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File: The Dark Remains.jpg (121 KB, 669x960)
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Dark Remains Edition

>2024 Core Rulebooks
https://mega(dot)nz/folder/d2ohSCSL#5HnqSMJncr9Queh8KDzbSQ

>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/

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

>List of changes between 5e and 5.5e
https://pastebin.com/p5jwkihk

Previous thread:
>>98563169

>TQ
Do you describe spells in detail or just kind of say you cast it?
>>
Given a week and a graveyard, how many skeletons can a level 5 Necromancer control?
>>
Pill me on Ritual Caster. I was and I am tempted to take it on an eldritch knight to give myself a bit more use out of combat but I fear it's abit of waste if theres a proper wizard in the party since they'll just kinda do whatever it is i'm intending, but better. I suppose that's kind of eldritch knights thing tbf. take the shield / absorb elements and fuck off cause the casters do it better.
>>
>>98618461
2014
8 (two casts of create undead(3rd level) each control 4) Any Wizard, Any Cleric, Spore Druid
20 ((2 level 3 slots)+(5 base spell points to 3rd level slot)+(4 1st slots to 4 spell points 3 2nd slots to 6 spell points, 10 spell points to 2 3rd level=(5 3rd level castings of create undead) Divine Soul Sorcerer
College of necromancy does not impact the number of undead you can control
>>
Truly, in my heart of hearts, I think strength should affect range for ranged weapons. Maybe not the base range, but definitely their long range

>crossbows and guns
fixed long range, unaffected by STR, perfect for DEX users
>weapons with the thrown property
have 0 extra long range that increases by 20ft per STR mod, except the javelin which increases by 30ft per STR mod
>the rest get their own formula

>short bow
50ft per STR mod (making it 330ft long range)
>long bow
90ft per STR mod
>sling
30ft per STR mod (making it 160ft long range because slings are cool)
>>
>>98618504
correction the spell's name is animate dead and a warlock with the "Undying servitude" invocation can control up to 4
>>
>>98618461
Two. Two castings of Animate Dead for one skeleton each.
>>
>>98618534
Technically if you can put those two off to the side you can later reassert control on up to 4 per spell making it 8.
If you aren't allowing disrupted reassertion eg. you can't allow your control to lapse then it becomes 5. (Each day you use 1 cast to reassert and 1 to make more until you hit 5).
>>
>>98618525
Unless you're reasoning that you get a custom bow made to match your particular strength mod, that doesn't make any fucking sense since the distance the bow can fire will be determined by the amount of tension that can be stored by the bow itself. You can't just yank the string back past its normal full draw to get more range, it'll just snap eventually.
>>
>>98618603
nta but you unlock more of the long range the bow can support
your limp-wristed 8 STR Rogue can fire a a shortbow as accurately or more than a 15 STR plate-wearing DEX Fighter, but the latter can more effectively cover more of the battlefield
also it should affect short and range up to the weapon's maximum
>>
>>98618603
The idea is that weak ass niggas can't full draw a bow

>>98618678
He gets it
>>
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>>98618603
While I agree you can't force the bowstring back further to get some more umphf out of it, you can set certain variables to work with specific str ranges and let the ammo determine the rest of the characteristics. A normal arrow would go as far as appropriate for the bow it's used with but specialty arrows should give up range as a drawback for their unique properties.

(i.e. an arrow with sunstones built in and meant to blind someone won't fly nearly as far as a regular arrow and can't be recovered afterwards.)
>>
New DM, players are lvl3, spending three sessions walking through a woodland given a mission to chart a new trade route, how does this look for filler as they travel through a deserted forest

Set encounters
Day 1 - yuan ti that have been tracking them from the pub where they were given the mission strike the group, the yuan ti don't want the trade route opened as it would strengthen a paladin town that neighbours on the yuanti territory

Day 2 - party steps into a grove and plant enemies rise up and block the exits, players have to answer riddles correctly to pass unscathed, the riddles are stupidly easy to the point where the players get suspicious and second guess their answers

Day 3 - deer centaur sneaks up on the campfire and tries to charm what it thinks as the leader, if successful, approaches group and points at fire, asks group to 'make that magic' at a gnoll dark shrine and burn it. One of the characters has 'i burned down my forest home' as backstory so should be a fun moment. Reward is, idk, the druid gets a slightly different/stronger version of some of their spells as thanks

To bulk up the travelling I'm also going to throw in these random rolled mini encounters once a day. Sprites steal everyone's waterskins. Bear tries to eat everyone's rations. Distant sighting of a walking tower with some history check potential and random lore dump. Pursuit of wild pigs for a hog roast. Bump into a small alter of an old god of nature. Stumble across a scene of ancient battle with potential to find magical loot.

Is this boring or will it be ok?
>>
>>98618678
>nta but you unlock more of the long range the bow can support
Then you should be arguing that there should be a strength requirement on bows and for each point you don't meet that by there's a range penalty. Normal archers should be capable of fully drawing their bow.
>>
>All buffs are advantage
>All debuffs are disadvantage or maybe a slow
>And they all last 1 turn and cease to exist if another buff/debuff is applied

This makes it so hard to be flavorful. Like grappling doesn't even feel like you are knocking them down. You can't even throw the dudes.
>>
>>98618444
>TQ
I describe it the first few times, but then I get lazy about describing it every time.
>>
>>98618779
There's also things that add or subtract a die from rolls, not much different but something
>>
>>98618444
>Do you describe spells in detail or just kind of say you cast it?
depends largely on the situation. If I'm casting outside of combat and it's something that has an obvious visual effect I'll usually try to describe what's actually occurring in the scene. In combat I'll usually only describe it if my character's casting is somehow different from the standard because of flavor reasons or something.
>>
>>98618753
>party steps into a grove and plant enemies rise up and block the exits, players have to answer riddles correctly to pass unscathed, the riddles are stupidly easy to the point where the players get suspicious and second guess their answers

Replace random ass plants with 3 hill giants who are hungry. keep the rest of the idea because hill giants are far more lethal than some plants but are dumb enough that you can use easy riddles

Alternatively, you can have the players offer up their own riddles to save their hides. either real riddles from the players and you figure out if they succeed or not, or they can roll an INT skill of their choice with advantage (sets the DC for the riddle) and the hill giants have to roll a flat int check to solve it (remember, -3 int mod)

>druid reward

If they like using entangle, it does 1d6 piercing damage on a failed save and using a strength check to remove it deals 1d6, if it's faerie fire, each target takes 1d6 fire and 1d6 cold damage, half as much on a successful dex save.


Upcasting entangle increases each source of damage by 1d6, and upcasting faerie fire increases the damage of the fire and cold damage by a d6
>>
>>98618779
>Like grappling doesn't even feel like you are knocking them down.
You're not usually. You have to actually knock them prone to do that.
>>
>>98618796
5e just seems like the devs are afraid of everything.

Afraid of giving the players customization. You get your pre-approved subclass and like 2 feats most of which are just passive stat boosts with some bonus on tuesday.
Afraid of giving the players power. 1 turn max on anything with heavy limits and strict cooldowns.
Afraid of giving the lore to immerse themselves in in race or class.
Afraid of having morality exist.

How can you have heroic fantasy in daycare?
>>
>>98618824
And knocking them prone doesn't feel like a knock down either. They can still do attacks of opportunity. And their spell casting doesn't even get effected! They are actually HARDER to land a hit on with half the stuff. And the debuffs they do disappear if anything positive happens because that's how advantages and disadvantages stack. And you can't do some cool move when they are belly up and defenseless. And again...you can't throw them!

It feels like a bizzare gamey collection of buffs and debuffs tuned around balance rather than some power fantasy about being able to knock dudes down. You can specc your character to be entirely based around this stuff and it still won't feel like you are Mike Hagger much less a guy with actual super human capabilities which is what you are supposed to be in the later tiers.
>>
>>98618837
>>98618870
>And knocking them prone doesn't feel like a knock down either.
Then you're bad at describing things dude, I dunno what to tell you. I won't pretend everything about the prone condition makes perfect sense, but mechanically it's mostly solid.

>They can still do attacks of opportunity.
Yeah, why wouldn't they be able to? Assuming they're still conscious and able to attack, they can attack. They get disadvantage, so all of that makes sense.
>And their spell casting doesn't even get effected!
Unless the spell requires them to be standing, why would it be?
>They are actually HARDER to land a hit on with half the stuff.
Yeah, it's harder to hit with ranged attacks when the target is smaller because they're on the ground, again that makes mechanical sense and plays into the fact that you can purposely drop prone if you want to (not that anyone ever remembers that or thinks about it)
>And the debuffs they do disappear if anything positive happens because that's how advantages and disadvantages stack.
So you're complaining that if someone does something to counteract a debuff... it counteracts it?
>And you can't do some cool move when they are belly up and defenseless.
You can, if they are in fact belly up and defenseless. There are plenty of conditions where a character is considered helpless and you get all kinds of special bonuses to fuck them up, being on the ground isn't one of them.
>And again...you can't throw them!
This is literally just DM's discretion. Any reasonable DM will let you make an opposed athletics check to try to throw a grappled creature if you could reasonably lift them.
>>
>>98618444
Depends on the situation. I like to keep the game moving and balance it with player engagement, while I'll pause to describe something genuinely impactful an NPC is doing.
I have a DM who always asks people for descriptions and it's like same as last time bro, if I want to paint a word picture I will.
He's a great DM overall but he struggles with knowing when to pause for details and when to keep moving, like he thinks every part of the session deserves to be spotlighted equally.
>>
>>98618975
>Unless the spell requires them to be standing, why would it be?

Doesn't spell casting require concentration and comfort?

>Yeah, it's harder to hit with ranged attacks when the target is smaller
Yeah and a target that isn't flat on their ass can feint and make small motions

>So you're complaining that if someone does something to counteract a debuff... it counteracts it?
I'm complaining that all buffs and debuffs are the same size. How is that having your face flat on the ground has the same amount of debuff as a hearing a pep talk has buff? Flattening things from degree of +- just makes them less expressive.

>This is literally just DM's discretion
Why is a CORE part of the fantasy of grapple fighting something that doesnt even have rules and you have to just HOPE the GM will make a rule on the spot. A rule which wont even be balanced or consistent? How far I am throwing him? How much damage does the throw do? What happens if it hits a wall or other enemy? Does more damage get applied? Does prone happen again? Shouldn't this have been decided by the game designers?

I just want to be able to do something cool and have it expressed by the game rules in a way that feels powerful and fun. And it's not like GRAPPLING is some esoteric thing. It's right in the rules, just made boring and lame.
>>
>>98619008
>Doesn't spell casting require concentration
Yeah, you can't concentrate when you're on the ground?
>and comfort?
No?
>>
>>98619008
Anon, I'm sorry but you're somehow too autistic to be playing this game.
>>
>>98619018
Having stats and dice rolls to simulate a world while pretending to be an elf is inherently autistic.
>>
>>98618461
Necromancer doesn't take off till level 6, and even then it only upcasts Animate Dead by one. The real perk is that it arguably increases their hp each time you reassert control.
>>
>>98619023
Note I said *somehow*
>>
>>98619008
You might want Grapplers of the Coast.
>>
>>98619023
Calling statistics "stats" and posting on a V̶i̶e̶t̶n̶a̶m̶e̶s̶e̶ ̶b̶a̶s̶k̶e̶t̶ ̶w̶e̶a̶v̶i̶n̶g̶ ̶f̶o̶r̶u̶m̶ glowie beehive is inherently autistic.
>>
>>98618250
Any other interpretations?
>>
>>98618250
Magic can be flavored, really.

>fog cloud is an illusory butterflies floating high in the air dropping their scales to block vision
>burning hands summons a small size firebug that blasts a cone of searing liquid to burn foes
>shield conjures the carapace of a rhino beetle to block attacks
>earthen grasp is billions of ants grasping and crushing a target
>cloud of daggers is millions of horse flies that bite and tear at foes passing through it

Just renaming your spells and flavoring them does a lot for the fantasy you want to create
>>
>>98618504
Arcane Recovery gives the wizard another 3rd level spell slot (total 3), so that should be 12, right? You do need to make sure that the final four are offset by a bit in time, but it should still work.
>>
>>98618444
What stops an Eloquence Bard with Magic Initiate from using Mind Sliver + Unsettling Words + Silvery Barbs to make fights trivial?
>>
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>>98619016
It's just inconsistent. A "distracting" chain shirt is enough to stop a wizard, but being flat on the ground without full range of motion isn't?
>>
>>98619884
Take your pick
>Low damage
>Limited spell slots
>Limited inspiration dice
>Not every ability involves rolling to hit e.g. dragon's breath, medusa's gaze etc
>>
>>98619884
The DM killing you in real life
>>
>>98619886
Honestly it seems like more and more things that were supposed to limit the pointy hats has left the rules. Components, concentration, somatic, hand gestures have all been trivialize or written out entirely. Its easier thsn ever to rest and restore hit points.

Cant a pointy hat just take a single feat or multiclass and get the same AC as a class that gives up spell studying to master armor and weapons?

This game was made by them
>>
>>98619853
Oh right yeah I forgot arcane recovery, yeah that makes 12 for wizard.
>>
>>98619783
In a game as mechanically driven as DnD, flavour without themed mechanics is my least favourite thing.
Artificer apparently casts spells using items they crafted, not that you’d be able to tell.
Themed spells and asymmetrical spellcasting, such as making every spell a living being (so they drown underwater or die from noxious gas or extreme temperatures before the spell is cast, but don’t require spellslots to reactivate their effects) is much more interesting. Surely it is a better idea than making every spellcaster a re flavoured Wizard
>>
>>98619928
>flavour without themed mechanics is my least favourite thing

Exactly
>>
>>98619915
13 for 2024 Necromancer, as they can get a Skeleton familiar.
>>
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>>98619950
I guess he’s cute, but what tactical advantage does an arm-long skeleton provide?
>>
>>98618461
>>98618504
Is playing a necromancer (as in someone who summons an undead army, not the subclass) just abysmal dogshit on purpose?
>>
For 2024 5e...can you make a pretty good ranged support Fighter? Or is Ranger better?

It's a level 1 start and I am wondering what to choose, the idea is that its an Arthurian esque setting and this is some guy who's from a pretty humble background. They aspire to be a knight but has a strong impostor syndrome since they are weak and unsuited for the typical sword, polearm, heavy armor and heavy cavalry duties but they are amazing with using a longbow or heavy crossbow which feeds into the insecurity. They look up to and wish to learn from the best of knights so that they can be that sort of knight even though this was just not going to happen until maybe really high levels.
>>
>>98620271
That's only level 5. Maybe your army would be more substantial by level 11. How long do you want your turn to be?
>>
Arcana Unleashed & Deadfall are both up on 5etools btw. Skimming AU for a few minutes I've already found a description of an adult bronze dragon oracle who conveys his auguries through interpretive dance.
>>
>>98620555
Necromancer casts Animate Dead at one level higher than the spell slot used and gets a single free cast per Long Rest. Assuming they use all possible spell slots + Arcane Recovery for Animate Dead, that's 6 4th level casts, 3 5th level, 2 6th level, and 1 7th level. Altogether that can reassert control on 6x6 + 3x8 + 2x10 + 1x12 skeletons, or 92 skeletons.

That said a Coffeelock could also be churning out skeletons at that level, but then you have to factor in exhaustion and the like.
>>
>>98620585
Is there dome rule to prevent this? Or do they do not care about tactical balance in your tactical combat game?
>>
>>98620555
If you want to max out skeletons at level 5, go warlock with Golgari Swarm background for Animate Dead. Assuming 8 hours for long rest and 1 hour for collective casting times, you still get 30 lots of Animate Dead cast, for a cap of 120 skeletons.

Note that your summoning slows down over time, as casts that could be summoning more skeletons are used to control existing skeletons. You should also be autistically tracking each skeleton individually so you don't let the 24 hour window elapse.
>>
>>98619886
wearing restricting armor you're not used to moving in can fuck up your ability to make precise gestures. Being on the ground does not necessarily do that.

>being flat on the ground without full range of motion
This is the part that you keep coming back to, but unless you have some condition other than prone, there is nothing about being prone that restricts your range of motion. Being horizontal does not make people crippled.
>>
>>98619008
>laying prone is uncomfortable
nigga how tf you sleep?
>>
>>98620804
RAW, a wizard can be prone underneath a pile of chainmail and still be capable of casting spells, so long as they aren't actually wearing any of the chainmail.
You don't have to pretend that the rules are perfectly logical.
>>
>>98620835
>he doesn't sleep standing up
It's like you're asking to be at a disadvantage if you get surprised by someone breaking in
>>
I was reading about Vestige Warlock:

>Manifesting the vestige for the first time doesn’t cost any resources.
>Reviving it only requires a 1-minute ceremony, without spending any resources.
This... this is really strong, isn’t it? Now i kinda want to play a vestige warlock...
>>
>>98621067
It's a bog standard pet class.
>>
>>98621089
Yeah, but it’s 100% free.
Unlike Ranger Beast Master or Wildfire Druid, you don’t have to spend any resources to bring your pet back. Until around Tier 3, the Vestige by itself basically gives you the same level of damage you’d get from casting Hex.
So you can basically just spam wb every fight without worrying about your pet dying, because you can revive it for free. And if the situation calls for it, you can still throw out something like Fireball or Bless, which the Vestige subclass also gives you access to.
>>
>>98620873
Okay, well if your DM is so braindead that they don't chime in about that then RAW is not the problem. The DM's entire job is to make those kinds of calls.
>>
>>98620873
>RAW, a wizard can be prone underneath a pile of chainmail and still be capable of casting spells
How do you figure that? Buried under a bunch of metal sounds like a pretty standard definition of the restrained condition, if not incapacitated depending on your character's stats. You do understand that you're expected to use some common sense when determining these things and not just blindly look for definitions of what causes conditions in the rules text, right?
>>
>>98621089
Just to clarify, I misspoke when I said it was “powerful.” I don’t think it’s game-breaking or anything like that. What surprises me is how little effort it seems to require to play well, at least from how it reads.
You don’t need a dedicated build or to play it particularly thoughtfully to get good results with this subclass. You basically just need EB and the Vestige active, and your damage will be solid at pretty much every level people actually play at.
Then you can cast Bless or something and call it a day.
>>
>>98621257
It's not like it takes a lot of deep thought to effectively play an agonizing blast + repelling blast eldritch blast spam warlock while maintaining hex concentration either.
>>
>>98620556
>a description of an adult bronze dragon oracle who conveys his auguries through interpretive dance.
The gayest sentence i have read today so far.
>>
>>98620556
I’m offended because, three years ago, I introduced a bronze dragon seer that is forbidden from speaking to mortals, but that maintains an oracle who interprets the future carried in the fumes of its breath. She has previously been described as going into an ecstatic trance when a vision is upon her, which, yes, involves dancing.
>>
>>98621241
>Buried under a bunch of metal sounds like a pretty standard definition of the restrained condition,
And the restrained condition doesn't prevent a wizard from casting spells either.
>if not incapacitated depending on your character's stats.
Surprisingly, an 8 strength character trying to lug around 100 pounds also doesn't suffer any penalties under the Encumbrance rules. You can't wear 55 pounds of chainmail, but you can drape 100 pounds of chains over yourself and cast just fine.

>You do understand that you're expected to use some common sense when determining these things
Common sense would dictate that being prone would deny full motion of your arms. If you are laying on the floor, you cannot pinwheel both of your arms a full 360 degrees. If you are face down, you cannot extend your arm forward. If you are on your side, you cannot extend your arms to that side.
If the ground is difficult terrain, that becomes even worse, because your motions will get caught on a rock or a tree branch.

>>98621221
Ultimately you're just agreeing with my point. A condition not mentioning any spellcasting penalty doesn't say anything about what would actually make sense in the moment. A wizard lying prone on his nice and comfy bed can probably cast a spell without a problem. A wizard face down in mud while an orc has him in an armbar probably can't.
>>
>>98621430
You're describing specific edge-case scenarios then getting mad that the generic prone condition doesn't cover them and saying it's a problem with RAW not being well defined, when RAW for that kind of thing is literally "Whatever the DM says applies, that's what applies." You sound like an autistic video game shitter who's mad he has to think about things in a game about using your fucking imagination for shit.
>>
>>98621430
If you are in any situation that reasonably restricts arm movement, you will either have disadvantage or be fully unable to cast spells with somatic components, depending on how severely your motion is restricted. "A wizard face down in mud while an orc has him in an armbar" would at the very least have both the prone and restrained conditions, which would either grant disadvantage on casting spells, or at DM's discretion make it impossible with somatic components if they reason that both arms are restrained. You're inventing problems with the system by intentionally interpreting it like a retard.
>>
>>98621453
>You're describing specific edge-case scenarios then getting mad that the generic prone condition doesn't cover them and saying it's a problem with RAW not being well defined
Describing these edge cases was all done to simply highlight the same point you're making. The rules are not perfectly logical, because the DM exists to handle that.

I've already demonstrated that RAW is very well defined. The post I originally replied to was bringing up the rules of the Prone condition in order to claim that being Prone logically wouldn't interfere with spellcasting.
All you're doing is agreeing with me that RAW has no bearing on that.

>>98621486
>would at the very least have both the prone and restrained conditions, which would either grant disadvantage on casting spells,
It would give them disadvantage on spell attack rolls, but they'd still be able to cast a Fireball just fine if you stick to RAW.
>DM's discretion
Exactly my point. Where exactly do you're disagreeing with me here?
>>
>>98621520
I guess I don't really understand what you're arguing for/against then? The start of all this was >>98618870 basically complaining that prone didn't work right because of... reasons? and so I pointed out that the prone condition is just a pretty basic thing that covers the most generic version of being on the ground and works pretty well for that, but you've gotta think past that if you want to get into more specific situations.
>>
>>98618525
If you're going into that detail, you should make it so that each bow has a strength that it is made for (or strength modifier), as this is both accurate and how it was done before simplification. Those versions used it for bonus damage, but it could also be done for range. But you definitely need to have the idea of a bow with fixed range N that requires strength 16 or a above, one with fixed range M (M > N) that required strength 18 or above, etc.
>>
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>>98618444
I am a paid 5E dungeon master ask me anything. Do you want me to run a game for your kids? I’m really good
>>
>>98621589
He complains that Prone felt inconsistent, or otherwise doesn't feel correct.
You then point out here >>98620804 how "unless you have some condition other than prone", it doesn't do anything about spellcasting.
I point out how basically none of the conditions that would logically prevent spellcasting explicitly prevent spellcasting, as a way to affirm that yes, the rules can feel inconsistent.
You then point out how it's up to the DM to make common sense rulings on a case-by-case basis.

>I guess I don't really understand what you're arguing for/against then?
Mainly that the guy who initially complained isn't wrong for feeling like the rules are inconsistent and wanting something more robust, because the offered solution is for the DM to flesh out the rules in WotC's place.
>>
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>>98618444
Lightning Ring is suspiciously missing the 'A creature can only make this saving throw once per turn' text. Which means as written you can get within 10 feet of a target(s) then move back 5 feet then forward 5 feet triggering the 6d6 damage over and over again!
It is an 8th-level spell so it might be intentional? Prismatic Wall at 9th-Level also lacks the once per turn clause too.
>>
>>98621766
Since it's a Bonus action, that means if you're already near an enemy, you can cast it, Dash using your action, and then go back and forth for a clean 36d6 damage.
>It is an 8th-level spell so it might be intentional?
Meteor Swarm is only 40d6. 36d6 is less, but this is comparing a single casting with one round of a 10 minute spell.
>>
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>>98621821
Prismatic Wall is a better comparison. It deals 60d6 on each trigger. If you grapple or push the target in and out of the Wall/Dome, you or an ally could easily make this spell deal 180d6 or even 240d6 damage on one turn. It also does not have the once per turn clause.
>>
I bought grim hollow for 5th edition not 5.5 a while ago.
How badly did I goof?
>>
>>98621724
>Mainly that the guy who initially complained isn't wrong for feeling like the rules are inconsistent and wanting something more robust, because the offered solution is for the DM to flesh out the rules in WotC's place.
I guess I fundamentally just don't agree? The fact that some areas of the game are up to the DM to decide how they want to handle it isn't inconsistent, it's a core design choice for the game.
>>
>>
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Yo baelnorns are back
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>>98622061
>The fact that some areas of the game are up to the DM to decide how they want to handle it isn't inconsistent
That's not the inconsistency that was being discussed though. The inconsistency is aspects such as 'armor prevents spellcasting by interfering with precise movements' alongside 'a restrained wizard carrying 100 pounds of gear has no penalty to the precise movements of spellcasting'.

As we established, WotC's answer to this inconsistency is to say that a DM can fix it. Different DMs potentially having different fixes is another layer of inconsistency, but not the one that was being discussed.

>it's a core design choice for the game.
Sure, but I don't see how that really changes anything. WotC can intentionally make the rules vague and inconsistent if they want. But the rules don't stop being inconsistent just because it was on purpose.
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>>98622353
>The inconsistency is aspects such as 'armor prevents spellcasting by interfering with precise movements' alongside 'a restrained wizard carrying 100 pounds of gear has no penalty to the precise movements of spellcasting'.
I don't see that as an inconsistency, partly because the rule is specifically that wearing armor you're not proficient with restricts your movements and impedes spellcasting. That's not inconsistent, that's just how armor proficiency works.
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>>98622383
Can you give an example of something you consider inconsistent? Not necessarily within a tabletop ruleset, but just generally?
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>>98622396
If someone says they're not autistic, but then they get violently angry about the rules to a game not specifying things in a way that satisfies their particular preference for how falling on the ground should work, I see that as somewhat inconsistent.
>>
>>98622353
>>98622396
Trying to move easily in armor you are not proficient with impedes movement. Carrying an amount of gear that is within your character's normal carrying capacity does not impede movement (assuming they're carrying it in a pack or whatever, and not trying to hold it in their hands like a retard). What is inconsistent about that? One is doing a thing you are specifically not good at that causes problems for you, the other is doing a thing your character is expected to be able to do with no issue. Having your hands occupied by being restrained or holding things impedes your ability to use them for casting spells, being on the ground with your hands free and otherwise unoccupied does not impede your ability to use them for casting spells. This is all very simple and logical stuff. None of it really requires a DM to weigh in, but of course they can any time they want because that's how DND works.
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>>98622028
You bought Grim Hollow, so you already goofed.
Rules should transfer over fine, just keep a copy of the changelog for 5.5e handy.
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>Demon of Assassination

>Habitat: Planar (Abyss)

>Treasure: None

>Abvekus are demons that embody assassins' sadistic professionalism. Patient killers, they prefer to stalk targets from afar before striking. These targets might be the abvekus' enemies or the enemies of demon lords or powerful villains the abvekus serve.

>Abvekus are bipedal, insectile demons whose arms end in scythe-like claws. They take pride in their kills and sometimes wear or otherwise display grisly trophies taken from the bodies of their victims.
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>Demon of Destruction and Sieges

>Habitat: Planar (Abyss)

>Treasure: Armaments

>Rendeliths are hulking demons that lead armies in destroying enemy castles, strongholds, and other fortifications. They delight in toppling defenses so demonic hordes can rush into the fray.

>Rendeliths have the upper bodies of humanoids but the lower bodies of oxen, with stony spikes along their backs. These cruel demons are masters of strategy that delight in magically producing walls and ditches to drive enemy armies into ambushes. Such ambushes often involve hordes of armanites—similar-looking but weaker demons driven by unrestrained bloodlust.

>Most rendeliths have fought for so long in the Blood War, a raging conflict between demons and devils, that they think only in terms of combat. Each wall they collapse brings them grim satisfaction, but their unquenchable drive for the next battle pushes them ever onward.
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>Xelnene Thrul is the zulkir of evocation. With the exception of Szass Tam, she is the most powerful mage on the Council of Zulkirs. She hates tyranny and wants Szass Tam destroyed. To her, the only good tyrant is a dead one.
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>>98622470
>Carrying an amount of gear that is within your character's normal carrying capacity
100 pounds for an 8 strength wizard is enough for them to become heavily encumbered, reducing speed by 20 feet and giving disadvantage on Str/Dex/Con rolls.
If for whatever reason you don't use the variant encumbrance rules, then feel free to upgrade that to 200 pounds for an 8 strength wizard. Does your opinion of the consistency change now that the wizard is certainly carrying more than a normal amount?

>Having your hands occupied by being restrained or holding things impedes your ability to use them for casting spells
>What is inconsistent about that?
The restrained condition doesn't say anything about casting spells. Meanwhile, the PHB has pic related as a visual example of a restrained character. Would you say that character's movements are impeded more or less than if he were wearing armor?
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>>98622620
>Does your opinion of the consistency change now
No, because you literally just mentioned the variant encumbrance rules right before that, which addresses exactly what you're complaining about.

>>98622620
>The restrained condition doesn't say anything about casting spells.
>Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Doesn't technically cover save spells so sure, I'll grant that could be considered inconsistent, but easy enough for the DM to just rule that the target would get advantage on the save as well if the table is worried about these kinds of things.
>>
>>98622620
>>98622658
To be clear though I wasn't referencing the restrained condition specifically, but rather anything that restrains your hands specifically, since the rules state that to case spells with somatic components you must have a free hand to do so with. So if your hands are fucking wedged up an orc's ass or whatever, you can't cast spells with somatic components. That's how the rules are written, it just requires the two brain cells it takes to ask yourself "do I have a free hand right now?"
>>
Trying to reimagine psionic dice. In this instance, telepathy and telekinesis are built into it and their power/abilities would be tied to what psionic dice you have.

One of the problems I'm running into is figuring out what would be a good use for expending your dice for such skills. For instance, you can use your d4 dice to telepathically communicate with someone whose willing as far away as 25ft and use telekinesis to pick up small or tiny inanimate objects but what would be worth expending the dice for?

I suppose one way would be there isn't at the d4 level and you'd generally be able to spend your d4 are literally anything else. Also, I know soulknife starts at d6 but my rework would start it at d4.
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>>98622658
>No, because you literally just mentioned the variant encumbrance rules right before that, which addresses exactly what you're complaining about.
Which part of the variant encumbrance rules address somatic components?

>Doesn't technically cover save spells so sure, I'll grant that could be considered inconsistent
Yep, that's the point being made
>easy enough for the DM to just rule
Which brings us back around to >>98622353
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>>98622808
>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

It doesn't cover somatic components specifically (because again, if your hands are free, why would it?) but you get disadvantage on attacks which affects all spells, regardless of whether they have somatic components or not. Again, doesn't cover save spells, but that's DM discretion which I know for some reason makes you seethe, but once more I feel the need to state, that is just how DND works and always has.
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>>98622749
You really need to have some kind of overarching idea of what kinds of effects you're going to have access to at the full scale of the thing before you worry about the nitty-gritty.
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>>98622918
>(because again, if your hands are free, why would it?)
The inconsistency is aspects such as 'armor prevents spellcasting by interfering with precise movements' alongside 'a restrained wizard carrying 100 pounds of gear has no penalty to the precise movements of spellcasting'.
>Again, doesn't cover save spells, but that's DM discretion
As we established, WotC's answer to this inconsistency is to say that a DM can fix it. Different DMs potentially having different fixes is another layer of inconsistency, but not the one that was being discussed.
>that is just how DND works and always has
Sure, but I don't see how that really changes anything. WotC can intentionally make the rules vague and inconsistent if they want. But the rules don't stop being inconsistent just because it was on purpose.
>>
>>98622749
I want to be as clear on this point as possible:
If your feature is built around dice as a resource to be expended, any expenditure of a die should determine some variable to do with its effects by rolling that die. If even half of the effects do not roll the dice, you should use points as your resource and set the variables on a case-by-case basis.
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>>98622963
>'a restrained wizard carrying 100 pounds of gear has no penalty to the precise movements of spellcasting'.
again, restrained vs ovencumbered are different things, both in the game and in reality. Also being restrained does affect spellcasting. Also being overencumbered does affect spellcasting if you're using the variant encumbrance rules, which if you're this autistic then we should assume you are.

The ONLY inconsistent thing you've successfully pointed out here is that they treat spells with attack rolls differently from spells with saves RAW, which in the grand scheme of things is a very minor and very autistic thing to get this worked up about, and if you're autistic enough to care, then you're autistic enough to talk to your DM about it, and if having to clarify something with your DM to decide how your table will run it is a big deal for you then you're a fucking retard. If you were playing at my table and asked me about a ruling this minor and then went apeshit because my answer was different from another DM's, then it would not be a problem because you would no longer be playing at my table.
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>>98620667
NTA
I didn't know about Golgari agent. That is really handy with Warlock.
Undying servitude gets you 4 more for a full 124.
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>>98623086
>restrained vs ovencumbered are different things
The wizard in the example is both.

>very autistic thing to get this worked up about, and if you're autistic enough to care
You're the one who seems to be getting worked up about it. All I did was point out that WotC doesn't care about their rules being consistent because they expect the DM to fix it. A premise that you seemingly agree with, right down to acknowledging that I did bring up something inconsistent.

But for no reason, you've decided to make this a big deal because I said pure RAW was silly and inconsistent. What did I say that's gotten you this pissed off?
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>>98618466
I love Ritual Caster for the flavor it gives a bookish non wizard caster (Arcana Cleric).
Mechanically first level rituals don‘t scale that great post tier 1, even moreso when your party has a wizard.
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>>98623209
>Mechanically first level rituals don‘t scale that great post tier 1
detect magic and identify never scale out
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>>98623298
True, but do the mechanical benefits you receive from having these really justify spending a resource as rare as your ASI/Feat on it?
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>>98623410
Yes
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>>98623410
>>98623298
depends if there is a wizard, I guess.
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>>98623100
Technically it would be 121 as once you get to the final casting of maintenance you can't add more. Also given the original parameter of 7 days you would have 106 skeletons.
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>>98623876
Sure, otherwise it absolutely is worth a feat just for ritual casting detect magic and identify.
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a quest book for a mission I'm writing starts with the players coming across a knocked out orc that has a map leading to a dwarven mine objective they need to get to, the players need to pick up the orc and carry her to the dwarf fort for recovery. The players don't know that the orcs and dwarves are allies. This is a pretty critical part of the quest since she is an important character, she also has to be an orc. The problem is that I'm worried the players will just shrug, stick a dagger in her heart, loot her and walk onwards. Is there anything I can do for this orc woman that really drives home to the players 'hey, this person is important, you will want to keep her alive'
>>
>check gargoyle stat block
>not immune to slashing
>not weak to bludgeoning
the fuck is this shit
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>>98619928
>In a game as mechanically driven as DnD

5e and 5.5e are not mechanically driven

>Themed spells and asymmetrical spellcasting, such as making every spell a living being (so they drown underwater or die from noxious gas or extreme temperatures before the spell is cast, but don’t require spellslots to reactivate their effects) is much more interesting

Try playing SWADE, or apply SWADE's trapping system to your spells in your campaign.
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>>98622749
I'm a huge fan of the idea from that one 2020 playtest about growing and shrinking dice. growing on a 1 and shrinking on max might be thematic, but it was dumb. I'd rather have exploding/acing dice. and at 1st level, you'd start with a d6
>psionic spell mimicry
Mimicking the effects of a spell uses your psionic die

A psionic die is a resource and is rolled when you cast a psionic spell. Rolling 1, 2, 3, 4, or 5 reduces the size of the die by 1 level. Rolling the max number on a die, in this case a 6, increases the die size past its max to a d8.

Regardless, roll again, a d8. On a 1, 2, 3, 4, 5, 6, or 7, reduces the size of the die by 1 level. Rolling the max number on a die, in this case an 8, increases the die size past its max to a d10. Repeat this process until you reach a d12 or your die is reduced a size. An increased psionic die past your maximum lasts for 1 minute and then returns to its normal maximum.

>psionic powers
Are much weaker than spell mimicry and use your psionic die but have a much lower chance of reducing your psionic die size

A psionic die is a resource and is rolled when you use a psionic power. Rolling 1 reduces the size of the die by 1 level. Rolling the max number on a die, in this case a 6, increases the die size past its max to a d8.

Regardless, roll again, a d8. On a 1 reduces the size of the die by 1 level. Rolling the max number on a die, in this case an 8, increases the die size past its max to a d10. Repeat this process until you reach a d12 or your die is reduced a size. An increased psionic die past your maximum lasts for 1 minute and then returns to its normal maximum.

I think this is the core of the idea, maybe any time you roll a psionic die, you gain that much temp HP or add the psionic die to the damage dealt for a feature, like burning hands for a pyrokinectic. It'd have a super small on theme spell list like catapult, jump, expeditious retreat, and telekinesis.
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>>98624968
Having the dice grow/shrink was an interesting idea, but in practice I think the math works out to way too many uses throughout the day unless a player is pretty unluckly. Though that's also why I think downgrading on a high roll is the way to go, since it means that if the player does get a downgrade, they are at least getting the most out of the effect.

>>98622749
Ultimately I'd split it up into three categories of psionic abilities.
Passive ones, like telepathy, which just use the current die size to gauge the effect. Telepathy range of 5 ft x the max on the die. So 20 ft while at a d4, 30 ft at a d6, etc. Anything where you can get away with not using a roll but can still incorporate the size of the die in the formula.
Minor ones, basically anything on par with a cantrip. That'd be a telekinetic shove or a basic mind blast. These math out pretty well if you just use the psionic die as the damage dice, provided that there's a way to avoid too many downgrades. Simple answer could be to roll two of the dice, and only have the dice downgrade if both of the results are the maximum. So once you're rolling 2d6 or 2d8, it's a non-issue.
Major ones, closer to leveled spells. These would be where the die downgrades no matter what the subsequent rolls are. These can afford to be more powerful as a result, because there's a clearer sense for how many the psion can do. This would be where you'd toss in a Detect Thoughts style effect for a telepath, although it should still involve the psionic die towards how effective it is in some way.
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>>98618444
Group is thinking about doing an Eberron campaign. What sounds more interesting/fun?
>Senator Armstrong "Nanomachines" monk/fighter/artificer
>beefy Reborn fighter maintaining his rotting frame with neato prosthetics
>sword and pistol pirate type guy
>sneaky sniper guy
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>>98618444
Okay, okay, I’ve been looking more closely at how I would actually play it.
Instead of treating it like a true martial character, like a Fighter, Barbarian, or Paladin, I’d treat it more like a Wizard or Sorcerer.
From what I’ve seen in the simulations, it’s basically a mix of the other casters. It can control, buff, debuff, and heal, but it’s still pretty squishy.
Combat Inspiration: use it to protect the more vulnerable members of the party.
Martial Training: increase your AC and make yourself harder to hit.
So basically, Valor Bard is just a regular Bard that’s more defensively oriented, rather than a frontliner like I originally thought.
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>>98625017
Serial killer vibes
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>>98624616
Damage immunities/resistances are ableism according to the new edition, which is why a CR 20 Pit Fiend crawling straight out of the depths of hell to bring fire and brimstone to the lands of mortal men can be easily damaged by a pocket knife no problem
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>>98623047
>By expending a Sex die, you can fuck for a number of minutes equal to your Constitution modifier (minimum of 1).
>>
Rolled 10 (1d20)

>>98618444
Should I ask my DM if I can be DM for the next campaign?
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How does 5.5 handle improvised weapon builds? The idea of playing a character like a Jason Statham movie where the world is his weapon sounds appealing.
>>
>builds
Cringe
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>>98625305
The fuck else you want me to call it? An improvised weapon using character? I'm not asking for a min-max autism build, I'm asking how well the system handles that particular style of combat.
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>>98622594
>A womyn Thayan Zulkir is actually good and wholesome.
I HATE WHOEVER FUCKED THIS SHIT
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>>98625305
This isn't shadowdark, shut the fuck up
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How is 5.5e Battle Master Fighter out of combat? I feel stuck in the old 3e/PF1e mindset that Fighters are useless out of combat
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>>98618444
>D&D Beyond drops the Duskling race for free
>Read the lore on it
>It's a bare bones race of nomads
>Look more into them, find out it's a preexisting race
>The lore from it's previous edition is also bare bones

This feels like an easy pick to port over, not even someone's favorite from the dev team like the Grung
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>>98625332
Erhm, #notallthayans
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>>98618444
I want to punch things really hard with a prosthetic construct/golem arm. Bonus points if I can punch extra hard with a falcon punch sort of deal. Should I go monk or artificer?
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>>98625305
5eoids don't create characters, they just copy multiclass spreads they saw on Reddit
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>>98625459
It's also useless out of combat.
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>>98624602
Either...
>Show them the orcs and dwarves are allies before they encounter her
>Have someone tell them to look for her first
>Make her something normal instead of an orc
That's about it.
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"HALLOWED could be here" he thought, "I've neber been in this town before. There could be HALLOWED anywhere." The cool wind felt good against his bare chest. "I HATE HALLOWED" he thought. Like A Rolling Stone reverberated his entire keg, making it pulsate even as the 9g wine circulated through his powerful thick veins and washed aware his (merited) fear of lunites after dark. "With a keg, you can go anywhere you want" he said to himself, out loud.
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>>98625459
Depends on what exactly you do out of combat at your table. At level 2, you get Tactical Mind which you can use on ALL Ability checks (Not just skills!) you fail to add a 1d10 to the roll, potentially turning it into a success.If you want to, you could also consider getting Commanding Presence, Tactical Assessment, and Ambush for Combat Maneuvers which grants you boosts to Stealth, Intimidation, Performance, Persuasion, History, Insight, and Investigation checks (at level 15 this becomes at will). So you're pretty good at ability checks. For chases/escapes, Lunging Attack can be used to Dash as a Bonus Action (Also becomes at will at level 15).
You also get an Artisan Tool proficiency which if you have time and GP for crafting magic items means you should also get Proficiency in Arcana from your Background or Species and pick Tinker's Tools. Make yourself a Manifold Tool to start crafting whatever magic items you want. Like a Vicious Weapon, those are really good.
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Szass definitely has a silly laugh. Like "myahehehehe!" or something.
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>>98625332
Sure she's neutral good, but the other two zulkir ladies are chaotic evil, so evil comes out ahead, no?
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>>98622594
>NG
Kinda threw me first time I read it, considering how utterly cutthroat red wizards are when it comes to their politicking. You'd have to utterly dwarf your competition in terms of power to be able to remain good aligned while also climbing the ranks to zulkir, because realistically the kind of shit you'd have to do and the kinds of crimes you'd have to commit to become zulkir would naturally cause your morality to degrade to an evil alignment even if you started out with good intentions.
It's like they're trying write Thay into being reformable for some reason, which is quite absurd.
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>>98625679
I am very concerned about being...rather helpless if I encounter problems that I cant swing at or trying to find other ways to tackle a problem or dictating how to approach it
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>>98625718
Have you tried communication and role playing? You don't need your class/subclass to tell you how to RP situations that don't require you to kill the other figure(s). You won't be helpless if you talk and make friends and connections in game. I would say figure out how your PC behaves in non combat situations and work off of that, types of people they vibe with and the such.
If it comes down to skill checks for this sorta thing then you have ways of boosting those.
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>>98625733
The worry is more the possible cases where I prepare, try to talk it out, use my other ideas and stuff, suggest another course of action and completely fail very hard to even perform them
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>>98625483
Make a mulitclass with the thunderglove or whatever the fuck it's called.
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>>98625483
It's homebrew and needs to be rebalanced, but I've played https://dnd5e.wikidot.com/artificer:mastermaker and it was fun. One change we made was treating it like a versatile weapon by dropping the die to d8 unless both hands are empty. Thunderous Smite provides the Falcon Punch feel in my experience. It definitely needs stuff nerfed though.
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Is a 3-man party of EK Fighter, GOO Warlock and Life Cleric feasible?
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>>98626080
yeah they'll be fine. GOO warlock is a little on the weaker side since warlocks are a bit pants but given they're with a fighter, the short rests should be common enough that it's not too bad. hard to go wrong with a Life Cleric.
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>>98625800
The artificer armorer's built-in gauntlet weapon? I suppose that could work
>>98625836
This looks great, but yeah it does seem a tad strong.
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>tfw just learned that Mystic Way monk is a thing
Is it just me, or does a monk sorcerer using wisdom as their casting stat seem cool as hell?
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>>98626080
I remember a game where the party was an Eldritch Knight Fighter (me), a Fiend Bladelock, and an Arcane Trickster Rogue.
I remember the Bladelock was actually better than me in melee and could throw out some really powerful Fireballs.
Ironically, the moment I stood out the most that session was when I leaned into the magical side of the subclass.
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>>98625216
You're dogdamn right they're serial killers of demons and devils.
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>>98620617
An army of worthless skeletons is probably not a particularly effective use of all your spell slots at higher levels, tactically speaking. The bigger issue is if you tried to actually run that without houseruling them into multiple huge swarms.
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>>98621418
Corporate D&D long ago abandoned paying their own writers and instead just subscribes to a dream-spying service, easily winning the bid because all the real money is in stealing lotto numbers from the few humans who can see those in their dreams.
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>>98625459
>>98625798
I'd agree with the other anon that failing is less of a concern, at least as far as skill checks are concerned. Tactical Mind plus a maneuver like Commanding Presence means you can add 1d8+1d10 to a Persuasion check, which is a +9 on average on top of any other points you put into the skill.
With the other maneuvers, you can sort of push your way to success on quite a good variety of chcecks.

It's also worth noting that as a Fighter, you get extra feats. And there are a lot you can grab that either give you proficiency with extra skills or offer some minor spellcasting ability.
I won't say things are perfect, but it's pretty easy to get a 5e Fighter towards the level of utility you'd expect from a 3e Ranger, getting a boost to some skills and a handful of spells.
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>>98626941
Thanks, I was torn between running longbow/crossbow Battle Master Fighter for 2024 5e or Ranger given my concerns about stuff to do outside of fighting
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>little me
>2018
>Just learning how to play D&D with friends
>Playing only one-shots or short campaigngs
>My friends and I getting ready for a serious, long-term campaign
>Being chosen as Dungeon Master
>One day, a new friend joins
>Running one more one-shot to teach him the basics
>My friends are annoyed because they want to start the serious campaign
>The new friend rolls a natural 20 while inspecting ruins
>Talking with other friends and getting a couple more hours of playtime
>The new friend finds the entrance to an ancient dwarven dungeon
>Me
>2026
>Meeting every Thursday with the same group of friends to play
>Continuing the “one-shot” to teach the new friend
>Worldbuilding, cities, stories, generations
>New characters, descendants of the originals from the one-shot
>Being happy writing stories and building worlds for my friends
>>
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I'd appreciate a spoonfeeding.
Did 5.5 change anything in regards to multiclassing out of Wizard or is it still garbage?
>>
>>98627655
The biggest change to multiclassing in 5.5e is that half-casters round up in terms of spell slots.
The new series of Adept feats from Arcana Unleashed also have some potential for multiclassing to help avoid delayed spell progression, but that's more specific.

Generally speaking if you were going to multiclass as a Wizard, you'd still rather start as a different class for the armor/save proficiency and then go into Wizard later.
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anyone playing neon odyssey yet? I'm playing it later today. rolled up a greeble exomech dual wielding agile weapons vex and nick. Coming from pathfinder 2e and 4e was the last dnd I played what am I in store for and also what big diferences should I expect. It seems like just more 3.5 from what I've read with refined rules which doesn't seem too bad but, what should i be doing other than attacking and screening enemies?
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What would R Kelly's perform skill be at in 5e?
https://www.youtube.com/watch?v=G4YF_bUrmf8
>>
Stupid question, but where can I see the collection of campaigns? I don't come here too often but I could swear last time I found the campaign I was looking for in a mega somewhere. Also the captchas get more annoying every time, I didn't think it was even possible.
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>>98625699
Strikes me very odd that other zulkirs tolerate someone from that Alignment.
It'd be more convincing if she was Lawful, or even true neutral
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>>98628015
How is Neon Odyssey D&D? So fucking weird.
>Coming from pathfinder 2e and 4e
Pic related.

>Stupid question, but where can I see the collection of campaigns? I don't come here too often but I could swear last time I found the campaign I was looking for in a mega somewhere. Also the captchas get more annoying every time, I didn't think it was even possible.
Official WoTC ones? Wikipedia I guess. If you want to download them they're usually on scribd and you can use a scribd downloader so you don't have to upload 5 pdfs or whatever the fuck.
>>
>>98626794
That's not what that means. Also you're the one with serial killer vibes, not the creatures in your disgusting slop images.
>>
STRONGEST new subclass for COMBAT in Arcana Unleashed,?
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>>98628834
In lvl 3
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>>98622594
Inb4 strong girl boss sorcerer king for Dark Sun who becomes good and kills one or more of her "problematic" peers
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>>98624968
The growing/shrinking aspect is one of the main draws of the psionic dice system. I feel its a good way of not only making it distinct from the other forms of magic but harkens back (ever so slightly) to the days of Power Points.

I didn't explain it well but the idea I was going for was that having any psionic dice would magice you psionically charged so you always have access to some abilities that doesn't require you to spend the die and those abilities would grow and expand as you get more dice. You could then choose to spend the die for an effect appropriate for that die and that would require actually rolling said die and thus you spend it.

In this instance, you could just spend your d8 specifically and have all the rest of the die or spend everything but your d12 so you're not stuck just spending down to get to a particular skill/ability you want to use but if there is an ability to get a die back you start from the smallest and go up.
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>>98628983
Actually, now that the thought crosses my mind, it would make more sense to have it so you can spend any die that meets or exceeds whatever ability you're trying to use in the same way you'd put a low level spell in a higher level spell slot.

Either way, not forcing you to spend a higher level ability just to get to a lower level one makes sense and this could be balanced out that any sort of recovery ability would require you to use up all your die to get the lowest one back first. Maybe even have an ability that can burn HP for it which is something that existed in 3.5
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>>98628922
I fully expect Lalali-Puy to go fully good. She was already less of an asshole than the rest of her peers, except Oronis
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>>98629019
She became a bug-captain planet in 2E didn’t she?
4E she was just a jerk to be cut down like the rest.
>>
Okay, I'm going to complain about something in D&D.
I don't like it when a subclass's main defining feature isn't unlocked at level 3.
For example, Necromancer, whether we're talking about the 2014 or 2024 version: the core subclass fantasy, raising the dead and having undead servants, doesn't really come out until level 6. I understand that it's tied to Animate Dead, a 3rd-level spell that you don't get until level 5, but if I want to play a Necromancer, I want to at least be able to have one undead minion fighting alongside me from the start.
I don't want to have to wait through multiple sessions just for the subclass to finally go, "Okay, now the real fun begins." I want to be able to actually use the reason I chose the Necromancer in the first place from the beginning.
The same thing happens with Evocation Wizard. Its main defining feature, being able to use area-of-effect spells without damaging your allies, doesn't come online until level 6.
Meanwhile, compare that to Abjuration, where you already have its defining Arcane Ward at level 3; Divination, where you already get Portent at level 3; or basically every Cleric subclass, where you get its subclass-specific Channel Divinity feature at level 3.
>just starts at level 6, bro.
Almost every game starts at level 3, or level 5 at the latest. Especially when the DM has explicitly said that creating encounters becomes difficult when the players are too powerful.
If we're going to spend most of our campaigns at levels 3–5, I'd rather have the subclass's core identity available during the levels we're actually going to play, instead of getting the cool part after the campaign is already halfway over, or potentially never getting it at all.
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>>98629221
I mean, the 2024 Necromancer does technically solve that. You get the ability to summon a Skeleton or Zombie via Find Familiar.
Granted, I don't think it does a particularly great job of it, but it is closer to what the subclass is about than the 2014 version just getting some life drain.

That aside, I'm also not sure what sorts of games you're playing in where campaigns are ending before level 6. I've heard of plenty of people whose games don't really go past 10, but starting a campaign at level 3 and ending at level 5 sounds wild.
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>>98629289
>That aside, I'm also not sure what sorts of games you're playing in where campaigns are ending before level 6. I've heard of plenty of people whose games don't really go past 10, but starting a campaign at level 3 and ending at level 5 sounds wild.
It’s not that they end at level 6, they just get put on hold. We start a lot of campaigns, but we never finish any of them, and we barely get to play. That’s the truth, even if it hurts. I wish we could play every week instead of once a month, but the rest of the group seems to be pretty busy, the GM takes a long time to schedule sessions, and things like that. I don’t like it, but that’s just how things are.
>I mean, the 2024 Necromancer does technically solve that. You get the ability to summon a Skeleton or Zombie via Find Familiar.
>Granted, I don't think it does a particularly great job of it, but it is closer to what the subclass is about than the 2014 version just getting some life drain.
Yeah, I read about that. I’m not sure how to feel about having the pet attack instead of you. Would that actually be better than just having the Necromancer cast Toll the Dead, or is it mostly there for subclass flavor? I haven’t really looked into it that closely yet. From what I’ve read, the Undead Familiar seems to pair well with Battle Familiar.
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Do you prefer your party the same general age group (relative to race) or have big age gaps etc?
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>>98622271
I just realize that Venger is on the cover of the DMG
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>>98629321
It varies a lot. Not all D&D games but my last few campaigns have been
>Campaign 1, a group of people from a modern day fantasy world travel to a planet with a medieval fantasy culture. Ages were 17, two in their 20s and two in their 40s. The teen was a ghost.
>Campaign 2, a group of heroes from every era of a fantasy world are collected from across time to stop the end of the world. Ages were everyone in their 20s except the caveman who was in his 30s and one PC from antiquity who was 124 (and looked to be in their 20s)
>Campaign 3, a Mage the Ascension campaign. PCs were a shrine maiden in her early 20s, an Aztec Hamon user in his 20s, a college professor in his 40s, and a dock worker fish-man in his 30s or 40s.
>Campaign 4, an Exalted vs World of Darkness campaign. It was a homage to Saturday morning cartoons so ages were 16, 17, 16, 19 and everyone dressed in color coordinated outfits.
>Campaign 5 was a different urban horror game set in Louisiana. Ages 10, 14, 16, and 5000 (looks 19). He was a mummy.

The last one shot I was in was a vampire (age 102, looks in 20s) and a aarakocra in presumably his 30s. Next one I'm set to be in I'm a 67 year old half-dwarf (looks to be 22) and a 40 year old half-orc (looks to be in his mid to late 50s and the only guy on this list who looks older than his chronological age).
>>
>>98629372
Sounds like more or less similar age groups on a lot of them though.
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>>98629321
>puckee aka redditor pucke℮21 spamming his commission again
https://www.reddit.com/r/DnD/comments/1m1pnnd/artcomm_phineas_gavran_wizard_apprentice_by/
https://desuarchive.org/_/search/image/Dfqh8B0ovwZwGynzIrC5vg/
>posted 14 times since July 2025
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>>98629315
>Would that actually be better than just having the Necromancer cast Toll the Dead, or is it mostly there for subclass flavor?
In terms of some rough numbers, the Skeleton firing a shortbow is at least on par, and probably situationally better. If the target is at full health, 1d6+3 is certainly better than 1d8, so at the very least it could work as an opener if you're trying to conserve slots.
Past that, if an enemy has bad armor and better mental saves, the shortbow could still be better than the d12, since it's an average of 6 versus 6.5, and so in any case where it's more accurate, it wins out. And of course, cases where an enemy is 65+feet away. Though I suppose this mostly highlights how a low-level Wizard can benefit from a light crossbow.
The Zombie I don't think you'd want to spend an action on, but instead just have it walk ahead of you and use its Opportunity Attack to try and Grapple anything that runs past.
Once you hit level 5, almost any cantrip is going to be better than the skeleton, so it's either Zombie speedbump or going back to a standard familiar.

Battle Familiar replaces enough of the abilities where I'm not sure if the base matters as much. It allows you to get a flying skeleton that can rain arrows down on enemies at least, but it's also 25 gp per use.
Arcana Unleashed does have some other familiar focused feats. Elemental Familiar seems like it'd work well. Send the undead forward, Bonus action to knock the enemy prone, then either Skeleton shortsword at advantage, or Zombie to grapple and keep them prone. The HP of the familiar puts them at less risk compared to using other familiars for the same trick.
That is investing both an Origin feat and 4th level feat to pull that off though, but you'd get a flaming Skeleton minion.
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>>98629442
Yeah usually with one outlier or so.
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>>98629221
>I exclusively play levels 3 to 5
>This is somehow a system problem
>All the subclasses that don't deliver at level 3 are flawed because none of my games escape mudcore levels

lol
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>>98621927
At least in that case you have to grapple or push the target. All of the "time freezes on my turn while I dance" crap is a mostly 5.5-specific and mostly a problem with just that version. The Lightning Ring in question is busted as fuck because all you need is a small amount of space and a bit of movement speed. It's probably going to get errata, but even if it does, all these sweep-damage effects are bogus.
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>>98628041
>What would R Kelly's perform skill be at in 5e?
Probably Cha 18 and expert at some medium NPC level, so like +4+3+3=+10

The real question is whether his pee-forming skill has reach.
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>>98629321
I prefer to not look at Puckee AI shit
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>>98629503
I mean imagine if monks couldn't punch till like level 8. The fact necromancers and conjurers don't get any variant of Summon [Thing] in their first two spell levels is pretty dumb. There should be summoning spells in those levels. It wouldn't be unbalanced to make 'Summon Skeleton or Zombie', a first level concentration spell to, well, summon a skeleton or a zombie.
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>>98629315
>We start a lot of campaigns, but we never finish any of them
This is strange to me. I've had one game where the DM lost motivation, but other than that every game across multiple groups either concluded or is currently ongoing
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>>98629221
If you want to play mudslop there's about 6 billion different OSR games that all play exactly the same for that type of campaign, instead of trying to workshop a system made to fight dragons and liches
>>
>mystic arts monk flavoring all his spell casting as dumping reagents into his prosthetic arm and alchemically manifesting the effect from it
Yea or gay?
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>>98629961
Good news. It's not AI
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>>98630217
Meh. It's fine.
Might run into some weirdness in terms of describing some of the spells as alchemical.
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>>98628631
Her grandfather was a mass murdering asshole zulkir and she's benefiting from his infamy.
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>>98630217
It's ok.
>>
What's the least "monk" spell a mystic arts monk can cast?
>>
is there any decent ai dungeon master out there yet that can run modules? kind of tired of being a forever dm but all my players are normies and don't want to learn it
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>>98630560
I don't doubt there are good AI DMs, my friend got some mileage out of Old Greg's Tavern, but I think copyright issues would stop them from doing straight up DnD modules.
You're better off trying to find a second group or be more insistent that someone else DM for a time. Or use a paid DM.
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>>98630554
Most enchantment and necromancy spells feel very "not monk" since both are the "evil" kind of spells, or at least the spells you can apply morality to.
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>>98630554
Gaseous Form?
>can't punch things
>can fly, but literally at a snail's pace compare to your normal move speed
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>>98630554
Looking over the Sorcerer list, I would say Nathair's Mischeif. It's very 'fey prankster' in a way a Monk usually isn't.
If it has to be a spell from the PHB, then Crown of Madness. Charming people is already more odd, but driving them crazy with a spectral crown feels more like a curse or possession.

What >>98630602 mentioned about Gaseous Form also stood out, though to me that felt like it could be justified under the same logic as astral projection. Freeing your worldly tether to drift like a cloud and such.
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>>98629052
Well, she was less of a bitch to her people (for pragmatic reasons, not out of goodness of her heart) and realized fucking up the enviroment even more is a bad idea. That puts her above rest of the sorcerer-kings, even if she's still evil.
And she's a woman, so I wouldn't be surprised if the authors of the new DS latched onto that and redeemed her.
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>>98630602
You're being freed of earthly ties so it's still fitting
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>>98618444
Yeah
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>>98630602
5.X did a bad job with gaseous form. If a bad guy wants to use it to escape, he needs to be standing near a tiny pipe he can rush into with his maximum move speed of 20 feet per round. If he doesn't do that, he'll get absolutely pummeled through his damage resistance, and he might even get grappled (he has advantage against that but that can still absolutely fail).

Basically if you aren't standing right next to a pipe when you use that, you're toast.

PCs can't use it in combat at all; they never get to prepare bullshit like that. For them the entire thing is squeezing through a door and seeing what's on the other side. The spell doesn't even have rules for helping with hiding so you might get spotted instantly depending on how the DM interprets the cloud.
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>>98630554
I was curious what that was and saw there is a new UA. Why the fuck would they make a new Rogue that does what the Arcane Trickster should be doing?
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>>98628808
I see you're projecting again, let me guess, you're a zionist am I right? The dead giveaway was calling /our girls/ "creatures"? But nah, uncle anons we are level 40 wizards and we are a retired legend of the kingdom destined to tutor the heiress of the kingdom in secret (she doesn't know it yet), also her new friend who is also an elven princess from another kingdom, to study under our adventurer's leering center, I mean, learing center, I mean, learning center in the deep woods. The witches sneer at us when they see us tutoring young elven princesses but while they look young they're actually 40+ year old elves (BTW did you know that's the equivalent of 7 years as a human).

Sometime ago, a cool kid passing by the adventurer's learning center deep in the dark woods taught /our ward/ how to dance thoroughly and properly.
https://www.youtube.com/watch?v=XCl7gToPHN0

We have decided to tag along Freerent and her new and improved adventuring party to better teach /our ward/ the ways of the adventurer, pic related, and we have disguised our power levels to be an ordinary luggage lad isekai person.
>>
Didn't you make that post already and didn't a janny literally already delete it, too.
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>>98630592
You don't think there's evil monks? I'm playing one now.
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How about chaotic naughty monks with their Fist Up Your North Star mystic art (homebrew)?
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>>98632257
Fist Up Your North Star

Mystic Art (Monk)
Activation: Action, 3 ki points

Prerequisite: Monk 6+, Chaotic Naughty
Make one unarmed strike. On a hit, the target takes normal damage and you plant disruptive ki in its pressure points.

If you shouted something that would trigger the moderator of /tg/ (eg. sub-nigger zionist) or show a picture to your GM that would most likely get the moderator on /tg/ triggered again and ban (You) again, at the start of the target’s next turn, it must make a Constitution saving throw (DC 8 + prof + Wis).

Fail: Force damage equal to 4 × your martial arts die + Wis mod, and it is stunned until the end of its next turn.

Success or no chaotic naughty thing was done by the player: Half damage, no stun.

>11th-level improvement (1 extra ki):

The full deadly destructive devastating detonation only triggers if, after the strike, you disengage the target, take no actions, does not attack, and is not attacked by anyone. You must then clearly speak the words 「お前はもう死んでいる」 (“Omae wa mou shindeiru”).

If those conditions are met but the save succeeds, the target is instead paralyzed until the end of its next turn and knocked prone in a spectacular, undignified explosion of star-ki.

https://www.youtube.com/watch?v=BUzAJIhjbrI
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>>98630560
>any decent ai dungeon master out there
Just play bg3 or solasta. Then you get the nice visuals too.
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What is the least obvious and blatant archetype for a shapeshifting monster to hide as? something overtly innocuous like a lost child or a meek looking woman just seems way too obvious
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>>98633913
A valuable treasure that the adventurers would be incentivized to carry with them and can attack them when they stop to rest.
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>>98633913
It depends on whether the adventurers know there's a shapeshifting monster about. But a classic is "cowardly lone survivor of a previous group".
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>>98633913
Just A Guy
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>>98633913
>What is the least obvious and blatant archetype for a shapeshifting monster to hide as?
Simplest is to set them up as a harbinger.
The madman beggar on the street raving about the end times, the undertaker from the graveyard who tells the party not to visit at night, a hunter who says to avoid a certain part of the woods. Someone who is strange or shady, but helpfully warns the party about a local danger. That puts the focus off of them as a potential suspect with secrets of their own, and their odd behavior can be explained as them being a loner on the fringes of society who has seen strange things.
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>>98633913
A dog, if you're a fan of The Thing, but that one may be a bit more obvious.
A horse. Nobody ever suspects the horse.
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>>98618444
What are some interesting ways to flavor a reborn character? Being a nondescript zombie or skeleton is kind of lame, and being a normal dude who just got resurrected is even lamer.
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>>98622271
>>
Any rules for playing as an animated puppet?
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>>98634873
Warforged? Autognome?
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>>98634880
Aren't those more like actual robots?
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>>98634873
Why would there be?
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>>98634991
Idk man, haunted dolls possessed by spirits seems like a classic trope. Why couldn't one be a PC?
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>>98635016
And how many of those are protagonists or viewpoint characters? It's a really weird and specific thing for there to be rules for.
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>>98634987
Sure but you're not obliged to stick to that flavor.
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>>98635027
Not haunted, but two examples that immediately come to mind are Pinocchio and the Scarecrow from Oz. I'd include the Tinman as well, but he's more of a robot imo.
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>>98635073
>pinocchio
autognome
>scarecrow and tinman
warforged
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>>98635073
What about Zatch Bell?
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>>98634873
Human with vulnerability to fire.
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>>98635027
the desu girl
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>>98634873
grim hollow has Wechselkind
Dolls animated by fairies to replace children they take.
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>>98634873
That stupid meme setting brancalonia has a race of puppets last i heard
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>>98635685
Wasn't that a race of animated armor? Or like invisible things wearing armor? I can't quite recall.
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I'm over Dark Sun. My heart yearns for Greyhawk.
>>
6e will push for further WotC synergy by replacing pure Vancian spell casting with MTG mana. A cleric would get a lot of white mana. A druid would get a lot of green mana. Your subclass would determine your back up colors, maybe you just double down with your orignal color. Now, spells will cost different mana. Fire ball will cost three red mana, and one colorless. That's more than you can get at once as a level one spell caster. Cantrips will cost zero mana, or maybe you spend a mana of a specific color, but then get it back. If you're out of red mana, no more fire bolt for you. If you've got one left, you can cast the cantrip as much as you want.
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>>98635768
>Xhe thinks 6e will be anything but another rehash of 5e with some new class features and some stupid gimmick
The game has stagnated. I would frankly welcome a new magic system like that, at least it would be something new. Instead we'll just get 3.5 with the numbers filed off ad nauseum.
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>>98635713
The shit they're peddling can't be called Dark Sun either way
>>
Which one is the good one?
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>>98636110
The one you and your group spent the last decade writing together.
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>>98618444

>level 3 character simulation: miss after miss, 5 rounds, and a ton of damage taken
>level 5 character simulation: the enemies get absolutely demolished in 3 rounds like it's nothing. Barely a breeze
Holy shit, what a massive difference in just two levels make lmao. You go from a peasant to a legendary hero in the span of just 2 levels
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>>98618466
I was fond of the incarnation where it was basically "non-combat wizard" before they fucked in 5.5, but it also was horribly dependent on your DM to knowing what they're doing to work in making some rituals available to you. The 5.5 version kinda ruined it in a way because it cut off a major vein of attractiveness in scalability by limiting it to first level spells, and opened up the door to dickery like "You can't ritually cast from that spell list" for classes like Arcane Trucksters/EK's, Artificers because they didn't port half the ritual caster verbage properly from the 2014 rules. I fucking love it combined with an Artificer though
The support caster who in downtime can whip up a trio of Unseen Servants to help man a workshop is a favorite of mine.

So I guess find a DM who actually knew how to structure a game loop that was fun in the 3.5 flavor for bookish casters, and yeah, ritual caster can be an amazing source of fun and flavor for utility. On average though, WotC seems to want to water it the fuck down. One exception to this is the Eberron setting, where the presence of magewrights and such in mind warrants expanding spells capable of being ritually cast, and adding in elements of far more powerful group ritual invocations that can be learned/participated in by the initiated. But at that point, you're basically in the realm of my house rules. And I like my Rituals.
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>>98636110
>Dark Sun is defined by magic
I guess in the sense that magic is illegal and an instant death sentence. Now, listen, I actually completely understand the decision to remove harsh things like slavery from Forgotten Realms. It's the default world. It's wacky kitchen sink fantasy. Dealing with slavery probably shouldn't be the default experience. Dark Sun though, is the fucked up evil world. It's Mad Max with elves. Slavery is actually an important part of that setting. I'd be totally fine with admitting Dark Sun just doesn't work in a modern context and retiring it from use. That's happened a lot over the years with smaller concepts. What's the point, though, of bringing back the evil fucked up mad max slavery setting without any of that?
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>>98636186
Anon, it says “defiled”, not “defined”.
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>>98636110
I like that the pitch for Greyhawk is just "you and your pals are loot goblins grinding to face the BBEG". No pretense of worldbuilding or deep storytelling or shit, we all know why we're here, let's kick Acererak's door down.
>>
>check out the new Diviner Archmage
>doesn't have the divination spell
How mildly awkward.
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I like this thing.
>>
How exactly do the material, shadow, fey, and ethereal realm exist alongside each other? Does this change depending upon the setting used?
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>>98637968
They’re effectively the same location in XYZ coordinate space, with a fourth axis that moves you between them.
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>>98636186
>I actually completely understand the decision to remove harsh things like slavery from Forgotten Realms.
BG3 has all of that and more in the game and it was infinitely more popular than anything that came out of 5.5
I don't understand who at Wotc thinks that the very idea of slavery and bad things happening in a fantasy setting for you to fight would somehow translate into their coveted audience shrieking in horror at first sight.
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>>98618466
Ritual Caster blows.
Magic Initiate is best for giving random martials some magic flavor and Shadow/Fey-Touched is best for adding prepared spells and spells per day to half casters. As an Eldritch Knight you could probably fit both and have four OoC spells available that can be cast twice per day without feeling like you're hurting your combat abilities.
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>>98638148
Same people who think every reference to Lovecraft requires a disclaimer that racism is le bad
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>>98636110
None, because WotC kitchen sink approach completely erodes any soul of every setting that it makes
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>>98637968
>>98638009
Each of those planes technically has its own Border Ethereal, or at least its own region. If you wanted to use Ethereal travel to get from the Prime Material to the Shadowfell for instance, you'd need to transfer to the Deep Etheral, which is more expansive/boundless.
Either way, there's portions of the Ethereal that overlap with the planes themselves, allowing you to see a ghostly version of the surroundings on the plane, and then there's the Deep Ethereal which doesn't overlap and is just full of mist and passages to the Border Ethereal.

The Feywild and Shadowfell are sort of mirror or echo of the prime material, though primarily in terms of geography. You could think of them as similar to parallel timelines or parallel universes.

>Does this change depending upon the setting used?
The most obvious one that comes to mind is Eberron, where the other planes are more akin to planets orbiting around around the Prime Material Plane, which is the planet itself. The Ethereal plane still exists, but is mentioned as being absent from the outer planes.
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>>98635768
Not a terrible foundation for a class system. Might add it to mine to make magic more flexible
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>>98633913
Tax Collector
Guard
Barmaid

Generally any service staff or mid level worker that typically gets ignored as a cog in a machine
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>>98635768
Go work for WotC. That's a better idea than anything they've had for two decades.
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>>98635768
Why would you tie down classes to specific colors? That's almost as dumb as gate keeping "power sources"
>>
>>98635768
>>98638441
I'd agree. It'd be better to let the player pick out a color, or have it determined by something like background.
Then it'd just be the case that certain spell lists would have more spells of a certain color than others.
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>>98635713
Has WotC said anything about new subclasses getting added in Greyhawk?
>>
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>>98638454
I don't think you could make colors into a tangible system to use.

For what it's worth, the different cards are essentially subclasses or versions of subclasses that exist so I don't see why that system would change

Nevermind trying to figure out how to represent all the variations of different colors because white/black isn't universally the same even among similar groups/tribes.
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>>98638548
>Nevermind trying to figure out how to represent all the variations of different colors because white/black isn't universally the same even among similar groups/tribes.
You know how not every wizard knows every single spell available to wizards?
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>>98638548
>I don't think you could make colors into a tangible system to use.
I mean, I think you can, because I've done it previously.
It was pretty much just the spell point variant, with each point being assigned a color by the player, and then each spell being assigned a color. With some spells being 'hybrid' in that they were available to multiple colors, and a handful being 'multicolor' and needing at least one point from the color to qualify.

It's really not as difficult as you'd think.
>>
elves = immortality
dwarves = defense
humans = exploration
orcs = bonds of the tribe
halflings = food is yummmers

so what are tiethlings
>>
>>98639405
Tieflings are just whatever starting race (people tend to assume human) with fiend flavouring.
>>
color pie > alignment grid
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>>98638441
What do you mean by gatekeeping specific sources?
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>>98639457
nta but it's retarded that a level 20, 20 int and wis wizard with expertise in arcana and medicine can't cast cure wounds without doing something related to divine magic
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>>98638441
It makes sense in MtG because Planeswalkers draw power from from lands in their memories to summon creatures and effects, but DnD is way lower on the power scale.
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>>98639486
Should have taken Magic Initiate (Cleric)
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>>98639492
Strictly speaking, every spellcaster in MtG operates that way. The only difference with planeswalkers is that by visiting more planes, they can create mana bonds with multiple planes worth of lands. Along with getting to find the best creatures and spells from different worlds.
Outside of planeswalkers, DnD far outstrips MtG. Really, even some of the stronger planeswalkers aren't really that impressive compared to what a level 20 wizard can get up to.
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>>98639509
Eh, Planeswalkers have access to kill/banish effects at only a couple mana, and the ability to nuke the board at 4-6.
>>
>>98639497
>without doing something related to divine magic
>>
>>98639540
Well, that's not a unique aspect of being a planeswalker. A planeswalker just has easier access to more mana and the ability to find the best spells.But non-planeswalkers can still use those sorts of spells.
>Planeswalkers have access to kill/banish effects at only a couple mana, and the ability to nuke the board at 4-6.
Power Word Kill from the Forgotten Realms set is also a 2 mana destruction spell, while Banishment if 4 mana. I wouldn't lean too hard on mana cost for comparisons to spell level.
>>
>>98639548
>you should be able to do whatever just because
>>
>>98639486
>>98639548
You could also take Artificer Initiate.
>>
>>98639605
What exactly is the difference? If the Weave is suppose to be a default aspect of D&D's cosmology the wizard spells are just an extension of divine bullshit just the same as divine magic.

Hell, a whole level of magic was taken away because wizards could (try to) eat gods and become them nearly at will.
>>
>>98639446
thats not even the right wheel
>>
>>98639638
>If the Weave is suppose to be a default aspect of D&D's cosmology
Dunno or care what that shit is, it's not in my games
>>
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Will they bring half races back eventually or are they gone for good?
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>>98639694
The game is only to get more woke. They’re going to get rid of races entirely in the new edition, mark my words.
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>>98639662
then post the right one fuck webp
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>>98639694
they brought back half-elves in eberron
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>>98639605
>gatekeeping power sources
>>98639608
>level 20 wizard
>20 int and wis
>expertise in arcana and medicine
>can't cast cure wounds
>>
>>98639836
Is your super cool level 20 wizard too dumb to realize he can take Artificer Initiate or something?
>>
>>98639833
How well implemented is it?
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>>98639854
>gatekeeping power sources
>>
>I've pumped iron for 20 levels until I've reached demigod levels of arm muscle, what do you mean I can't automatically pick locks
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>>98639862
What's the power source?
>>
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>>98639829
>>
>>98639694
Are you ever going to answer anyone on why you keep spamming your commissions?
>>
>>98639605
They design the game specifically to appeal to these kinds of retarded subhumans who can't take no for an answer and are astonished when they're not simply handed everything on a silver platter, which is a rarity in this edition
>>
>>98618444
Is the Arcane Propulsion Arm the only magic prosthetic that actually has effects beyond "lmao it's an arm/leg/eye"? I've heard crafting rules in 5e are kind of fucked, but how bad would it be to craft/enchant normal prosthetic arms with +1s or weapon special effects?
>>
>>98639694
>puckee aka redditor pucke℮21 spamming his commission again
https://www.reddit.com/r/ImaginaryCharacters/comments/1h8cbxr/ayala_greenleaf_halfelf_druid_by_dennis_fr%C3%B6hlich/
https://desuarchive.org/_/search/image/0XbxrF-o7R8NJFtFP3AbvQ/
https://desuarchive.org/_/search/image/rWOYCQeLDFeCeHDsZ5FkyQ/
>posted combined 34 times since November 2024
>>
>>98636110
Ravenloft is the most alluring for me. Can you imagine a cross-over of the Forgotten Realms and Ravenloft? It would be like in the movie The Mist where a town was blanketed by a mysterious mist that summoned forth creatures from another dimension, but in this scenario, a magical experiment had gone awry that enveloped the entirety of Neverwinter and the surrounding area in this red mist that transported Neverwinter into the Mists, like an umbilical cord that's strangling an infant.

Also rate Freerent's new and improved adventuring party in Neverwinter Nights 3 with bonus very special guests /our Le Petit Princessa/ Chanhinachansan along with new friend Zukssan, with bonus participation of uncle anon. Watch out Freerent is concealing her mana pool.

>Cake - monk 3 + cleric X
>Somi - paladin
>Freerent - rogue 2 + wizard X
>Miyu - bard 11 + sorceress X
>Reichama - sorceress
>May-san - fighter 4 + ranger X

rotating characters:
>Chanhinachansan - paladin 2 + sorceress X
>Zukssan - fighter 4 + sorceress X
>Luggage Lad - wizard ?? + artificer ?? + H4X X

Note: /our Le Petit Princessa/ Chanhinachansan is Slytherin and Zukssan is Ravenclaw but kept original battle armor's colour.

Theme song:
https://www.youtube.com/watch?v=7s2REsruOwE
>>
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>>98639446
>>98639900
anon was bullseye yet again and the sub-trash sub-nigger zionist is shaking right now at the thought people will start seeing the truth. (he likes to call others "sub-human" so I might as well call him like that, also nigger is the darkness of the spirit and soul, never the skin)

https://desuarchive.org/tg/thread/67386360/#67396130
>>
>>98640371
>Blue
>not Neutral
Nah dawg can't be buying this
>>
>>98636110
I know like none of the lore, but Eberron with it's magitech shit seems cool as hell
>>
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>>98640371
Bonus guilds.
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>>98640457
izzet is chaotic lawful and dimir is evil good
>>
>>98640371
Go with 4e alignment.
White = Lawful good
Green = Good
Blue= Unaligned
Black = Evil
Red = Chaotic Evil
>>
Why are spells that target the mind, like telepathy and mind spike, classified as divination? Enchantment and illusion both seem to have some overlap there.
>>
>>98640371
I feel really bad for this guy's parents.
>>
>>98640620
Pretty sure there's been stuff that covers the entire good/evil axis in every color except maybe black over the years.
>>
>>98579283
Mr Anon, may I use your Homebrew as a base for my own? A homebrew of your homebrew using additional homebrew content patched by me to be compatible with Anon’s Bullshit.
>>
>>98641446
Do as thou wilt shall be the whole of the law. You should be able to copy the brew to get access to the source markup, but let me know if you need me to pastebin something for ease of editing.
>>
>>98640746
there is always overlap
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>>98641458
I am doing it. I can’t save it to Homebrewery for some reason, but I can get it as a PDf
>>
>>98641489
Here's the raw .txt for Homebrewery to make your life easier:
https://litter.catbox.moe/a0zmvaxk230wwjmf.txt
>>
I want to play a soft minotaur boy who heals people
When is the WoW book coming out?
>>
You ever just end up in a campaign that's fucking boring? I think I'm just destined to DM forever. I'm not a god at running games by any means but I like to think I'm good at making sure the players are actually having fun.
I just got out of a game that was basically scene after scene of extremely powerful NPCs doing all the work for us, either in a flashy cutscene or in the background. Combat encounters were rare, extremely easy, and very far in between. We kept hitting milestones for xp without even doing anything. My sorcerer was level 4 when I bailed and I hadn't had cause to cast anything but cantrips. It was like beyond a railroad; it was one of those themed rides full of animatronics at Disneyland.
>>
>>98642648
this is hilarious to me since I'm currently writing an encounter where the players come across some teenage humans in the woods who are runaways that built a log cabin, have 0 combat experience, and literally ask the players to teach them how to skin deer and shit

just finished drawing their tokens too
>>
>>98643376
Botched Dungeon Meshi-looking ass
>>
>>98641458
>>98641512
I wanna integrate the asymmetric spellcasting system that I wrote one or two threads ago (like Artificer using wands to cast spells, Cleric needing to pass a Religion check to determine his spell level, etc). One of those was a suggestion two guys made for Ranger to be a Rituals only caster. To supplement him lacking stuff like Conjure Barrage and Ice Knife, I suggested gutting Arcane Archer and integrating Arcane Shots as a core class feature. Similar to Smite, you would spend a Spell Slot, any Lvl, to activate an Arcane Shot.
But your version of Ranger already has a lot going on with the demi-feat system maritals get and manoeuvres and the scaling extra-damage Die they get.
It might be too much clutter.
If I did go through with it, besides the AA Archetype Arcane Shot Options (which do actually stack with Manoeuvres) I would have to introduce unique AS Options for every Subclass in place of spells like Cloudkill.
Or, let Rangers keep their Subclass Spells and add more common Arcane Shots, on top of reworking their spell list to exclusively contain Ritual Spells.

Worst part is… that’s not even the hardest class rework. That would be Bard, who only gets Concentration Spells, but allies can spend Bardic Inspirations to gain a lesser version of or empower an existing buff. He downgrades to a Half-Caster for this, but can hot-swap the spell he is concentrating on, a few times per day as a Bonus Action for free. I need to make Bard versions of all his spells.
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>>98643376
SOVL
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>>98643537
I don't want to sound like a hater but I would rather play a different fantasy TTRPG altogether than bother with this hodgepodge of nonsense. The chances of another person vibing with all your design decisions and idiosyncratic opinions seems slim to none.
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>>98643900
A fair retort. But this always was more of a fun writing project than something to play. Maybe I’ll just make a separate version with all the weird shit. And just stick with slightly modified Anon’s Bullshit, which is already massively modified 5e.
>>
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>>98643458
hell yeah
here's the scumbag merchant human who's gonna fuck em over
>>
New thread
>>98644342
>>98644342
>>98644342



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