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File: IMG_7814.jpg (100 KB, 526x716)
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Frog 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:
>>98690960

>TQ
What subclass do you think has the biggest impact on how the class plays and feels?
>>
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TQ: Social class.
>>
I am playing a shadow monk, it is a pretty powerful character, but it kinda ruins the game for my party. My main ability is casting darkness, whuch solves a lot of problems, but also breaks abilities of a ranged rogue (who can't have a disadvantage to work properly) and whatever non phb class the other guy is playing that relies on seeing the enemy.
And now i feel kinda shitty for stopping them from doing their things, what do?
>>
>>98734102
you could reroll into this sweet ass homebrew
https://files.catbox.moe/c3xlhx.pdf
>>
>>98733955
>puckee aka redditor pucke℮21 spamming his commission again
https://www.reddit.com/r/ImaginaryNobles/comments/1bek6uh/princess_bethany_of_caduvia_by_dennis_fr%C3%B6hlich/
https://desuarchive.org/_/search/image/NK_bgIoQlr0PUvh9xE2WXQ/
>posted 35 times since March 2024
>>
Vestige Warlock has to be one of the easiest subclasses to play in the easiest full-caster class in the entire game. my reasons:
In terms of damage, you and your pet deal more damage than EB + Hex from levels 3 to 10, and you basically match it in terms of damage from levels 11 to 17. After that, it starts falling behind, but let’s be honest, hardly anyone plays at those levels anyway.
You don’t even need to spend spell slots to outdamage other Warlocks, and you have access to very powerful 1st-level spells like Bless and Vestige Healing.
On top of that, the Vestige is completely free. It doesn’t matter if it gets destroyed during a fight,you can summon it again shortly afterward without spending any resources, and you can do this indefinitely.
This has to be one of the easiest subclasses for beginners to play, alongside Fighter Champion and Barbarian Berserker.
>>
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Morning, lads.

What do you guys think about my shitbrew? IYKYK, btw.

>TQ
Heh. Probably this one, unironically. What a hell of a coincidental OP.
>>
>>98735479
>stacks
No.
>>
>>98735515
It's a more interesting resource than Fighter dice or Sorcerery points, imo.
>>
>>98735525
Punching one of your allies four times before short resting isn't particularly interesting.
>>
>>98735538
A good DM wouldn't allow that. I don't take into consideration munchkin behavior when designing stuff.
>>
>>98735479
I'm not sure why Probe is even really an attack roll. Giving advantage and doubling proficiency basically means you never miss, but because no modifiers apply it's basically just spending a reaction to deal 1d4 force damage automatically.

Having the downside of taking extra damage for stacks of Alert also feels kind of weird. If the goal is to make the Paladin more squishy in exchange for the extra damage and AC, then I think it'd be better for the Paladin to spend points from Lay on Hands in order to gain stacks somehow, rather than arbitrarily taking more damage while moving quickly.

Uncanny Read also feels annoying to make use of, where rather than a Reaction you have to use it proactively, but if you have the stacks of Alert, you'd probably just be using the Dodge action anyway for free which would apply to all attacks, so it's not too useful.

I feel as if the way to heavily simplify this would be
>Probe: Deal 1d4 Force damage to a creature within 5 feet, as a bonus action; Proficiency bonus uses per Long Rest, spend 4 points from Lay On Hands for an extra use
>Gain a stack of Alert when doing so
>While you have stacks, you can pick from the list of benefits to do as part of the same bonus action, which includes Probe, Dash, Disengage, Dodge, and a weapon attack
>Spend 1 Alert as a Reaction to halve the damage from an attack/spell
>When you roll initiative, you gain a bonus equal to your current Alert and then lose all stacks.
I wouldn't even have the extra AC or the loss of stacks upon taking damage, since now the Paladin can just spend alert to reduce damage more naturally.
A Channel Divinity reaction to completely reduce the damage to 0 or otherwise boost AC and take no damage on a successful save could also work well there
>>
>>98735543
>my design isn't bad because I refuse to acknowledge the problems with it
Okay, thanks for letting me know it isn't worth my time.
>>
>>98735538
>>98735543
>>98735573
>Whenever you, an Ally, or a hostile creature uses an Action, Bonus Action, Reaction, or expends movement, and you are able to see it, you may use a Reaction to make a special melee attack against a Hostile creature within 5 feet of you.
Fixed maybe. Goes in the first line. Thanks for the playtesting, unironically. I didn't mean my line to be as harsh/dismissive as it might come off. I simply believe that people always have good intentions and tend to just ignore mean-spirited behavior. I don't actually think homebrew is easy, and I overlook stuff literally all the time. Also, if you don't even like the core mechanic, I genuinely don't blame you for not wanting to look at it any further; it doesn't get any better in that regard.

>>98735571
>Why is Probe an attack?
This is admittedly hard to describe. The intent is that it exists outsides the bound of normal capability and action economy as a form of supernatural jab or whatever, but, the only way that's physiologically possible is that if its actual effect is quite mild. The force damage is supposed to represent some abstract speedy magicality, and the optionality at the maximum stacks of Alert is essentially the Paladin becoming attuned enough with his own speed powers that he can effectively just make something resembling a normal attack. The point is generating Alert, not inherently dealing damage.
>Uncanny Read also feels annoying to make use of
Lets attempt to predict a big hit against you. It's more about the theme than the abject efficacy. Putting it as a reaction ties up Probe, wherein the intent with Probe is that you can gain Alert outside of your turn. I absolutely see the merit as just moving it into a Bonus Action, though.
>Alert
Speed makes you harder to hit, that's the AC. However, as you're also faster, you going to be impacted with more force. That's my abstracted understanding. Going faster doesn't make you more durable, though.
>>
>>98735647
>>98735571
Just thought of something.

Maybe some sort of feature or intrinsic property to Probe, wherein it's reimagined as a Bonus Action, but if it is used as part of the "Ready" Action, it doesn't actually eat that Reaction. We can then add a new a new resource to that specific feature, say, CHA mod uses per Short Rest.
>>
>>98735647
>The point is generating Alert, not inherently dealing damage.
Yeah, and if the point isn't dealing damage, then instead of being an attack with so many changes, it can just be an automatic 1d4 damage.

>Putting it as a reaction ties up Probe, wherein the intent with Probe is that you can gain Alert outside of your turn. I absolutely see the merit as just moving it into a Bonus Action, though.
Being able to gain Alert outside of your turn is only an upside if there was also a way to gain it without Probe, which there isn't.

And as much as Uncanny Read being a reaction would tie up Probe, the way it currently works ties up all the benefits of Alert. There's no point in trying to use it to avoid a big attack instead of just stacking up Alert quickly so you can Dodge as a bonus action and make extra weapon attacks to kill the enemy faster.

>However, as you're also faster, you going to be impacted with more force
That just sounds obnoxious and is at odds with basically every other speed boosting effect in the game.
Boosting AC already implies that the extra speed comes with enough agility to avoid and lessen hits. Going faster only makes an impact worse if the Paladin is flying like a rocket and can't steer, but dodging out of the way of a warhammer more quickly isn't going to somehow make the impact worse than standing still.
>>
>>98735479
So, which video game character is this trying to emulate?
>>
>>98735686
>It can just be an automatic damage
This, in my mind, is a far greater violation of the sanctity of D&D's bounded math.

It should be very hard for Probe to not generate Alert, as the Subclass's main gimmick doesn't... really work or make sense without it, but the RPG side of me also doesn't believe you should operate with total impunity in all things. The other side of the Probe coin is that it should actually be more available than one's regular attack action, but not necessarily stronger or better; it's why I'm fighting so hard to keep it more-or-less unchanged. Rather than expertise on the attack roll with it, we could also incorporate more of the Speed Paladin's magic by letting them add both their STR and CHA modifiers plus PB to the accuracy roll, along with the Advantage if it's that part specifically that's so disruptive to the bounded accuracy system. I might honestly not be understanding the core issue.
>Being able to gain Alert outside of your turn is only an upside if there was also a way to gain it without Probe, which there isn't
Not entirely sure I follow. Alert provides benefits outside of the Paladin's turn. If you lose stack(s), you could gain 1 again before your turn.
>Uncanny Read
It's meant to protect your max stacks, not necessarily enable you to gain max stacks. Get there, stay there. Like momentum, as it were. Notice that I encoded no duration for Alert; that's by design.
>That just sounds obnoxious
I personally don't see it that way, and maybe the tradeoffs aren't all there, but I highly value the theme. I will admit that the Probe debacle at least is a core friction point, and I'll take your feedback into consideration whenever I start testing it at the table. It is far clunkier than I wish it were.
>dodging out of the way of a warhammer more quickly
If you misjudge the timing or angle, dodging into the warhammer at a greater speed will absolutely wreck you.

Do you have anything to say about the later features or aura?
>>
>>98735722
Ah, not a character. It's an abstraction of a skill tree from the hit 2019 French-Canadian indie Survival RPG title, Outward.

I got pulled into the co-op of it recently, and during my interactions with those gentlemen, they let slip that they played D&D in a discussion about greater RPG mechanics, and that I DM'd. One thing led to another, and we've been bouncing ideas about running a short D&D campaign in Aurai, with all of that setting's core skill trees translated to D&D subclasses in hype/celebration of the release of the Sequel later next year. We've settled on an arc attempting to help one of the gods of the setting, Elatt, eliminate the threat of the Scourge forever.

It's a light-hearted little project, and one of the tenets of Outward as an RPG is that it's an interesting blend of difficulty resulting in something weirdly midcore with a high floor and a high ceiling. Frustrating and high-friction like Morrowind, but high-skill and no permanent death (except in optional hardcore) with a really engaged inventory system.

Anyway, that's enough shilling. The game itself isn't actually that good, truth be told, but my group likes it a lot. We have a one-shot testing this Oath of Speed Paladin next weekend. On the design list for the future, we have: a slotless rune-casting Fighter, a bow-based Barbarian, and a heavy armor w/ shield & pistol-based skirmisher-type Ranger and I'm hoping that we'll be able to start the campaign later in October. Thanks for reading my blog.
>>
>>98733920
TQ: Hexblade, so much that Pact of the Blade adopted the Charisma attacking
>>
>Two of the players in our campaign are married and usually host the sessions
>Their first child was born 7 months ago
>Campaign has been on hold since then
>Have a meeting to discuss resuming, as they said we could after 6 months
>Tell us they can't because it's too risky to have us around the baby
>Say maybe next year

I'm just gonna assume the campaign is dead now and find another group.

We were all patient, got the vaccinations they asked us to, but they still claim we're too much of a risk to be around their place, but at the same time they have zero issue taking the baby to family birthday parties and other events with way more people at them.

Just be honest and tell us you don't want to continue. This was such a waste of time. This is one of the better campaigns we've done so this is just extremely disappointing.
>>
>>98736150
sorry to hear anon. games end all the time, for all kinds of irl reasons, and often not at a good stopping point.
the rest of your group who still want to play gives you a good starting point to build a new group for a new campaign.
>>
>>98736150
Any chance at getting some other bodies in the group to host?
>>
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What character traits and/or ideals would you ascribe to the Hunter from Bloodborne?
I am preparing my character for a Steinhardt's Guide to the Eldritch Hunt campaign and will be playing a Jaeger in the absolute chapter. I really just want to be playing as John Bloodborne but that's not a complete "character" in the sense of D&D.
I was thinking either a personality based on Randolph Carter (from Lovecraft's Dreamquest of unknown Kadath) or something more generically broody, vigilante-like (like off-brand Batman)
Any other ideas?
>>
>>98736150
>tfw DINK master race
>>
>>98736150
Best to move on. It might start again but they sound extremely anxious. This is actually bad for the baby to not get exposed to enough germs. He or she will likely develop allergies. I took my daughter to the biggest mall in my state when she was just 10 days old. You have to get them used to germs because school will have an outrageous number of them.

Of course you can't say anything of the sort to them. It would be a faux pas. All you can do is say
>Of course we understand, let us know when you want to play D&D again
But yes, move on. My guess is they're just too busy with the baby to have energy for D&D or are genuinely germophobic retards.
>>
>>98735818
>This, in my mind, is a far greater violation of the sanctity of D&D's bounded math.
Storm Barbarian. Spores Druid.
The concept of a Subclass that deals a pittance of automatic damage when they're close to an enemy already exists. There's no "total impunity" because the restriction is that it's a limited use resource and you need to be in melee range.

>I might honestly not be understanding the core issue.
The core issue is that the attack roll is basically just a waste of time. Even if you make it Strength+Cha instead of double proficiency, you're looking at 2d20+7 as the chance to hit. It basically always hits anyway, so why bother with the roll? Especially when it does 2.5 damage on average.
Again, Storm Barbarian Bonus Action does 2 damage, no roll, and does it to each creature within 10 feet.
>It's meant to protect your max stacks
Except it doesn't do that. Say you're at 4 stacks, and a Dragon is about to breathe fire.
You could use your 1/Short rest bonus action, spend 1 Alert (going to 3 stacks) and taking no damage.
Or, you Bonus Action Dodge, gain Advantage on the Dex save, take half damage, and go down to 3 stacks.

>Do you have anything to say about the later features or aura?
Aura needs to be phrased more similarly to Glory Paladin, where an ally simply needs to enter or start their turn there. Movement effects on Auras tend to be fairly week otherwise.
>Prime
Not even sure what this is trying to achieve. I suppose you can fully replenish your Lay on Hands or Channel Divinity uses, but that feels out of place for the theme.
>Daredevil
Slightly more interesting as a risk/reward mechanic, though I'm still not sold on the flavor here. Not to mention you probably just die because an enemy can crit you and then deal an extra 20 damage.
>Lightspeed
+4 AC and six attacks per round for 1 minute, critting on a 16+. I'm not sure any other Paladin capstone comes anywhere close.
>>
was thinking of a parlay system

>each PC can attempt a parlay once per long rest.
>When the PC parlays, they make a charisma check against each enemy separately
>Each enemy they succeed against is demoralized for 1 round
>If all enemies are demoralized, the combat is resolved without further bloodshed

the idea is that parlaying early is less likely to succeed but has a big payoff, while parlaying later is more reliable but lower payoff. In addition, it allows players to coordinate by combining their parlay attempts or helping each other
>>
>>98733920
Wait what's going on in that picture
>>
>>98735479
https://youtu.be/Qzb87qir7Cs
>>
Has there been any leaks or reveals of the monk subclass coming in that WoW book? (The new drunken master one) I know they had a UA version a while back, but didn't know if the official final version has been shown yet .
>>
>Level 20 campaign, one of the last dungeons
>Have a scene in mind
>The players are in the docks and are talking to a kraken's second in command
>I already know the negotiations will not work out
>The kraken, who is already hiding in the ocean, reveals himself and begins wrecking shit and setting the city on fire to compel the party to surrender by causing mass casualties
>Monsters come from the ocean and floor the shore, slaughtering everyone
>Think about how I'll remove the second in command from the scene
>Don't want him to just teleport away, that's cheap.
>Maybe he'll fly away after one of the monsters carries him to safety
>That monster still has to win initiative, move in and save this schmuck, before he is murdered
>Okay, what if he has meatshields with him already, somebody to cover his escape?
>No, the kraken's other minions have consistently been too monstrous to blend in without causing a mass panic, none of them look even vaguely humanoid.
>Maybe the kraken can throw them into the battlefield all the way from the sea? They can definitely survive the fall damage.
>But it'll look silly.

I am two minutes away from just teleporting the minions in.
>>
>>98733955
She is pretty yes?
>>
>>98737929
Have large jets of water suddenly spray up coalescing into the kraken's minions after negotiations fail
>>
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>>98738056
Same problem as having them just come out of the sea
>>
>>98738070
I meant instead of throwing them in have them teleport in using that as the flavor
>>
>>98737929
if the kraken can reach into the city to set it on fire, then he can reach into the city to pluck his lieutenant to safety. or just have the other henchmen already there, hiding. they can emerge from the shadows when needed. or, the lieutenant was a projected illusion and was never present for the negotiation in the first place.
>>
>>98737054
I have absolutely no idea and I'm the OP
>>
>>98733955
I used this pic for the princess in my game Puckee. The party have now helped her become Queen. Her mother passed away from a plague and her brother who was working with otherworldly forces tried to take over despite not being the heir. The party managed to help her win the throne without a civil war. There's a much longer story but I thought I'd give you the abbreviated version.
>>
>>98738501
That’s gotta be one beautiful queen haha.
>>
Any new race-as-class homebrew? Im working on my own and my current design philosophy is that instead of Level Adjustments or needing to take levels in a special class, you just start really weak and as you gain levels you (physically) grow bigger and stronger and unlock more racial traits, akin to free Feats
>>
thoughts on replacing the d20 rolls by 3d6 ? idea is to make skills & stats less insignificant, and
>advantages/dis would be 4d6 keep highest/lowest
>crits be 1-1-1 and 6-6-6 rolls
>now your veteran warrior doesn't have 40% chance to miss
ofc some adjustements would need to be made like AC or expertise that would become insanely strong, but the feeling of progression would be much better I think
>>
>>98738824
The game isn't designed for it. Everyone wants to get fancy with the dice but it's never worth it in the end. If you want a 3d6 game you could find something that's not 5e and it will work better than trying to shoehorn D&D into being a game that doesn't use d20s.
>>
>>98738925
it's easier to homebrew 5e into something different than it is to get players to play something else sadly, even more so where I live
>>
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>>98736408
Shonen protag tenacity and always persisting without breaking mentally. But then also extremely vibes based, probably appearing superstitious to others. insisting on weird actions and paths to take, because you're attuned to the eldritch and see paths forward to deal with the threat that others do not. That is if you want to play the final secret ending John Bloodborne. You can also just be unga bunga, too dumb to be influenced by lovecraftian horrors, but strong enough to punch them- bluepilled normal ending-type John Bloodborne.

If going for the former you might want to get divination spells and be the guy who rolls bones and shit on the ground, and be a bit twitchy and off.

tldr; inland empire and shivers
>>
>>98736943
>storm, spores
Nothing from the '24 ruleset? They seem to be moving away from those designs even if they are technically backwards compatible. I'll take a look at those features and check them out for precedent because I will actually want to explore one of these features for one of the other subclasses I will make in the future.
>core issue
>max stacks
>high level features
You bring up a lot of really good points. I ultimately enjoy the idea of a buff/maintenance loop as a gameplay atom. I will make some changes that're more abstract in regards to the source material, but're more playable on the table and more conducive to the game system. Wish you could've seen my reaction at the derp of the capstone. I don't understand how I miss incredibly obvious mistakes like the capstone; I'll constrain what actions are eligible and tighten it up as mentioned.
>aura
As a design constraint, I'd actually like the aura to be either deliberately weaker, or more perhaps more niche. I might change its effect to something else.

Thanks again, Anon.
>>
>>98739080
>Nothing from the '24 ruleset?
Spores is literally in the latest UA.
>>
>>98739095
Excellent
>>
>>98739095
>Spores
>deal 1d4 damage as a Reaction, and only if they fail a con save
the fuck is this shit, imagine not only wasting a reaction, but wasting everyone's time to roll saving throws to potentially deal on average 2 damage. Also the best save enemies have. who designed this lmao
>>
>>98739480
I honestly didn't even remember Spores offered a Con save. Needing a Reaction to deal 1d4 damage just made me assume instinctively that it was automatic, because it's such a waste of time otherwise.
I suppose Storm is one of the few classes in the game that can just automatically deal 2 damage as a feature then.

>>98739080
>I ultimately enjoy the idea of a buff/maintenance loop as a gameplay atom
I think it's an interesting idea. The issues I have are that it takes several turns to get the stacks, the stacks themselves are debilitating, and the Paladin is just relying on Luck to maintain the stacks.

The ideal scenario I see is
>Round 1, an enemy goes immediately before the Paladin, attacking in melee
>Paladin uses reaction at the end of enemy's turn for 1 stack
>Paladin uses reaction at start of his own turn for 2 stacks
>Paladin can now Bonus Action Dodge and make his attacks
>Remainder of Round 1, all attacks on the Paladin hopefully miss due to disadvantage and bonus AC
>Round 2, repeat for 3 stacks
>Round 3, repeat for 4 stacks
>Round 4, finally have 4 stacks with a reaction free to make a single additional weapon attack

A combat is usually over by round 4, and the Paladin is otherwise spending every round just hoping that none of the enemies hit. A stray Goblin arrow hitting on round 3 is going to do 8+ extra damage and undo an entire round of progress. The payoffs just aren't good enough for how long it takes to get there.

Also, looking this over, I'm realizing how terrible Blur is for this spell list. There's already an easy source of Bonus Action Dodging. Far better would be Mirror Image, because that actually has a chance to reduce the damage you take to 0.
>As a design constraint, I'd actually like the aura to be either deliberately weaker, or more perhaps more niche
Ignoring difficult terrain and speed reduction already is niche. My suggestion is simply to make it feel better to use so the niche actually functions.



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