with something like D&D you as the DM often have to push things 'dishonestly' in the enemies' favor (i.e. stronger foes before they are recommended) to not get obliterated by a party of skilled players in the 'honest and true' encounter difficulty appropriate for a party that isn't full of characters who are literally suicidal. A good DM is pretty much ALWAYS doing improv, even if character death is much more likely. For example, you don't want encounters to force players to run and regroup every time it gets hairy - because they can usually still do that, and the stuff that would stop them is generally not low-level for good reason.

When people talk about "low level play" it's rarely against "enemies a low level PC would be smart to fight." Nobody who wants a harrowing low-level experience wants the level 1 experience of... going to the beach and killing 30 regular crabs one at a time. Kyle "Crab Slayer" Smith, the level 8 barbarian who spent the first few months of his adventuring career killing over 40,000 crabs, is still entirely 'honest and true' to the game, despite him never being in any real danger of anything but boredom the entire time.
>>
>>94591450
Whoops, I added an extra 0, that should be over 4,000 crabs - "Crab Slayer" would be at level 20 if he'd killed 40,000 of them.
>>
>>94591450
I'd argue that high risk of lethality was more of a 1/2E/OSR thing than 3.X and newer D20 games, which are more geared around the process of making a character you want to play as a well-conceived individual rather than the "roll-a-hero" of earlier editions where having backup characters was almost mandatory.
>>
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Hey mates, Total longshot but it never hurts to ask. Could anyone share stuff from loot tavern? unfortunately too poor to buy them myself at the moment. specifically all the heliana compatible stuff like "motes of the divine" and "l'arsene's ledger of treasures and trinkets" thanks for any help fellas, I'll be happy to share my own
>>
>>94591630
check the share thread
>>
Theres a share thread? damn I really am a newfag xD sorry mate I guess I'll search for it cuz I have no clue where it is
>>
>>94591249
Slipping hazards and broken glass caltrops left wherever there is a break. Give one character a rare deadly disease that begins to present a few sessions after the fight.
>>
>>94590696
>>94590726
Monsters are more lethal due to PCs having less health, fewer class features means there's more reason to try and improvise based on the environment.

It sounds like higher levels are just the place for hit point bloat and having a character sheet full of 'I win' buttons.
>>
>>94592280
That's because you've never played higher levels and are terminally tier 1.
>>
>>94592330
Oh how I wish I'd never played at higher levels.
>>
>>94592440
>this guy only wants to kill goblins

shame
>>
>>94592280
>It sounds like higher levels are just the place for hit point bloat
That's another of 5E's core faults, most of the difficulty comes not from actual shifts in being harder to hit or easier to hit you, but from it becoming a race to see if you can delete their increasing HP pools faster than they can delete yours.
>>
>>94592440
No you haven't, otherwise you wouldn't have said "it sounds like higher levels..." You've never played above level 9 at best.
>>
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Idk how likely this is, but does anyone have a link to, or know where to find, a city that someone has built?
Not a map, but like the notes that someones posted online? Like important NPCs, Taverns, entertainment districts etc.?
>>
>>94593197
why not just take one of the million cities described in autistic detail in any PF module?
>>
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>>94593217
Too great a risk of Lamashtu cultists.
>>
Can someone convince me to play something other than a Battlesmith. Artillerist is worse than actual casters at blasting so it's basically a temp hp bot with only 2 cantrips, Armorer has such confused design that I'm wondering if multiple people worked on it in isolation, and Alchemist is Alchemist. Am I missing something? Artificer fits my character, maybe I'm just being a stuck up min maxer I genuinely can't tell
>Why not just play battlesmith
I played one very recently so I'm trying to mix things up a little
>>
>>94593217
Yeah I coined on that my mind was so stuck in one direction that I forgot about official books and the likes out there.
Just found Ptolus and it's looking pretty good to make use of things from.
>>
>Lycan Bloodhunter claims he's the weakest in the party
>Rogue multiclass
>plays a slippery character who avoids the heat of combat
>Has the highest HP total and second highest AC
>gets pissy whenever an enemy attacks him
>Has a special feature that gives him legendary actions at a mediocre cost
>Complains that his features/magic items are shit
>Says my Paladin is the strongest in the party
>Who has the worst attribute spread
>Only good at grappling and smiting
>The former being something they're good at as well
>Shine in some encounters whenever there's undead/fiends
>Magic item and features are shit as well
Genuinely what causes this kind of mentality? Mind you, we have other PCs that are just big "do nothing" characters because their features don't synergize well. He's decent so I don't understand where the envy is coming from.
>>
>>94593294
Is it really that much worse than dealing with Dead Three cultists?
>>
>>94593294
Now that sounds like a good time.
>>
>>94593346
Some people just aren't able to recognize a baseline that exists and think they're behind it innately because of lack of understanding and take it out on people they see as somehow cheating the system. Ideally that goes away with experience but it's the same as DMs who say "whoa paladins/rogues/wizards are overpowered." Just gotta run more games.
>>
>>94593366
Dead Three cultists aren't into mpreg, anon.
>>
>>94593409
The thing is that he's played more than a few games of his own. I can only guess that he's just immature. I've noticed that he's pulling the "It's what my character would do" a lot recently.
>>
>>94593446
Yeah immaturity plays a part too, complaining vocally about not being as good as other players is insecure behavior too. Alas, not much you can really do, as showing them the truth will likely just make them feel worse as if they're stupid because they couldn't see it themselves.
>>
>>94593426
Nothing in that description implies mpreg tho.
As far as I can tell, you get pregnant with creatures if you are a chick, and you impregnate creatures if you are a dude.
No?
>>
>>94593483
With that item, yes, but it's not the only party favor the Lamashtans like to break out. There's a reason their hideouts are best cleared with fire.
>>
>2 hours since last post
next person to post is a nogames
>>
>>94594467
But my game starts in 12 hours? How am I gonna tell them I can't make it now?
>>
>>94594470
but you don't have a game, nogames
what level and class composition?
>>
>>94594483
DMing, starting them at level 3. 1 Paladin, 1 sorc, 1 warlock, 1 wiz, 1 druid.
>>
I am trying to make sense of the Dreaming Dark in the Eberron "version" of the free Scions of Elemental Evil adventure.

>Eberron. In Aundair, the temple lies in the wilderness around the town of Wyr. Instead of Queen Yolande, an orc Gatekeeper called Rhasshaven seeks the characters’ help. The Dreaming Dark replaces the Elder Elemental Eye.

It is plausible that a Gatekeeper could have an inkling about Dreaming Dark activities, even though the Gatekeeper might not be entirely familiar with quori machinations.

But the adventure and its antagonists are still all about elemental powers of magma (fire damage), ash (also fire damage), ice (cold damage), and ooze (acid damage), so how does this make sense?

The first idea that comes to mind is that psionics are not all telepathy, telekinesis, and teleportation. Psychokinesis is a discipline, too, and it can manipulate the elements. The Inspired have a library in Dar Mun where they study planar phenomena (3.5 Secrets of Sarlona, p. 70), so there could be a group of quori who specialize in psychokinesis and how it can shape Lamannian forces.

So perhaps a cult of "the Devourer" has sprung up along the border between Eldeen and Aundair. They are based in an old temple of the Three Faces of the Wild, built inside a Lamannian manifest zone. The cultists are allowing their bodies to be inhabited by "aspects of the Devourer," receiving gifts that let them "channel the power of the wrath of nature" (manifest psionic psychokinesis). The quori are teaching the cultists to shape an army of elementals to invade Eldeen or Aundair: either way, restarting the war between the two.

This is still a stretch to me, though. Magma, ash, ice, and ooze are not particularly iconic for psionic powers. Perhaps they could instead be replaced by a more traditional quartet of fire, cold, electricity, and thunder? Or maybe the elemental theme could be dropped entirely, replaced with more force damage, psychic damage, etc.

What do you think?
>>
>>94594544

To complicate matters further, there are a couple of succubi/incubi in the adventure, and those are obviously not associated with the Dreaming Dark. Perhaps they could be reflavored into some sort of quori-possessed? Maybe they could be Lords of Dust fiends (and/or Mabaran exiles, like Thelestes) who wormed their way into the cult, ignorant of the Dreaming Dark connection.
>>
>>94591414
It's not about hitting a strict quota, and if it were, getting there purely with consumables would be pretty lame and boring for the players.
>>
>>94595633
In xanathar’s most minor items are consumable while major are the rest.
>>
>>94594544
The Elemental Eye isn't Elemental anyway, it's Tharizdun pulling a trick.
>>
If you were challenged to make a mechanically sound PC with the standard array (15, 14, 13, 12, 10, 8) in either ascending or descending order (STR, DEX, CON, INT, WIS, CHA) before racials are applied, which order do you choose and why?
>>
>>94596244
STR-high is basically a normal martial lmao
>>
>>94596274
Unless you're a ranged fighter, a monk, a ranger...

In fact, of the 5 martial classes, 2 only use strength, 2 only use Dex, and Fighter can choose either.
>>
>>94596244
Hill dwarf Samurai Fighter, pick up +STR/+CON for the first ASI, pick up Resilient WIS for the bonus ASI at 6, for 16/14/16/12/12/8, four saving throw proficiencies, and an extra hitpoint per level.
>>
>>94596244
>STR build
I'm taking Half-Orc if I want a half-feat at 4, Mountain Dwarf if I want to split the ASI at 4 to get even more CON. Probably Fighter, maybe Barbarian, maybe even STRogue since Mountain Dwarf gives medium armour. Actually, I'm changing my mind, I'm going Barbarogue.
>CHA build
I'm taking Tiefling if I want a half-feat at 4, Half-Elf if I want to split the ASI at 4 to patch up my DEX or CON. I can probably get away with being a Bard, or perhaps a Draconic Sorcerer to make up for a bit of squishiness.
>>
So, bit of a dilemma. My level 6 party:
Hunter Ranger, Musket, +8 to hit, 2 attacks (3 if triggering Horde Breaker), 1d12+4 damage, Favoured Foe and Hunter's Mark, averaging around 30 damage per turn and regularly bursting for more, does not attack at Disadvantage while in melee, ignores the Loading property of his gun.

Moon Druid favouring a Giant Hyena form with 18AC in humanoid form, basically an insurmountable HP pool with good damage output and every utility spell you could ever want besides.

A Genie Warlock/Open Sea Paladin multiclass who can ledge/hazard kill enemies by moving them without a saving throw and does massive Divine+Thunderous Smite burst damage, plus a lot of mobility powers.

A Warmage with Fireball (enough said) who will Counterspell any incoming magic or attempts to crowd control the party/slow their damage output, enemy casters will be wiped before he runs out of counters.

And a Swashbuckler who... Attacks once and maybe gets a 3d6 Sneak Attack with his +1 rapier.

I'm having trouble challenging them, they're rolling every encounter with only light scrapes, but before I even begin trying to put them through their paces I need a way to bring that Swashbuckler up to everyone else's level, since he's clearly underpowered compared to the rest of the party. Any ideas, on either front?
>>
>>94596793
Hmmmm. Enemy rogue/ranger types hiding in trees while rough terrain of some sort chokes the battlefield. Their arrows should give the poisoned condition on a failed con save. Perhaps some sort of ape/lemurfolk so they can swing from tree to tree. Or Grung, so they can do the same but for jumping. Have them focus the wizard and ranger.
>>
>>94596930
>Perhaps some sort of ape/lemurfolk so they can swing from tree to tree
Funny you should say that, they just had a fight against a pack of Goblinoid chimps on a vertical map. Completely bodied them, unfortunately, Rogue was the only one that struggled. Boss enemy might've challenged them but they just lured him into the ranger's sights and he blasted through the guy's entire 66HP health pool health in one turn.
>>
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I joined a campaign running the Runehammer Hardcore mode rules before I actually read what they were. They seem to be fucking crazy brutal, especially 3d6 no rerolls no drop the lowest for every stat in order.

With that rule I'm not even sure what character to make to start with, since I could easily end up with completely trash or non-fitting stats for any class I pick. I'd really prefer to make something with good recovery and survivability, since I'd like to try and keep my character alive rather than shifting through a bunch of them. What are some good classes/subclasses for this?

Maybe it's just because I haven't played with these rules yet, but creating the conditions for a lot of player deaths seems like a great way to have players disassociate and just view their PCs as statblocks rather than get invested in them on an RP level. If I'm losing a character every session, I'm not going to care anything about coming up with a story or background for them
>>
>>94597132
>creating the conditions for a lot of player deaths seems like a great way to have players disassociate and just view their PCs as statblocks rather than get invested in them on an RP level.
Yep, that's usually the point.
>>
>>94597267
Why? In the rules, the writer counterintuitively gives the opposite justification, that it makes players RP more.
>>
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>>94597317
Basically, there's a sort of person who has made this meme a large part of their identity.
>>
Is this general dead? Even for a Sunday, less than 100 posts in over 24 hours is extremely low given how active it used to be

>>94596293
The only martial class that only uses strength is barbarian.
>>
>>94597358
It still baffles me how people are compelled to write that kind of character. It costs nothing to say that your character was a badass and had something cool happen to them off the table.

Why wouldn't you want to have all that happen in the game? If you want your home village to get destroyed just give a good reason on why it's going to get raised to the ground. Maybe there's raiders that come by once a year, so far they haven't been very successful, but they're a big enough concern for the PC to grow up learning how to fight. Any DM worth their salt is going to abuse that one line and create a compelling adventure around it and give you your character defining traumatic moment.
>>
>>94597132
They should be running an OSR system or one of the TSR editions instead of 5E if they want that experience. The idea in those is that your choices aren't really as important, because you're building characters based on the initial rolls and playing what you get from that. and high lethality. 3E was kind of revolutionary for D20 systems in that they shifted from that design to one more focused on the player choosing how to build a character and actually creating a fleshed out "person" in chargen.

>>94597925
>The only martial class that only uses strength is barbarian.
I wasn't really counting the casting stat in that, so Paladin still mains only Strength in melee.
>>
>>94597925
The latest 5e releases were pretty uniformly awful, and there won't be any significant 2024 content until the core set is complete, which won't happen until January of next year. So there's not much to talk about in regards to either at the present.
>>
>>94597999
not to mention wizards, in a supreme act of insanity, are going full games-as-a-service 'model' "live service"-ing the game so attempt to be nickel and dime'd even fucking harder, except the costs will be in tens of dollars instead of dimes. expect any legit purchase to now cost x3 - x10 as much.
no one is going to fucking pay GW prices for DnD.
>>
>>94597966
Paladins can make Dex melee fighters just as easily as fighters can. If you weren't taking GWM anyway the difference isn't really that big. Other than that the main advantage of Strength is PAM, but better skills, saves, initiative, and ranged options is a fair trade off to make for that.

>>94597999
I haven't been on /tg/ much recently, but there used to constantly be people asking about builds, blogposting their campaigns, starting inane rule arguments, etc. I've heard people say /tg/'s usage in general has dropped off but this feels pretty big.
>>
>>94598058
that's because /tg/ has been under constant systemic shitposting campaigns by fuckheads who hate all/tg/ content.
>>
>>94598050
Yeah I’m not going to pay any form of service to give me rules on how to play in a fucking wheelchair. I’ve already adapted 5e over the past few years to be perfect for my group and we are set. More talent in the third party creators anyways.
>>
>>94595767
And how does that relate to what I wrote? Other than being (mildly) interesting and relating to magic items in general?
>>
>>94597925
We're rapidly approaching Christmas, so a lot of people are frantically taking care of everything they swore all through November that they'd have done by last week.
>>
>>94598249
Yeah, I've been quietly reviewing and revising all the subclasses for my homebrew document, but it's not like there's a lot of discussion to be had there while in the process.
>>
>>94597358
Oh look, it's somebody who made the meme their identity. :P

Alright, to be more fair - the left in the image is just fine for a campaign that starts at a higher level than the right. And in good roleplay, the death of ol' Damlius there is a lot more narratively impactful than the 6 deaths of the previous Bobs.

The "end of campaign" illustration also reveals the desire even among rollplayers to play characters that go the same edgy direction as Damlius does - just sometimes with weird complexes about 'earning' the "totally not edgy fighter who reincarnated six fucking times over the campaign and now has a demon familiar and a cool glowy sword and an EYEPATCH!" because they had to reincarnate the same rollplayed character SIX WHOLE TIMES! Their table must be so dangerous and cool because a PC died (except it didn't matter)!

They're both power fantasies of a fairly similar type. One attempts to avoid mechanical death through preemptive narrative power, one outright ignores the narrative consequences of death through sheer refusal to abandon the original roll-a-hero character.

>it's going to get raised to the ground.

I disagree with shifting PC timelines like this - there's no need to make every backstory event a combat encounter. You're thinking too much like you're building a quest hook as a DM and not like a player building a character. Players are not there to relive the backstory blurb they gave you, they're there to play a character who already lived said blurb.

Best way to do an inspired encounter IMO isn't "rewrite the blurb because you want them to 'earn' their backstory with you as DM" - instead, I'd prefer doing a similar "razed village" scenario, where I may decide with Damlien's player that Damlien rolls WIS checks on seeing the victims, where failing forces him into the fighting early and unprepared because he can't bear to see the same injustice again, or things of a similar nature. Tie in, don't write in.
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About to start a new 5.5e campaign, want to play as a Druid (currently thinking stars). Any ideas for an unconventional build/playstyle that won't be absolutely fucking useless?
>>
Raise your hand if you're staying with 5e (original).
>>
>Dragons are apparently super intelligent from the moment they hatch
>They're also insanely strong
>They're also born in large clutches
>They also live longer than fucking elves
>They can also eat fucking rocks and survive off that
Remind me again how these things don't rule the entire world at the dominant species?
>>
>>94598835
And that's why I have conspiracies of dragons sniping at each other behind the scenes. They do rule the world, but they don't see any reason to draw our attention to themselves when they still need to finish triumphing over each other.
>>
>>94598835
In FR? Literal divine intervention bordering on genocide.
In Greyhawk? They literally do.
>>
>>94598764
Nah, probably not. Reaction to 2024 is tepid, though, might end up doing a different system entirely. Got an idea for a couple of games that might work with Savage Worlds, or maybe see if Weird Wizard is worth trying now that it's out.
>>
>>94591477
Don't fuck with fishermen, I guess.
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>>94598764
>not homebrewing your own abomination that combines the changes you like with the original rules that you prefer and also brings in rules from other editions and completely unrelated games
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>>94598976
Unironically this.
I'm still playing a 3.5e abomination that backports rules from 4e and 5e.
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>>94598764
Classes and half-feats are just better in 2024.
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>>94598976
Thats what I'm doing. Brought in the origin feats (which I like, because it nerfs Lucky), the new monk and the new goliath flavors. May steal other stuff if they strike my fancy, but most of the changes are pretty bad or unneeded.
>>
>>94599332
The funniest thing to me is that I made Lucky a half-feat and added a few more luck feats that can build off of it to let you apply the rerolls to more things, and STILL none of my players have taken it because they find it boring.
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>>94590514
Harengons get that agile jumping thing a bit better imo
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>>94590689
In 2024?
>High Elf
>Archfey Warlock
>Fey touched feet
>Cast misty step 6 times per long rest before spell slots.
Actual Nightcrawler shit
>>
>point buy
>if I want a 20 I gotta eat shit on stats
does the game really not expect you to have a 20?
>>
>>94599474
not at lv 1 it dont, point buy can get you up to 17 at its highest.

roll for stats instead
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>>94590689
Not really an intrinsic synergy, but I played a Dhampir monk and holy fucking shit, having spider climb as a monk feels so natural. I can't believe that monks need to wait all the way until level fucking 9 to run up walls. Ridiculous.
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>>94599489
If you use Custom Lineage you can hit an 18 with Point Buy
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>>94598732
Melee stars Druid?
Go in on Wis and Con, use dragon constellation and barkskin, shillelagh for staff damage
Idk Druid is kinda hard to get creative with
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>>94599474
>does the game really not expect you to have a 20?
Yes, the game expects you to have an 18 or less on your highest stat until lv 8+
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>>94599474
You can't have a 20 with point buy lmao rollbab
>>
Is it just me or does the Drakewarden seem OP? It seems like the intent is to have this giant wall of hitpoints you can churn out as an action that also lets (You) deal more damage just because. The versatility in letting you change the type each time is pretty crazy too.
>>
In 2014 rules, is Duel Wielder + Defensive Duelist better than just having a shield?

For example a setup like
>Polearm Master
>Sentinel
>Duel Wielder
>Defensive Duelist
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>>94599685
The bullshit resurrection ability needs correcting. The rest of it is a sidegrade to revised beastmaster.
>The versatility in letting you change the type each time is pretty crazy too.
I was concerned about this, but I had a player pick it and she's pretty autismal about him staying a red dragon (in Frostmaiden lol where cold immunity is godmode)
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>>94599769
>needs correcting
....I've been on this website too long.
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>>94599769
That's exactly my thought, if they just kept it as a 1 minute thing then you wouldn't have a problem with spamming it in combat. The type swapping seems very unnecessary and just makes it too flexible for no cost whatsoever.
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>>94599685
It's Beastmaster, but not shit.
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>>94599685
>>94599769
>>94599821
I've played it. It's completely fine I'm not sure what's worth getting worked up about.
>damage type
Are we playing the same system? Vulnerabilities in 5e are exceedingly rare, the only benefit to Drakewardens switching damage types is to not get immediately screwed over when you run into a resistance or immunity. If anything it's probably worse than a Beastmaster beast just getting magical attacks or a Battlesmith getting force damage on their defender.

What about it do you see as problematic compared to the other pets?
>>
>>94599868
>>94599769
If you're talking about the beast getting immunity or granting immunity/resistance that's fine too. Most of the time when something deals an elemental damage type often enough to be worth switching your drake for, that thing is resistant or immune to that same time damage type so you're sacrificing all of your damage bonuses.
>>
For introducing new players: s it better to run explicitly beginner modules or homebrew something to fit their characters already? Unless it's the other way around and you have them make characters that fit the adventure?
>>
>>94599868
>>94599886
Sacrificing a few d6's of damage for resistance to a damage type and immunity on the pet isn't a fair trade at all. You don't even need to prepare it after a rest like everyone else, you can just do it on the fly.

Picture this, The party comes into town for a quest, they received a letter but it's vague. They get info on the first day and find out it's a behir. The spellcasters change their spells (protection from energy, etc) to better prepare for the coming hunt on the next day, a fighter might switch out their platemail armour for an inferior set of scalemail because it grants him resistance to lighting. While the Ranger just needs to spend one action, which they don't even need to do during the longest like everyone. If their pet does get dropped, they just need to spend an action and a first level spell slot, then you have your wall of hitpoints back.
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>>94599909
A module can work, if you don't feel confident in your own stuff.
>>
>>94599741
Depends on a lot of factors
>DW
one less AC
>DD
Costs a reaction
>PMS
Lowest AC overall
All this factors in along with your class abilities and stat alignment
>>
>>94600055
My doubts on using modules is that actual character stuff doesn't tie into them well unless I tweak them, which defeats the purpose of getting modules imo.
However, I won't lie and say that I'm not the best at the nitty gritty of encounter design and dungeon mapping, etc.
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>>94600106
Nah, man, tweaking modules is pretty much a necessity, either to have better engagement with player characters, or to fix some of the problems of the module itself. Though most starter modules can be fitted to a group pretty easily unless they're playing some really out-there characters. Is that the case for your group?
>>
>>94599587
That's cringe as fuck though
>>
>have a list of PCs I've never had a chance to play
>all my experiences with DnD have been frightfully short due to tragedy, or fucking TERRIBLE my first ever session was crammed full of snowflake That Guys, and I had another session where the DM hamfisted a post apocalyptic setting out of nowhere and literally used the 'the bar is a mimic' as a plot point.
>finally start putting feelers out in my local area
>only message I get is a 3 hour oneshot for $20 a person

how the fuck do I find a group? I have RPG experience, just not with DnD.
>>
>DM announces oneshot
>Asks us all to be part of one race
>Lets us use Tasha to ignore racial stats
What's even the point?
>>
>>94600232
>asks for story reasons to be all of one race but allow mechanical freedom
The point is giving you no constraints on character mechanics, dumbass. That's the best outcome.
>>
>>94600247
Oh yeah because it's going to be so thrilling to be in a party with Thagomir the war cleric, Magomir the genie warlock, Thamigor the bladesinger, Mamigor the totem barbarian, and Umbek the arcane trickster rogue.
>>
>>94600215
Search for VTT groups on the Foundry Discord or Roll20.
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>>94600002
I mean neat, but it doesn't actually break anything. Like I've said, I played with one through a campaign, it's good but hardly broken. I preferred being a battlesmith overall.
>>
>>94600319
This, I found my current group on the discord of a youtuber. Say all your grievances, but it's simply where the players are at. Local game shops aren't as popular as they used to.
>>
>>94600129
Out-there, no except for one guy who wanted to a 1d6 extra Lightning damage cause he was the son of a demigod (I negotiated to 1d4). Just worried about how invested they'll be if the character based stuff doesn't immediately show up or is relevant. They're kinda ADHD that way.
>>
>>94600366
You couldn't have just told the dingus to play an aasimar?
>>
How many tables have swapped to 2024 rules? My table has agreed to stick to 2014 (we don't want to memorize new rules after playing for 6 years together,) if one of us ever dies or if I play with another group I'm worried that they'll be using 2024 rules instead.
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>>94600286
What is your problem with this?
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>>94600388
Why does this question get asked multiple times a thread?
>>
>>94590095
I think this goes back to 1970's D&D where Gygax decided Dwarves would be more mechanically inclined plus it made sense with their physiology;

1) In OD&D, AD&D & BECMI there was no catchall "Thievery" skill. The Thief skills were broken down into find / set traps, pick locks, move silently, hide in shadows, climb walls (and iirc read languages) with each having different chances. In AD&D when Thieves could be any race, the various races had bonuses to different subskills. Dwarves got bonuses to to pick locks and find / remove traps.

2) Mechanically the amount of power a bow has is based on the material, stave length and draw length. Dwarves, being short, lose out on the stave and draw lengths so it makes sense they would tend towards crossbows.
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>>94600409
Probably because a lot of people don't read these threads habitually and only use it to pop in and use it as a Google search (like I just did)
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>Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
>While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
>When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Does Horde Breaker count as an opportunity attack for the purposes of causing a creature's speed to become zero?
>>
/5eg/, honest question: how the hell would your roleplay a myconid PC? Would a myconid have dreams? Family? Inner conflicts? Would you even be able to give a voice to one? I can't fathom how you would make a mushroom man into anything other than a background character
>>
>>94600520
Is it being provoked by an opportunity attack on your turn somehow?
>>
>>94600520
No. It's an additional attack that you get when you make a weapon attack, it's not an Opportunity Attack. That said, due to it being once per turn, you could make a Horde Breaker attack if you make an Opportunity Attack, assuming there's a qualifying target.
>>
Are astral elves cooler as villains with or without their masks?
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>>94600676
Yeah, assume you're making the attack from Horde Breaker off the opportunity attack provided by Polearm Master.

Also something else,
>Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a long rest.
>Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use that trait, you can’t use it again until you finish a long rest.
Assuming you have the 2014 Lucky feat, which is better?

Or to put it another way, since 2014 Lucky gives you super-advantage and allows you to use any roll, even if you have advantage OR disadvantage, could Human Determination actually screw you over by removing disadvantage on a death saving throw, thus making it so you only get two rolls to choose from instead of three? Or do you never get disadvantage on death saves to begin with?

I'm trying to build an extremely durable character.

>>94600723
That's what I thought, too bad though.
>>
>>94597933
>It still baffles me how people are compelled to write that kind of character. It costs nothing to say that your character was a badass and had something cool happen to them off the table.

The second sentence should dispel the bafflement in the first: they're compelled to write that kind of character BECAUSE it costs nothing. It's easy. It's the only time in the campaign when you can can just say "my character did this" without having to roll for it, meaning it doesn't have to be within the slightest realm of possibility. If the GM rejects it, you just complain, tone it down a little, and resubmit until he gets bored and give in or you realize he's not going to put up with your bullshit and leave. And of course you can build in as many potential hooks for power outside of the typical levelling system for the GM, nudge-nudge wink-wink style.
As for the second kind of character, I've literally never seen that at the table except once from a brand-new player who clearly didn't really get the point of the whole deal and lasted like, two games before he flaked.
>>
>>94600735
>the opportunity attack provided by Polearm Master
And how is this happening on your turn?
>>
>>94600723
>Once on each of your turns
>>
My current campaign has been going on for nearing on two years now.
>group A
>rarely misses a session, and if they do, it's because one guy has a retarded work schedule
>everyone is super engaged with the setting/mechanics, know their characters inside and out
>enthusiastically talks about things that happen in the game to other people
>group B
>getting them to meet is a herculean task
>"that guy" is the party face, minmaxed, and also the rules lawyer (despite telling the party I play hard and fast with the rules session 0)
>rest of the party ranges from being unengaged to actively distracting everyone else from playing
>one of them blew up at me irl but continues to arrive and pretend nothing happened
>all insist they're having fun, but they all still need to be constantly reminded how the game works and what their characters do
>intended both groups to be in lockstep on the campaign and meet up at the end
>group A now at the end
>group B literally a year and a half behind
>constantly suggest new activities for group B but they want to keep going
I'm at my witt's end
>>
>>94600863
>>intended both groups to be in lockstep on the campaign and meet up at the end
That was very silly of you and you should have realized that immediately.
>>
>>94600878
>That was very silly of you and you should have realized that immediately.
I basically did at the session 10ish mark. At that point group A had already figured out what was going on with the BBEG and group B was busy almost TPKing to a group of kobolds
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>>94600863
>hard and fast
Do you mean fast and loose?
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>his character can't fly
>his character is a melee-only cuck
Why would you do this to yourself?
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>>94600388
Let’s settle this once and for all

STRAW POLL TIME MOTHERFUCKERS

https://strawpoll.com/eNg6vzVkwgA
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>>94600863
It’s time to let group B go. I ghosted my old group as DM and as their friend. Best decision I ever made, cunts aren’t worth your time and effort. I have a much better new friendship group.
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>>94601513
I don't know why Paladins and Rangers are so cucked with their flying mounts. All the mounts a squishy as shit, you don't need to be so stingy with how late and finnicky they are.
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>>94600520
I'd have him crack jokes, buy drinks, and tell amusing stories around the campfire.

You know.

Make him a fun guy.
>>
>>94602001
Damnit, I meant to reply to >>94600534

Guess I'm just a retard.
>>
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>>94589566
Probably something more suited for worldbuilding threads, but I'm looking at populating a jungle region of my world, and I'm having a bit of trouble with Good/Neutral forces the party would actually want to help.

So far I have the 3 main evil groups:
Lawful Evil: A Rakshasa ruling a wealthy kingdom in disguise as the local lord - wants to corrupt any adventurers for self-preservation reasons, extremely generous when doing so. Lives lavishly and enslaves/sacrifices local villages, but personally amicable, preferring to make deals and pay people off rather than risk its decadent throne.

Neutral Evil: the remains/resurgence of a Yuan-Ti empire, trying to bring about the end of days and do Yuan-ti things. Operating out of semi-ruined temples, the serpent-priests are stealthy, but looking to rise. Infiltrators in the area might be able to convince the party to act in their interest.

Chaotic Evil: demonic ape-things based on baboons (ToB being on 5eTools is neat), raiders purely for sacrifice, consumption and slaughter. Not sure how to give these guys a "work with the party" angle, given they're evil cannibal monkey-men. However they respect power, and if the party goes hardball enough there's something there maybe.

But on the side of good I've only got "guardian of nature Unicorn/Ki Ren, defending a sacred grove" (NG I think), and "random civilian villages" (True Neutral) - maybe doing a Temple Guardian/order of monks for LG, but that's a little dull and has "protect the Temple" as a goal, which isn't super active, and is similar to the unicorn. I know "bad guys drive plots" is a storytelling thing, but I'm looking for some Good or at least Neutral plot hooks for the party
I probably don't need an interested party for all 9 alignments, but I am struggling
>>
>>94602251
I’d say the most glaring issue is that, at present, none of these groups interact with each other at all. If you really want compelling choices for the party, they should initially meet an evil group that seems affable enough, but then a request puts them in contact with a good group that would be hurt by it. Otherwise, they can (mostly) keep their noses clean while doing evil errands and then still hang with the good folks, which kind of ruins the point.
>>
>>94602251
Tomb of Annihilation has shit like faerie dragons and chwingas, take a look in there if you want more ideas for jungle stuff.
>>
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>>94602260
That's a good point - the Rakshasa is slowly trying to take over the region, but it's taking its time - because coming back from hell is a pain, it's not super hurried by time, and it's having an enjoyably decadent life with succubi and smoking the devil's leaf (literally).
It'll be offering the party money and treasure in return for taking out threats in the area - some of which are a danger to everyone (monsters, the CE monkeys etc.), some of which are Good. Will occasionally roll up with its army after most of the hard work saving an area has been done by the party to expand its empire by "protecting" another town.

The Yuan-ti will have infiltrators in most of the NPC towns, including the Rakshasa's, but I suppose giving them more to do would be useful.

The monkey demon guys are just an annoying raiding threat really, though they have evil temples to be dungeons (might have to do some work to make the different temples have different flavour) and every faction will be pleased when the party kill them.

Like I say, finding goals for the good/neutral factions is a bit of a stumbling block - maybe the CN group could be just after wealth, which at least gives them a reason to want the party's help robbing the rakshasa
>>
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I'm a fairly new DM that ran ready-to-go adventures and campaigns (Phandelver, Curse of Strahd) and now I"m doing my own campaing on an estabilished setting (Eberron). I'm good at doing plot points, interacting with the players as NPC's and bouncing off their decisions on the spot narratively, but I'm terrible at building encounters, loot tables and battlemaps. I would like suggestions from anyone regarding a few points.
>Any suggestions for encounter/loot generators, I'd like more magical items on loot since they are more widely available in Eberron setting
>The players are level 5 and I'm finding it hard to give them a challenge in an urban evironment (Sharn) since it seems they could take a whole barracks of guards or hideout of thugs unless I give them an absurd amount of enemies (20+). How do you deal with humanoids generally low CR?
>battlemap/dungeon/town generators suggestions, the ones I experimented with feel too flat, which is not reflective of Sharn's architecture (overlapping bridges, buildings on top of each other, hanging gardens, labyrinthian stairways and narrow alleys), maybe some technique of overlapping generators to make a more intricate design, I've been trying something with watabou
>NPC generators (preferrable with portrait)
All in all I'd like to not railroad the players as much as possible and I feel like such tools would help me to improvise on the spot against their decisions since at the moment I can't really invest the time to accomodate for such things beforehand.
>>
>>94602503
>>The players are level 5 and I'm finding it hard to give them a challenge in an urban evironment (Sharn) since it seems they could take a whole barracks of guards or hideout of thugs unless I give them an absurd amount of enemies (20+). How do you deal with humanoids generally low CR?
Killing people in the middle of a city draws attention. If they actually try to fight the guards, yes, they should end up being swarmed by more and more of them. In an urban environment, the best way to challenge the party is through obstacles that are best solved through means OTHER than strictly combat--or, if violence is the answer, to introduce additional concerns. Maybe the players don't care about collateral damage, but the powers that be WILL, and so the characters might have to try to take someone down while avoiding the civilians that he's running between. What you can't really do in urban environments--and what you should be trying to get away from in other environments as well, anyway--is the old-fashioned fenced-off slobberknocker.
>>
What does a power word: kill death look like?
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Attention Everyone
FUCK HUNTER'S MARK
Thank you
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>>94602251
You could use those new good jungle Drow.
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>>94602685
>>
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Since for hill giants eating food is practically a religion to them, would a hill giant trapped in the astral realm still feel hungry? Of not, would it cause them to have a crisis of faith, or are such things intellectually beyond them?
>>
>>94602843
There’s nothing wrong with Hunter’s Mark in and of itself.
Now, the fact that Ranger is weirdly built around it? That’s an issue.
>>
>>94599587
>in this extreme case of custom stat bullshit you can get an 18
No shit, but that's far from normal.
>>
>>94600002
Characters having certain use cases where they get to excel isn't a bad thing. It means they get to have their moment where they avoided having to spend additional resources or have additional efficacy.
>>
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>>94596793
>Swashbuckler
>Musket mentioned earlier

Somehow my first reaction is obviously get a gun, and act like a Colonial sharpshooter. Including the Gunner and Sharpshooter feats, if possible, but definitely Sharpshooter. I'd never considered that on Swashbuckler before, and it may step on the Ranger's toes, but you start shitting out advantaged musket shots with +10 damage on top of Sneak Attack with your Charisma pumped so you're always going first, with unparalleled ability to shoot and scoot? You may do one thing, but you do it great. And being a Rogue, you can skillmonkey your way along the rest of the way with the normal shit too.

This assumes you have to stick to Swashbuckler. Which seems to be very thematically linked, seeing as the rest of the party seems mildly nautical, but I also notice nobody else except maybe the Warlock/Paladin is doing face stuff. So if you manage to be very useful out of combat and very effective during, that ain't a waste at all. Just get some guns. I once played a Swashbuckler in a similar spread, and it was one of my most fun characters and beloved by the party. Especially once I got the gun, kek.
>>
I'm supposed to have three characters ready for a Dark Sun game, what should they be? Right now all I've got is a Barbarian set up to be as unkillable as possible. 2014 rules with Warlock, Bard, and Sorcerer banned.
>>
>>94604545
Oh, and Paladin is banned too.
>>
>>94604491
>>94596793
I now realize that I misread the post and focused on the Swashbuckler. My bad. All of it still pretty much stands, though; maybe give him a nice sharpshooting gun or other enchanted item, as a baseline. Throw in a few more traps or scoutable encounters for him to take care of or get the advantage on tactically. There'll be overlap from the Ranger with how they have their character set up, no way around it, but give him something to do.

Also, I hesitate on some of this in that it's a "make other players suck a bit to up another" which can be frustrating for them, but it sounds like you'd be well served by a few enemies with magical resistance, or anti-magic fields/pockets to even things out a bit. I'd also second Roguish or highly-mobile enemies, or ones that swarm people; the big, big advantage of Swashbuckler is their mobility in combat, so give chances to chase things down or disengage in way that promote tactical thinking and use of that advantage.

Also, highly recommend using more cover, cover AC rules, and effects that obscure vision. It sounds like your party has range covered, but put a few enemies popping out from pillboxes and smoke grenades/Fog Clouds/et. al. to break up lines of sight, it may shake things up a bit. Hope at least some of that can be helpful, happy playing, anon.
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>>94602685
I mean, may be too edgy/real physics-y for most people, but I like to imagine it as actually an electrical-based spell. It's basically an anti-synaptic EMP to shut off electrical signals in the brain, and then pop a short to blow an artery and go literally lights out if successful. If you manage to withstand it, that explains why it's survivable over a certain threshold, and in spite of a high-level slot, it's a very precise, simplistic thing that requires a lot of focus and overcoming natural resistances/movements to work. So elegant and brutal. Visually, I think of it just as basically a nosebleed and a rapid slump to the ground. It's much more terrifying to me if it isn't flashy, and like a very powerful Wizard can just shut someone off like a light.
>>
tried something inspired by the ROOT ttrpg. I tried to make it possible to create funny situations without encouraging flat-out murderhoboing
>>
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I was playing last night and a party member had a seizure. My brother is epileptic so I knew how to handle that situation, but it's still kinda scary when shit like that just pops up. Anyone else deal with medical emergencies mid-session?
>>
>>94605092
I knew a guy who on two separate occasions got so drunk he had to leave the table, either because he started throwing up or was babbling incoherently
>>
>>94602251
Maybe some explorer/expedition faction. They could be looking for something, or if you want more conflict maybe they’re forcefully clearing the jungle and paving the path for goddess of civilization.
>>
>>94604545
Probably a ranger (or druid, if you flavour it) would be a good option, few settings reward environmental knowledge and manipulation like Dark Sun

I'm tempted to say Rogue is too (there's enough poisons on Athas after all), as a survivor of the city-states, but going literally no magic-users might not be what you want
>>
>>94602503
>>The players are level 5 and I'm finding it hard to give them a challenge in an urban evironment (Sharn) since it seems they could take a whole barracks of guards or hideout of thugs unless I give them an absurd amount of enemies (20+). How do you deal with humanoids generally low CR?
What? Do your guards or thugs not have any class levels?
>>94602685
It doesn't look like anything. You say the word, and if the character fails the save, they die instantly.
>>
>>94605305
What save?
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>>94605316
Sorry for not re-reading a 9th level spell that never sees actual play.
>>
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>>94605332
I forgive you, anon.
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>>94605305
>class levels?
Yeah alright, I'll believe 3.5 is superior, but how easy is it to get a group.
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>>94604868
>magic is le science
lol ok
>>
>>94605631
>Using magic to create an actual physical effect is LE REDDIT SCIENCE
>The majority of any characters that get to a point they'd use PW:K are high INT

I bet you're one of those fuckers who says that fire from magic is "LE MAGICAL FIRE" and doesn't light appropriate shit on fire when hit. I guess Ray of Frost is just the platonic idea of cold and not having the effect of impactful ice and sudden cold on things. Something's fucking killing them, smartass. How about you contribute and say what your idea is?
>>
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Whats up with 5e Dragonborn? They made more sense to me in 4e
>They can appear like Chromatic OR Metallic dragons… But they aren’t related to either… So you can see a Red Dragon Man and a Gold Dragon Man playing chess at a tavern
Do they live in mono color societies (Blues live here, Greens live over there) or is it mixed? Do two Reds have a chance to make a non-Red baby?
How does any of this shit work
>>
>>94589566
Two of OPs links are dead.
>>
>>94605556
You know you don't have to run shit like this.
You can just build some NPC statblocks the same way you would build a PC. You can then tweak and simplify them to suit the encounter.
Either run simple subclasses or cut them entirely, unless you are running a "boss" type encounter.
>>94605758
Death magic is killing them. The idea that it has to some kind of retarded lightning elemental effect in there brain is dumb as fuck.
>>
>>94605805
You should probably fix them in the next OP
>>
>>94605758
No, I also hate the magical fire faggots.
Don't let random anons ruin your fantasy.
Live.
>>
>Goliaths have magic giant powers
>Rune Knights have magic giant powers
>Giant Barbarians have magic giant powers
>Rune Carvers have magic giant powers
>Giant Foundlings have magic giant powers
>Hill Giants, Fire Giants, Frost Giants, Stone Giants do not have magic giant powers
Make it make sense.
>>
Is there a sort of contract officiator in the extended D&D world? Or do the demons make their contracts themselves? Who enforces these contracts? I'm trying to homebrew a supernatural lawyer who helps humans form somewhat acceptable contracts and I think it'd be cool if I could tie this idea to a supernatural figurehead.
>>
>>94606063
Kolyaruts
>>
>>94605274
I was considering a 3 level multiclass into Fighter or Ranger for Barbarian, if I can get the WIS for Ranger.

But in either case, I'm not sure what subclasses are best suited to a Barbarian most desperate not to die. Beast Master to have another tanking beast, or to give the help action? Gloom Stalker to have Invis in darkness? Hunter or Swarmkeeper for.. Some reason?

Same question for Fighter. Champion's improved crits would be good on '14 Barb, but I'm looking for defensemaxxing. The options there are Samurai, Battle Master, or Psi Warrior. The first gets 5 temp HP plus advantage 3 times before a long rest, Battle Master gets Parry for a reaction and Bait and Switch for free, and Psi Warrior gets Protective Field on a reaction.

Of the two classes, Fighter is definitely better for survivability, right? The Second Wind is nice for some pinch healing. I plan to take Defense for the +1 AC too. Of the Fighter subclasses, would Samurai work best? As a Barbarian, I don't have too much to do with my Bonus Action outside of starting a Rage or using the Polearm Master 1d4 bonus attack. 5 temp HP seems pretty good, but maybe the other options are better in practice?
>>
>>94606063
It depends who you're dealing with.
https://www.youtube.com/shorts/mRjopyE-qfk
>>
>>94605774
They were made for 4E's main setting, and just kind of hucked into 5E as a PHB race.

Most likely within clans they mainly maintain similar bloodlines, though it's likely that if two different colors mate, one scale color will win out since that also determines elemental affiliation.
>>
>>94606063
>demons
>contracts
>>
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>>94602503
>Any suggestions for encounter/loot generators, I'd like more magical items on loot since they are more widely available in Eberron setting
If it's more prevalent, you can make some templates like Eberron has for the wand focuses and just make them more flavorful, then give them to powerful NPCs as a minor buff that will then become loot when defeated.
>How do you deal with humanoids generally low CR?
I don't, I give creatures the stats that would make them relative challenges based on where the party is expected to encounter them and where they land on the power scale. So a master assassin (CR~11) could be an insanely deadly encounter in tier 2, but by tier 4 if he's still around, he'd need mooks of his own or an equally strong partner to be a challenge for the PCs. You can always reskin things as well: that genasi "thug" isn't a thug, he's a Medium-sized stone giant with no other changes - NOW he's a threat. Having a backup of "strong mooks" and "elite mooks" can also help for on the fly.
>battlemap/dungeon/town generators
Less is typically more. You only really need 5-foot or 10-foot squared maps for meaningful encounters, the rest can be ad hoc or theater of the mind. Having fewer, more focused cities/towns makes them stand out best, for smaller towns just break them into sectors or boroughs, like "Sewers, Market, Palace" etc; For dungeon layouts, you can largely do the same. Picrel how I've run dungeons in the past, with overlaid doors and lots of use of Roll20 "lighting" to hide what areas hadn't been explored. All that really matters when building dungeons that don't have inherent tricks is rooms and their functions/features and connections between them including level changes like stairs, pits, elevators, etc. For overlapping areas just add side notes like (bridge between A3 and A4 is 60 ft directly underneath bridge between A8 and A9)
>NPC generators (preferrable with portrait)
I make my own art for characters so you're on your own there.
>>
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>>94602685
Death Note, plus the nosebleed like other anon said.
>>
Dual Wielder Feat
>Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.

Is all this feat does let you dual wield with a non-light weapon? I suppose if you synergy with Nick weapon mastery you get 3 attacks?
>>
>>94607150
Yes and yes.

Let's ignore that you can actually get four attacks without Duel Wielder as long as you have an Extra Attack and a Nick weapon.
>>
/5eg/, I want to make a pirate character. What sounds stupider?

>hooks for fingers
>wolverine hooks
>>
>>94607599
>>hooks for fingers
That sounds dumber go for it if that's what you want.
My DM told me to go as weird as I wanted with my character for our pirate campaign so I went for an undead ghost pirate who is bound to a magic item someone in the party can carry around. I'm going with shadow sorcerer for more ghostly flavor and using levitate and hold person like a poltergeist. Being undead comes with the issue that healing spells just will not work on me. The 2024 phb technically removed that restriction but my DM chose to keep the 2014 spell list for our campaign.
>>
>>94607623
oh shit, a ghost pirate. that's sick. here's what I'm thinking

The character is named davy jones, and he's a marid warlock with the following infusions
>pact of the chain and voice of the chain master represent his seeing-eye parrot, since he has two eyepatches
>grasp of hadar is his hook hands serving as grappling hooks
>otherworldly leap and repelling/agonizing blast are peg legs, which double as pogo sticks and cannons

his genie's vessel is a bottle of rum. Inside he keeps a small pirate ship that he can release by cracking the bottle open. When he enters it, a kraken's tentacles pull him in.

Also, because it would be a major handicap (no pun intended) if he was actually blind, he keeps both eyes covered at all times so whenever he's in the dark he can take them off and have perfect night vision
>>
My players are tasked to hunt down and kill an orc warboss who just so happens to have isekai'd from WH40k and I'm not apologizing
>>
>>94607827
A 40K Ork Warboss is literally unkillable by any player in DND outside of the highest level characters with the best items and spells they have access to.
>>
>>94607932
He won't have any guns etc
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>>94607932
He has like 3 HP.
>>
>>94607938
Orks don't need viable components, their pure belief that the random scrap they're assembling into a gun or a sword is the real thing makes it work.
>>
>>94607932
>gets fukt by a first level spell
lmao
>>
>>94607953
Eh let's just say only the specific engineer type boyz can do that
>>
>>94607953
This only works if the Warp followed the warboss into the great wheel to power the gestalt, otherwise he's at the mercy of psionics
>>
>be noob dm
>start campaign with coworkers
>i dont really know what im doing, so i just find people to play, etc
>2 players are really engaged but 2 others have a more casual relationship to game, dont really respect my time investment as much

fast forward 2 years
>know what im doing, know what i want from players
>1st campaign still going
>start 2nd campaign with internet randos
>interview, screen, lay down rules, etc
>everyone understands expectations and behaves correctly

I've been stalling the first campaign and not scheduling the next game because I just cant be assed to deal with players that weren't really selected. Now that i have experience i would never play with the 2 players from my initial group. Basically ive outgrown them.

Just venting really, I know the solution is communication and transparency, but it's fucking hard
>>
How do you explain differences between your fluff and PHB fluff without giant walls of exposition or dropping a book on everyone?
>>
>>94608123
you answer as they come up and you correct if players make an assumption
>>
>>94608075
Where'd you assemble a group for #2? I always assume you can't really assemble a group without having some pre-existing connection or it being something bland and uninteresting (or worse, like paid dming).
>>
BGM to represent the hustling and bustling tenth district of Ravnica?
would like a nice big list of music so I can sorta just let it cycle through. /5eg/ has never disappointed in the past
>>
>>94608133
less sucky grammar: assemble a group that DOESN'T have some pre-existing connection without it being bad
>>
>>94608133
ad on lfg
got 30 responses
interviewed promising 12 people
picked 5
just be very specific about the type of game, expectations, requirements, etc
>>
>>94608056
Ork gestalt magic already exists in DND with the Kuo-Toa.
>>
>Setting allows for self-inscription so you act as your own spellbook
Well that's neat-
>Scribe Wizard
What are the chances any DM allows me to conduct the bullshit that would result from this?
>>
>>94608266
What kinda bullshit exactly? That you are your spellbook so you can cast without components? That's kinda mid and not even exclusive to scribe in 2024. That your awakened spellbook would be you or your flesh? That's wild and wacky for roleplay, but it doesn't exactly give you any new mechanical abilities.
>>
>>94608310
>If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

If you are the "book", is this not effectivley either respawning, or literally creating a clone of yourself? Say you write on another person and transfer the book's consciousness into them, well then that person is transformed into the "book", and the form of that "book" happens to be you, meaning that person is overwritten and transformed into you.

Meanwhile the prior you doesn't lose it's form as a "book", it just loses all the spells written on it. But since it already knows whatever spells it had prepared, it could just copy those into another book.

You could unironically create an infinite army of yourself.
>>
>>94608361
>You could unironically create an infinite army of yourself.
It pretty clear that you can only have your book's consciousness in one place at a time. I don't think removing your consciousness from your corporeal form is a good idea, but I guess you could try it.
>>
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I DM my games for my friends using Tabletop Simulator.
On the very slight chance anyone else does, any recommended workshop files they use? There's one called Easy AOE markers which is nice.
>>
Ngl these spells are kind of based
>>
>>94608123
Dropping book descriptions
>>
>>94606009
It's basically the contemporary giants being like:
>we wuz magicians an shieet
>>
session 0 for a 2014 game today
hopefully its confirmed we start at 3 for being a redemption paladin
blessed warrior should be a must if i opt for a full charisma build, is it worth it to take an additional fighting style for interception to reduce enemy damage? protection is a good choice as well
the other options for feats are
>healer
probably dogshit, but i can see good roleplay value and mitigates us not having healing word
>durable
since im going hill dwarf being a giant mass of HP for warding bond seems great
>ASI
depending on the stats, if point buy its a must, otherwise god help me

btw increasing CON retroactively increases HP?
>>
>>94608123
I transcribed the entire PHB to the Homebrewery and replaced all the fluff blocks with my own.
>>
>>94607932
>40k orc enters your game
>players kill it (somehow) highfives all around
>little do they know their planet is infected and has maybe a few months of existance remaining as orcs spring endlessly from the very earth
>>
>>94608017
>>94608056
Don't forget that he'll bring spores with him that'll start forming more Orks.
>>
>>94609605
>>94609798
If you killed him with a Fireball or something would that purge the spores?
>>
>>94610370
Like a lot of things in 40k, the exact rules are fuzzy precisely so that you can’t come up with reasonable precautions to contain the issue. Fireball would probably just spread them further, trapping him in a demiplane would somehow result in the genesis of an Elemental Plane of Ork, even just deleting him from existence would somehow end up getting the spores into the Astral.
>>
>>94610393
>>94610370
Orks spread spores just by existing, they moult throughout their life. fire would kill the spores which is why flamers and meltas the preferred go to for orks, since the death moment is also the greatest release of the spores.

basically: yes and no.
>>
>>94610424
Myconids?
>>
>>94609166
Blessed warrior is generally a meme. Most utility cantrips can be covered by other classes, and you can just use a crossbow if you need a range option, especially if your DM isn't anal about you putting your shield away.

2014 Healer is pretty meh. Just use Lay on Hands if you need emergency healing

Durable is okay if you need a half-feat and dont have anyone who can reliably heal. It'll save HD and/or spell slots regardless. I generally prefer Tough though. And basic ASIs are always good on pretty much any martial build. And yes, raising your con gives you an extra HP for every level.
>>
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>new campaign begins in two (2) weeks
>have most of the idea mapped out
>can't think of any good features for the starting island beyond generic shit
>feel like just making a dungeon and maing up bullshit as I go along
>too burnt out on wagecucking to have real imaginative ideas anymore
>don't even have time to properly prep
>been considering what substances or foods I could consume to give myself more vivid dreams in the hopes of triggering some kind of inspiration.
>>
>>94610864
Read more books. Read good books and also terrible books. Think about how wasted some of those premises are and how you could do them better.
>>
>>94610864
just consume media
read all pathfinder APs
read all the modules of any edition
play all the good vidya rpgs

that's how inspiration happens
>>
New Artificer UA dropped for the 2024 rules
https://media.dndbeyond.com/compendium-images/ua/the-artificer/AzQEA72K8EMf9HmU/UA2024-Artificer.pdf

>>94610488
I wouldn't call it a meme. Needing an action to stow your shield isn't even being anal, it's just the basic drawback of using a shield. Granted, if you're using a shield you're probably better off taking dueling and carrying additional thrown weapons. Access to guidance is useful, other classes can get it but you won't always have one of them in your party, and sometimes people just don't take it for one reason or another.
>>
>>94611003
They going to repeats it independently or something?
>>
>>94602503
Side note as a DM who wants similar, ESPECIALLY the maps, here's a handy resource anyways from Dyson Logos. Tons and tons of ready-to-use quality maps for free. It's something, at least, but I agree with you on verticality/iteration and feel like I saw that somewhere before but lost it. Hopefully this may help, at least. All I can think of is like Talespire or the other 3D modeled VTTs otherwise.

https://dysonlogos.blog/maps/
>>
>>94611003
>killed infusions to make them all into Replicate Magic Item
Already unimpressed
>>
>>94611192
>Independently
Nah, probably as part of PHBII that has additional subclasses for all the PHB classes. Like the other Wizard schools.
>>
>>94610864
>No time or energy because of wagecucking
Yeah he’s not gonna have time to read a bunch of books or play video games tards. Do a brainstorm, there are no wrong answers, come up with a guiding theme for the dungeon. If that doesn’t work shamelessly steal from Book of Challenges and other people’s dungeons, nobody will know or care.
>>
>>94611003
>Spell-Storing Item can now store a 3rd level spell for 2xINT uses
>an artificer can give a martial a 10xday Dispel Magic wand
>an artillerist can now craft a 10xday wand that casts fireball
>>
>>94611003
>they stole my dog's perception expertise
Fucking what is even the point of playing a highINT lowWIS inventor archetype if my dog can't notice enemies before me.
>>
>>94610864
>>been considering what substances or foods I could consume to give myself more vivid dreams in the hopes of triggering some kind of inspiration.
Mugwort tea works fine and you can get it from amazon. What kind of island is it? Watch a David Attenborough show on that biome.
>>
>>94611337
It's environment is a bit like that of the great lakes I'd say. It's an island in a landlocked sea, with mining on it. And too out of the way to be a main trade hub.
>>
>>94611273
>he doesn’t crack open a book during his lunch break
You have a whole damn hour in there and it takes maybe a few minutes to get that food into your stomach.
>>
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>>94611003
>You know how you could make a bunch of neato little magic effects with your own Prestidigitation?
>Instead here's a bunch of useless trash 90% of DMs don't even bother tracking (unless they're a hardcore mode DM in which case Artificer is banned anyway)
>And don't get cheeky, it all vanishes after an hour. You needed a torch for this dungeon grind? Enjoy your disadvantage two combats in.

>Fuck multiclassing btw, no you can't be a Wizard with Mind Sharpener unless you invest 10 fucking levels into Artificer. Also most infusions' effects have been moved from level 2 to level 6.
>Also also we definitely care about balance, so now it's easier than ever to make infinite Bag of Holding Astral nukes.

>You know how Warlock can recover half their spellslots for free with Magical Cunning? Well guess what, you can do the same thing (even though spellslots are way less important for you) for the low low price of fucking destroying a magical item you've created! That rare Level 3 Enspelled Armor that you only unlocked making at level 14 is definitely worth a level 2 spellslot, right?

What are they smoking over at WotC. I'd never want to play this shit over TCE Artificer.
>>
>>94611546
They listened to all the people who whine that artificer is broken and takes agency away from the DM by letting players actually get magic items on their own terms.

Alchemist got a bit of a buff, though, at least.
>>
>>94611608
>They listened to all the people who whine that artificer is broken and takes agency away from the DM by letting players actually get magic items on their own terms.
They listened to those players by actually making it true?
>>
>>94611608
Actual artificer haters either just don’t play them or don’t allow them
>>
>>94611617
>>94611632
I didn't say it was a GOOD idea to listen to those people.
>>
>>94611608
I never got artificer hate at all. The class really isn't all that good. If players being able to conjure up their own magic items is going to be a problem for your game just ban it. There was no reason to nerf a class that was already well behind the wizard.
>>
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>giving a shit about 5.24
>>
>>94611790
I give a shit about it entirely in terms of my ability to steal any of the (infrequent) good ideas that it has for my own 5.5 abomination.
>>
>>94611808
Which do you recommend?
So far im thinking of clepping the healing buffs
>>
>>94611905
I'm keeping origin feats, new monks and new goliath flavors. I'm torn on healing buffs. I feel like in-combat healing should be weak, but making Cure Wounds heal 2d8+CastMod will give it a reason to exist over Healing Word.
>>
>>94605864
I can't upload a file I don't have.
>>
>>94611790
It has select good things worth stealing.
>>
Speaking of 24 I wonder why they even bothered to put Assimair in it instead of a race people like Kobolds
>>
>>94611518
>full hour lunch breaks
I only get 30 minutes. Not even a retail fag
>>
>>94612028
Does anyone have the 2024 pdf or do I have to scour the share thread?
>>
>>94612036
Sorry didn't mean to quote
>>
>>94612032
That’s terrifying to me. Every job I’ve ever worked, I’ve had at least an hour for lunch, with nobody even raising an eyebrow if I’m back 15 minutes late every once in a while. And I’ve only been in the workforce for a decade at this point.
>>
>>94611645
>well behind the wizard
the wizard cannot guarantee an extraplanar nuke (bag of holding within bag of holding) at level 2
you are understimating how good having the exact magical items you need can be
>>
>>94602588
>>94605305
>>94606692
>>94611195
Thank you all for the suggestions, it helped clearing my thoughts and gave me a few ideas. Also I started to understand the 5etools website and think it'll deal with most of my problems as long as I develop someway to prep a few things in advance
>>
>>94605805
If you referring to the trove vault, I managed to find the latest link, which I encourage y'all to seed
>mega(dot)nz/folder/uktzzTAI#KfV-EWdhd15FhHNn5HndHg
>>
>>94593319
go armorer/arcane trickster (use whip and shield) if infiltrator or armorer/eldritch knight (or rune knight) if going with the other one
alternatively, go artillerist with 2 levels of wizard (war magic)
>>
>>94610478
Brother the way I see it you'll have to receive the aid of some deity to deal with it, death domain to kill the spores or nature to supress their growth, could make a great plot point of a deity (or ascended player) sacrificing itself to protect the realm. them bring in the tyranids lol
>>
>>94611905
The healing buffs, some miscellaneous spell and subclass feature changes, Innate Sorcery--it's actually hard for me to disentangle exactly which changes I ported since it's been a few months since I made updates to my system compilation document.

>>94611976
I actually disagree. I like in-combat healing to get a bit more of a push, coupled with seriously reducing hit point pools so hp is an actual resource to manage.
>>
>>94612104
As the other guy who posted the maps and wants a generator myself, I almost mentioned 5etools. It does a lot of the footwork. Also look up Kobold Fight Club for an easy counter on combat deadliness. I do think 5etools has one now, but haven't used it much.

Running a Ghosts of Saltmarsh game through Foundry with a copy of the official adventure/maps plugged in and 5etools patched into it makes it 1000x easier, kek. Happy playing, anon.
>>
>homebrew a setting
>really want to play it
>normal groups i would play with either gave up on all dice games or have weird schedules that cant mesh
>try to make a listing on a couple sites
>get no hits after a month

>try and find a game to join
>every listing is either a by the books adventure paths, obvious erp bait, or is just looking for replacement players for a game thats been going for months

i just want to roll dice
>>
>>94612028
Honestly Dragonborn should have been replaced by Kobolds and some other random race should have replace Aasimar, what would be the next most played/liked race that isn't in the PHB and isn't Kobold?
>>
>>94612308
yuan-ti and genasi
maybe plasmoid
>>
>>94612308
I think I have seen talk about tabaxis quite a bit here and there
Could have been mostly about speed builds but the cat market is pretty big
>>
>>94612308
>most played non-phb race
It's birds, specifically and only because they're broken
>>
>>94612028
>>94612308
Who the fuck cares about kobolds
>>
>>94612047
What jobs have you had?
>>
>>94612215
Well anon what's your super awesome homebrew setting?
>>
question, does this seem like too much for a blood hunter rework?

>at 1st level, you get half-casting, but it uses your blood hunter hit dice (1 die per spell level, and you can only use blood hunter dice)
>also at 1st level, you gain a pseudo-rage called stigmatic surge that's 1/sr and is a reaction when you take damage
>for the duration, you gain the following benefits
>>Con + (2 x Level) THP
>>Enemies in your reach have disadvatange on attacks against your allies
>>you regain 1/3 of your hit dice at the end of each of your turns, provided you took damage
>>
>>94605774
Because both are shit ripoffs, the 5e are homogenized like 4e classes while the 4e ones are cheap-knockoff of the OG made as space gecko-slugs unrelated to dragons like the D&Done designers are no longer even vestigially related to D&D (yet faggots that both never touched dice nor a girl will claim they are somehow a 4e original).
Real Dragonborn (and Dragonspawn) are the 3e race template of Bahamut (and Tiamat respectively), it being folks that earned their place of being respected enough to have draconic blood as a gift of rebirth through their work (and crimes), much like how the real Tieflings are the 2e human-base lower planes planetouched. Often seen in meta hands for cheesing the living hell out of warforged and slippery orcs.
>>
>>94612556
Started as a temp, now I’m an accounting clerk. I’ve never been salaried, if that’s what you’re asking.
>>
>>94612090
But you couldn't do that in the first place following RAW.
Infusion is a continuous effect, then since extrapocket in extrapocket is destroyed: "If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space." kicks in as both are destroyed, but since they are destroyed the infusion ends along with all effects of the infused items, all objects harmlessly fall before the "and opens a gate to the Astral..." can kick in since the effect that would be creating it ended early per feature itself.
>>
>>94612740
that's just asking for a player to argue with you
>>
>>94612740
I see you play Magic: the Gathering.
>>
>>94612740
2024 doesn't have RAW, though
>>
>>94611546
>infinite Bag of Holding Astral nukes
>Each item you create must be based on a different plan you know.
>portable hole/heward's handy haversack: rare (level 14)
>Bag of Holding (level 2)
So at level 14 you can sacrifice 2 infusions to do the astral 'nuke', once. Yeah anon, whatever you say.
>>
>>94613066
Where does it say you can't choose the same plan twice? You can just choose Bag of Holding twice at level 2. When creating items from plans, all it says is that
>you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature
"Different" doesn't necessarily mean you need to use two different plans, instead it may mean you're simply making two distinct items.

But that's also just if you're trying to create them at once. Instead of doing that, you could just create them over two long rests.

>So at level 14 you can sacrifice 2 infusions to do the astral 'nuke', once.
At level 14 an Artificer would know 7 plans and be able to have 5 created items at once. So you're bringing your "free" plans and "free" magic item slots down to 5 and 3, in exchange for having a combination of items that can essentially instantly kill any enemy in the game, which you can reload on a long rest. Yeah I think that is pretty good.
>>
>>94613207
>you need to use two different plans,
I should clarify, use two different plans which allow you to create two different items. You would need to use two plans to create two of the same item.
>>
>>94613207
>at level 14
and you're worried about two bags of holding?
>>
>>94613207
>Where does it say you can't choose the same plan twice?
>Each item you create must be based on a different plan you know
Different means each item uses a different plan.
>>
>>94611546
you already have prestidigitation access and cast it with your tools. what's the point?

also, mundane items got a massive glow up in '24, don't knock them.

>>Fuck multiclassing btw, no you can't be a Wizard with Mind Sharpener unless you invest 10 fucking levels into Artificer.
Mind Sharpener is now just an item you can buy normally, so you don't have to multiclass at all.

>>You know how Warlock can recover half their spellslots for free with Magical Cunning? Well guess what, you can do the same thing (even though spellslots are way less important for you) for the low low price of fucking destroying a magical item you've created! That rare Level 3 Enspelled Armor that you only unlocked making at level 14 is definitely worth a level 2 spellslot, right?
just make it again. You create two magic items from scratch every day. You'd have to do that anyways, since it's worthless after it cast all its spells for that day.

Turn down the kneejerk reactions for a second and actually think through the words you're saying.
>>
>>94612090
you can't take replicate magic item twice for the same item. it has to be a different item each time.
>>
>>94612386
it's the huge tits, right?
>>
>>94613207
your instant "kill" plan fails againt anything with innate planeshift (self), or if you're on the astral plane to begin with (like say spelljammer). Because it's not actually a kill. It's a TP to the astral plane.
>>
>>94611518
>not hitting the gymnon your lunch break
Ngmi
>>
>>94614118
Yeah the "turn magic items into spell slots" thing really just seems like it's encouraging you to use up your items with charges so you can burn them for a spell slot, only thing is I feel like it'd be fine if they could get a 3rd level spell slot back from burning a rare magic item, new spell storing item is already strong with Armorer letting you spam Hypnotic pattern and Artillerist letting you spam Fireball
>>
>"Welcome, heroes. You have faced many trials and tribulations up until now. The Architects have seen fit to place you on this stage before me, on my... no, your Ark. I am the Administrator of the 'reality' you find yourselves in. It is time for your final test, to see if you possess the strength of will to face what lies beyond. However... it would be no true test to stomp on a flower yet to bloom. I shall give you strength to match the strength of will you have already shown..."
>level all my players to level 20 and let them select any three magic items in the game to materialize into their possession and instantly attune to
Is this a cool idea or an absolutely retarded one that's going to backfire on me? There will be plenty of additional enemies for them to face (recreations of every significant person they've met on their journey) so it won't just be them and the final boss, but, yeah.
>>
>>94612709
You part of a firm or something? I'm accounts receivable for a shipping company, and those bastards give me a half-hour.
>>
>>94611003
How are we feeling about Dreadnaught armorer bros?
>>
>>94614445
Sounds like the dumbest thing ever, but that's mostly because it's the kind of twist that I personally hate.
>>
>>94614445
>I am the Administrator of the 'reality' you find yourselves in.
Are you a writer for Blizzard or something?
>>
>>94614470
>>94614486
Put the storytelling aside and just tell me if it's a retarded idea to give them those buffs.
>>
>>94614491
Yes. Every "skip immediately to max level" moment is incredibly lame. Make them fight with what they've earned.
>>
>>94614491
Have you often run the game and have they often played at maximum level? If not, then, yes, it's utterly retarded.
>>
>>94614491
>oh the DM is bored of this game, and just wants to skip to the end
great way to make your players check out
>>
>>94614519
I mean, it's the final boss.
>>
>>94611518
I don't even get a 30 minute break anon. I get two 10 minute breaks then finish a half hour early. You'd think this would give me more time to read or whatever the fuck but after work I'm so exhausted I usually take a nap. When I get up I wander over the kitchen and make myself a microwave meal then watch garbage youtube for the rest of the night until I fall asleep. Then wake up and do it all over again. My weekly D&D game is the highlight of my week and the only time I see friends.
>>
>>94614520
I mean, that's even worse.
>>
>>94614491
It's going to result in the most lopsided final encounter. Unless all your players get along well, one of them will find better combinations and shine much more than Jimmy with his level 20 Fighter. Depending on how big the level jump is, it's going to take some time out of all the players to figure out how to do their new stats and abilities.

I don't recommend doing anything like this at all, unless it's an epilogue type thing where the story is over and you're taking them on a oneshot against an archdevil just for fun.
>>
>>94613619
Again, you can do it from level 2 with two long rests without even considering the ability to choose Bag of Holding plans twice.

There's no limit to the number of the same magic item you have created at once, just the total and maybe the rate at which you create them. You want two Bags of Holding at level 3? Yeah, go ahead. Four at level 10? No problem. It's only a matter of what other items you're willing to give up in exchange for always having a OHKO on hand.

>>94614118
It's not actually Prestidigitation. For example I had a mute character who used the sound recording + odor + image and writing generation to communicate, it was a lot of fun.

What am I going to do as the party's trash man? Throw ball bearings down a hallway instead of casting Grease?

I'm being disingenuous. Like sure, you could MacGyver up a bunch of shit with those options which could play well once in a while. But why not add those to be quick-craftable by Tinker's Tools instead? Speaking of which way to guarantee an Artificer to never ever take the Crafter origin feat despite it being perfect for them thematically, since it's essentially the same effect as Magical Tinkering but worse.
>>
>>94614510
>>94614511
>>94614559
Thanks for the candid feedback.
>>
>>94612740
Simultaneous effects have their order determined by whoever's turn it is, according to XGtE. There's zero reason to assume the infusion text takes precedence over the bag of holding text when they have the exact same trigger of the bag being destroyed. Your line of reasoning is based on a statement that isn't true.
>>
>>94614707
>Each item you create must be based on a different plan you know.
>considering the ability to choose Bag of Holding plans twice
Tou legitimately have no idea what you're talking about
>>
>>94612740
Infusions ending is based on destruction. The trigger for the astral gate is one bag being placed in the other. The ACTUAL order of events is
>Bag placed in other bag
>Bags are destroyed and gate opens (happens at the same time per the bag of holding description)
>Infusion ends
To have what you're saying be the case you'd need to have the infusion end BEFORE the bags are destroyed because the gate is created in that same moment.
>>
>>94614775
Eh, I think anon has a point. Once the bags are destroyed, the infusion ends ad the gate is opened simultaneously. So just enough time for the gate to open, suck the artificer in, then immediately close, thus giving you a RAW reason to not play woth that player anymore.
>>
>>94614747
It's ambiguous enough to be judged as choosing one plan twice, not two plans once.
>Tou legitimately have no idea what you're talking about
The UA released like twelve hours ago retard, don't act like anything in it has a definite ruling.

Also, again, it doesn't fucking matter. Even if you can't choose the same plan more than once or can't make the same item twice at a long rest, that only means you need more long rests since there is no restriction on making more of the same item over time.
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>>94614811
>it's ambiguous enough for an illiterate retard to be confused
Apparently
>Each item
ok so each individual item, got it
>you create
so the artificer makes them, alright
>must be
so up to zero interpretation right there, only a retard would argue otherwise
>based on a different plan you know.
so can't be the same plan, no problem
>12 hours
nobody else had this issue
>it doesn't matter
correct because you can only have 1 bag of holding at a time with 2024 artificer
>>
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>>94614461
>Dreadnaught Armorer Artificer Model
Super happy to finally have an option for a Large and eventual Huge sized mech for the artificer... and eventually it can fly!! 1 minute/PB Long Rest is pretty solid for combat use and some rare out of combat use. I will be reflavoring the Flail into a large maul though or some other reach bashing implement.
>Wrecking Ball
I don't think I like that you can't push/pull a creature of equal size to you with this. It means if you're in your suit and you're Medium you can only push Small & Tiny creatures- if you enlarge yourself you can now push Medium, Small, and Tiny creatures but not Large ones. That feels kinda lame and you won't be able to push large creatures until level 15 while enlarged. Thats a long time. Other characters could be using the Push Mastery at level 1 and can push large creatures 10 feet on a hit or on a subclass comparison- The Way of the Elements Monk can push/pull any creature of any size on all of their hits with an unarmed strike while Elemental Attunement's active (there is a save here though). So idk in comparision wrecking ball feels a little underwhelming.

I also kinda wish Thunder Gauntlet's were light. Just to be able to two weapon fight with them, but I guess that'd be too strong.
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>>94614827
>so can't be the same plan, no problem
Yeah.
Now please show me where it says you can't choose the same plan more than once?
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>>94614905
>based on a different plan you know
Now show me where it says you can pick the same plan multiple times for each item. Because it says that each item must be a different plan. But you say each item can be the same plan. But it says that each item must be a different plan. So really I'm just confused on you can be this stupid
>>94614707
>I'm being disingenuous
No, anon, you're just being a retard
>>
vicious mockery should be a reaction to the target failing a d20 test.
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>>94614963
kek, stealing this
>>
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>>94614918
>based on a different plan you know
That is referring to when you create an item from your plans. Not when you learn your plans. In the current Artificer, you can choose the same Replicate Magic Item option as many times as you wish, and you're only limited to replicating that item by the number of times you've chosen that option. There is nothing in the new Artificer that states their plans work any differently, aside from the fact that you can in fact use one plan to create more than one item at once, as in you can do so over multiple rests up to your magic item limit.

So again, stop being a fucking retard and tell me where in the new rules it states you cannot learn the same plans more than once.

>But you say each item can be the same plan.
Learning the same plan twice and making two magic items, one from each plan, is using two different plans. Again, this is exactly how Replicate Magic Item currently fucking works.
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>>94614971
too late
>>
>>94615000
fuck, I just realized I mixed up edition terminology. it should be

>Level 1: Vicious Mockery
not
>Vicious Mockery
>1st-level Bard feature
>>
>>94614977
>stop being a retard
Sorry, just trying to talk to you at your level because you're a stupid fucking retard
>Each item you create must be based on a different plan you know.
K, I showed you EXACTLY where it says that you MUST use DIFFERENT plans when creating EACH item. Now, I want you to show me EXACTLY where it says you can use the same plan to create multiple items.
>using the same plan is using a different plan
lmao you stupid fucking retard
>this is how it works in the old version
no, it's not, but I can see where you might be confused because you're a stupid fucking retard
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>>94615010
>I showed you EXACTLY where it says that you MUST use DIFFERENT plans when creating EACH item.
Choosing the same plan twice is two different plans. I don't know how this can be so hard to comprehend, when it's how Artificer currently fucking works. In fact it was explicitly made to work this way from the original Artificer Unearthed Arcana, which did in fact state that you had to choose a different Replicate Magic Item when learning new ones, and that language was removed for TCE so you could make the same magic items multiple times.

>Unearthed Arcana:
>Replicate Magic Item
>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below.

>TCE:
>Replicate Magic Item
>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Magic Items tables below.

In this new Unearthed Arcana, there is similarly NO FUCKING LANGUAGE ABOUT ONLY BEING ABLE TO LEARN A PLAN ONCE. Meaning, YOU CAN LEARN THE SAME PLAN MORE THAN ONCE, AND EACH INSTANCE OF LEARNING THAT PLAN ALLOWS YOU TO MAKE A MAGIC ITEM IN CONJUNCTION WITH IT, BECAUSE THEY ARE MECHANICALLY CONSIDERED DIFFERENT PLANS. This is how the mechanic fucking works.

Let's just ignore that ALL of this is a fucking tangent that ignores the fact that in the new rules, you can use one learned plan to make multiple copies of the same magic item, over the course of multiple long rests, because the language of needing two "different" plans is only in reference to one instance of craftsmanship during the period of long rest, not making multiple copies up to your magic item limit over several rests. Meaning your whole fucking spiel about how the bag combo isn't possible is pointless.

You're a fucking brainlet.
>>
>>94615088
>>94615088
>still can't can't show where it says you can "learn" the same plan more than once
lmao, you stupid fucking retard
>the same plan is a different plan
holy shit, you're such a stupid fucking retard
>>
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>>94615100
>still can't can't show where it says you can "learn" the same plan more than once
That's how current Replicate Magic Item works.
The designers say outright that the new version was designed after the current version.
There is no language anywhere in the new version that says you cannot LEARN the same plan more than once. Without that language disallowing it, that means you can do it. Natural language rules.

I'm sorry you're so fucking dumb and backed yourself into such a corner on the bag issue that you feel the need to make yourself look like such a stupid fucking sperg on this point.
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>>94615121
>it worked this way before, so it must ALWAYS work the same way
just like divine smites?
>STILL can't post where it says you can "learn" the same plan twice
yes, we all know you're a stupid fucking retard no need to broadcast it so loudly
>backed yourself into a corner
only stupid fucking retards talk about themselves in the second person like that
>Each item you create must be based on a different plan you know.
You're such a stupid fucking retard, you read that and thinks it says "every item may be based on the same plan"
>the book doesn't say you can't
ahh, the ultimate shitter cope. The book doesn't explicitly says champion fighters can't cast spells, therefore every champion fighter can cast force cage at will.
Please post where it says you can learn the same plan multiple times. I posted where it says each item must be based on a different plan. Surely, if you had any point and weren't just sperging out like a stupid fucking retard you would be able to post where it says what you think it says.
>>
>>94610488
>DM said to just allocate stats in a balanced matter as long as it's fun for everyone
so basically uhhhhh its time to have fun
>STR 14
>DEX 6
>CON 18
>WIS 12
>INT 8
>CHA 20
That would be fair and fun statblock for a mainly supportive paladin right?
How would you rate on a min-max scale?
DM is a first timer as is half the group
>>
>Each item you create must be based on a different plan you know.
>You're such a stupid fucking retard, you read that and thinks it says "every item may be based on the same plan"
pretty much sums up the last 3 hours
>>
How do I deal with other players at the table being more cagey and refusing to get engaged with the other players? We're a group of 6 and about half of us don't talk much outside of the game. They're a bit quiet during the game as well, needing to be prodded in order to speak up. I've tried doing just that but it seems like a band aid solution.
>>
I'm trying to homebrew my own setting for a campaign, it's mostly going to be set in a frozen wasteland
So far the races I have which make sense in the lore is
Humans
Beast-humans
Cursed humans
Ancient robots
Ice humans
Half undead humans

do you think this is a good amount or do you think it needs more non-human variety? fantasy races like trolls or dwarves can always be thrown in without needing a detailed lore explanation
>>
Does anyone have recommendations for one-shot adventures?
>>
>>94615226
Try playing the game sometime, nogames.
>>
>>94615399
depending on what your players want to play
ask them what they think is cool and incorporate it

honestly the setting shouldn't make sense from the start, just throw in what you think is cool and then retcon your own lore to make sense of the campaign behind the scenes
allows for flexibility in cool plots, while giving players actual choices
>>
>>94615427
cope and seethe, anon got ya
>>
>>94615088
>Choosing the same plan twice is two different plans.
No, it isn't. By definition, something that is the same is not different.
The argument over whether or not you can learn the same plan multiple times is actually irrelevant to the functionality under discussion. Because. guess what? If you learn the same plan twice, you've learned the same plan twice. Not two different plans. You've effectively denied yourself one of your plans known. They aren't somehow differentiated from each other, it's just the same thing twice.

So, when the rules go on to say
>Each item you create must be based on a different plan you know.
knowing the same plan multiple times offers you no advantage, since neither one is a "different plan". Nothing anywhere in the rules says that you have different plans known slots that are enumerated and thereby differentiated--you don't know Bag of Holding 1 and Bag of Holding 2. You know Bag of Holding, and you know it twice. And they're both the same, so neither one counts as different from the other.
>>
>>94615451
>No, it isn't. By definition, something that is the same is not different.
That is, again, literally exactly how it works in the current version of the feature.

What exactly makes you think it is intended to work any differently in the new UA Artificer, when in fact by the rules as they are already written, you can already simply create multiple of the same magic items over several rests?

Actually think about that for a second. You can still create 2 +1 weapons at once at level 2. The only difference is you can't create them both during the same rest. So you would just create an item you don't really want, the item you do want, and then next rest you just replace the item you don't want with the duplicate item you do want. And just like that you've reached the same place you would already be if the "from a different plan" language did not exist, OR if RMI worked exactly as it currently does and choosing to learn two of the same plans counted as two different plans just as learning two of the same RMI infusion counts as two different instances of itself.

This whole argument started by an anon insisting that a nuArtificer couldn't do a Bag of Holding bomb until level 14. But in fact no matter how you interpret the rules, they can set it up in as little as two long rests at level 2. In other words if the party has any extended downtime ever, the Artificer can just make as many dupe magic items up to their cap as they want.

What you should be doing is agreeing that WotC are retarded and the current "two different plans" language does not actually limit Artificer from creating duplicate items at all, it only encourages them to take more long rests or get more downtime in order to get those duplicates.

In other words, they should either remove that language if it is not intended to restrict duplicating items to begin with, or they should actually expand upon that idea and explicitly limit having more than one of the same item made at once.
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>>94615555
>old version
so not the version everyone else is talking about, try to keep up
>>
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What's Karlach's engine even supposed to do in lore? Is it just the soul coin 1d4 fire damage mechanic or is it supposed to do something else that the game doesn't have a mechanic for?
>inb4 that's not DND
she has a dndbeyond character sheet
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>>94615787
>in lore
infinite power for killing demons
>game has a mechanic for
no
>>
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Can this be gamed if i make it a short rest?
>Assume no bag of rats allowed
Like you would still have to regain HP somehow or your monster form would kill you in a single turn, sorc btw
>>
>>94615418
Dan Coleman's Bad Apples was good when I ran it.

If you want level 1 maybe a Most Potent Brew which is free.
>>
>>94615932
dont be a nigger and add a duration
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>>94615959
Wait, are you saying i should add a duration, or that i shouldn't?
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>>94612198
Yeah 5etools got one, I've been trying to mainstream everything into a single website and so far it seems 5etools will be able to deal with. As for maps, I downloaded from the trove torrent a bunch of one page dungeons and other map assets (still downloading, seeding is low) that can cover me for a really long time, since I'm doing it locally and the players are chill with having the battlemaps on those wooden battlegrids I'm just fixing to have the layout to translate into the battlegrid while leaving the appearance in theater of the mind.

I've got a few websites I can share which got generators that more or less fit my purposes

>Layout of battlemaps
https://watabou.github.io/

>NPC portraits
https://deorum.vercel.app/bvd98nczaekqkp1

>Geography of the land
https://azgaar.github.io/Fantasy-Map-Generator/

Loot tables and encounters generator are available at 5etools
>>
>>94615998
My guy you don't have a duration on your spell text so obviously he meant you should add, which is true because if you don't the player will have to either rampage endlessly or purposely get knocked out to end the effect, unless that's your intention
>>
>>94616037
Ah thanks
>the player will have to either rampage endlessly or purposely get knocked out to end the effect, unless that's your intention
It was. Leaves the option to the table as to what kind of roleplaying they want to get into.
>>
>>94615787
What bonkers stats.
>>
>>94615555
>Actually think about that for a second. You can still create 2 +1 weapons at once at level 2. The only difference is you can't create them both during the same rest. So you would just create an item you don't really want, the item you do want, and then next rest you just replace the item you don't want with the duplicate item you do want.
What the fuck are you talking about? It quite clearly says
>Each item is based on one of the plans you know for this feature.
It doesn't say anything about that only applying to the items you create in a given use of the feature.
>>
>>94616099
I feel you it seems interesting to me but it would be better to add a more fluid failsafe, allowing the player to do nothing a whole round seems a bit meta, maybe something akin to the barbarian frenzy?

>Player must (emphasis on must, similar to a frightened creature must move away from target it fears) use the attack action (and hit) or receive damage

>End of combat (defeating all hostiles) will be considered "satiated hunger" transforming player back

After first use any damage received will have a charisma save (DC20) that if failed will make the character unwillingly transform and become hostile to everyone in the room, lasts until long rest

>Player can willingly do it again after short rest, but the save DC for containing the monster will get increments of +5

I think that would make the player more mechanically inclined to dealing with this monstrosity with caution, he might try to take long rests after everytime he uses it the first time but it wouldn't be as easy as just standing there. Maybe you could just add this "frenzied" condition to counteract the possibility of him just standing there
>>
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>>94616232
Their mental stats are based on the monster since the transformation follows polymorph rules, so it would require extra explanations.
I also really hate taking away player agency within their own features, i think it encourages team killing by giving them an excuse.
For reference on the hit dice bit, heres the 1st-level
>>
Fastest blade in faerun.
Am I bladesinger, eldritch knight, bardadin or pact of the blade? Using 2024 rules?
For motivation im torn between a third born noble trying to carve their own name out or some cheesy king fu movie shit involving several dojos and a murder mystery.
Any suggestions or advice?
>>
>>94590580
Besides the other replies. Could be that you have a patron but just haven’t proven yourself worthy yet.
>>
>>94616329
I mean they risk getting transformed by taking damage when they are in their original state, the feature makes sense with your playstile, I'm a bit more sadist lol, love using lingering injuries and madness optional rules, I feel my players play a bit smarter when there is this permanent risk of something taking away their agency if they fuck up
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>>94616439
do you HAVE to cast spells?
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>>94616569
I respect that, I'm a big softie though.
I try to counter my instincts where i can in combat and not let the players get away with too much. Or at least i let them know anything they can do the enemy can too.
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>>94616439
Voting against 2024 blade pact. Heavy weapons requiring 13 strength and needing your first feat to also increase strength instead of charisma makes the archetype feel no bueno.
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>>94616439
What do you mean by "The Fastest Blade in Faerun"? Do you mean fastest in terms of movement speed and agility? You could be a speedy dexterous swordsman which could be a Fighter or a Bladesinger Wizard or Swords Bard.
Or do you mean fastest in terms of attack count? That would be a Fighter (Eldritch Knight) due to them having Action Surge and eventually Extra Attack (2-3) and Haste OR a Samurai Fighter using Rapid Strikes OR a Echo Knight Fighter using Unleash Incarnation.
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>>94616439
>Fastest blade in faerun.
While that may be true in Faerun- you still get Speed Blitz'd by... them.
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>>94616199
>It doesn't say anything about that only applying to the items you create in a given use of the feature
That text is refering to how you create your items retard.
>Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature.
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NEW BREAD
>>94618151
>>94618151
>>94618151
NEW BREAD
>>
>>>>94590158
TECHNICALLY
a bow's physical characteristics, and thus performance, depend in part on the arm's length of the typical user
dorfs are shorties in this department, so it's physically coherent to suppose they would be poorer archers than elves
crossbows are a reasonable workaround for this problem



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