#dnd-specific
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You're actually awful
:D
Oh wait
heeeeello yall
hello
Forgot I could do that
You know
it would be nice to have a chance to go through the pins of the old DND-Discussion pins and see if there was anything useful pinned
uhh
heres some i found
https://www.youtube.com/playlist?list=PLugOo_mrTyTckVepQNpCoe9RFre0VhMxN
https://docs.google.com/spreadsheets/d/1dTGapgzFstOdRr5EJEV6sAhtNSYi0QsX-Tgr2GRutWI/edit#gid=1369662268
Document Info
Druid "Wild Shape" Beast List
5th Edition D&D
This is a stats list I made for the beasts a Druid can turn into for their "Wild Shape" ability. When creating a druid character, I looked for a nice way to keep track of all the beasts it was possible to turn into, but I wasn't satisf...
same goes for the other channels being turned into threads
I had the same thought when making this which is why you can find that here
#dnd-specific message
you know i'm basically blind, birdboy
i saw that :D
wack
yea? can you pin that?
nobody can talk in there though?
No but it'd be nice to keep it for a reference.
at least pin this
and also, i'm sure there's something useful in that channel
no reason to not pin it
yeye
@daring quiver make message link to the previous dnd specific channel
in here
and pin it here
#dnd-specific
random question is ranger a prepared spellcaster
Not yet
The new 5.5e playtest material has them preparing spells, but the published books so far have them knowing X spells at each level based on the class chart.
Just had an idea
Spell messup/backfire/whatever rules
Upon casting a spell of 1st level or higher, the person casting the spell must roll a d20, on a roll equal to the spell's level or lower (like if you cast at 5th level, rolling 5 or lower on the d20) will cause something bad to happen, like maybe roll on a table or something for an effect.
no
Understandable have a nice day
do the dnd
I find it funny that a high lvl half orc barbarian with great weapon master and an adamantine great axe could hit an object for 6d12+21 damage twice
(adamantine weapons autocrit objects and are found in xanatharās)
I love wild magic!!!!!
don't ever ping me unless you actually need my input on smth
ok sorry
Are know spell casters better or worse?
You mean prepared spellcaster? if so it depends on a lot, how predictable and vary the day is for your character, and even the. it depends on the class
Spells known casters cant change their choices as easily. Spells prepared casters give choice paralysis and choice regret. Spell book casters risk losing their unprepared spells
Somebody casts "Sending", but two potential targets fit the criteria given. How does the spell decide who to give the message to?
Probably the intended one
afterall you can only target "familiar" people, so you need to know them
so if you know someone and cast sending, you are not going tohit their twin on accident
What if they used to be one person when you knew them and somehow became two people or something else weird like that? So they're both technically the intended one?
no idea then
Tiny question. What d&d class would you all consider to be the best at buffing other party members?
Barbarians are the most capable of having the strength to wax a person
but Monks are more likely to have practiced wax on, wax off
I mean like using features and abilities that enhance the abilities or features of another class/character.
Like haste, bark skin, or a paladinās auras.
The Help Action is available to all characters, but mastermind rogues can do it as a bonus action
i think casters are def better at buffing others, especially bards
help action is nice but very limiting very fast
Bardic inspiration has a very limited number of uses, but guidance is nice if your players actually remember to use it
yeah guidance is always good
Full casters will be your best options
I would honestly suggest the prepared casters over the spontanious, because there you can be more versatile on what buffs you take per day, while with a sorcerer, you are kind of stuck with what you choose and if it turns out those specific buffs don't work for your group, it's not that great
and well cleric and druids have access to their entire castable spelllist, which is a luxury the wizard does not get, so there is that
with a second good argument being Bards, because of well casting AND inspiraiton, but they are spontanious casters which is limiting, but if you know what spells will definitly work, that will be not really an issue
Iād say it depends on the situation. For example, an artificer artillerist has a bonus action flamethrower/cannon/temp hp water sprinkler they use by the bonus action. Using a bonus action to shoot again would take away from your cannon. An armorer might be more likely to use that feat.
Armorer uses bonus action the least out of subclasses iirc
Helped with a Halloween oneshot
6 lvl 20 PCs ended up fighting a buffed Vecna
and Vecna was winning that fight (granted he had a few minions, such as a chain devil, that were dead by the time the fight was over)
killed one of them and downed another
fight between PCs and Vecna alone took an hour of real time
PCs completed an objective and were forced to retreat
lsounds like it was an awesome challange
I has more minis
So, the Revised Martial Equipment 5e homebrew supplement had me really interested for the first several pages, but then it lost my interest when they actually got into the equipment itself. They claim it's realistic martial equipment with a fantasy flair, and they get a lot right, but there's a lot of changes that are just unnecessary. And it's missing additions that would really take it up several notches. To make it even more disappointing there's a lot of additions that are less about making the martial stuff more realistic, and more about the creator going, "oh look at these fancy terms I know I'm so smart teehee."
so my players are attempting to find the goddess Erathis in our current adventure. what i have come up with is the following (summarised very very quickly):
they are to be invited to the city where she resides, hestavar the bright city, located on the astral plane. to get invited they are to attempt a ritual, an offering, and a test, after which - should they succeed - they are invited to travel to hestavar, and meet her.
now to get to hestavar, they will have to find a githyanki pirate ship to escort them there, however, there's one thing im running into as a dm.
different sources online tell me a spelljamming ship like the astral skiffs giths use could go to up to 100,000,000 miles per day, when travelling between bodies in space. now that seems fast, but i have ABSOLUTELY no idea "how far" hestavar is, from a given point in the astral sea. minutes of travel? days, years even? anyone able to help me out brainstorming along? the players are on a timer, so telling them they have years of travel ahead of them with no way of fixing this problem is basically game over. the other option of just dropping them 10 minutes of travel next to hestavar also doesnt seem fun.
fyi, they are gonna go through a colour pool from the material plane to the astral sea to get there in the first place. my main question i guess is: what distance should the colour pool in the astral sea be from hestavar?
the players shouldn't feel like they quote on quote "lucked out" by getting super close to the city, but they shouldn't feel like its an impossible task either. i feel like the degree of craziness this whole quest hits is completely fitting for finding a literal God.
finally, i can provide more context if needed. this - though a long message - is a super quick summary of the whole shabang i made up
alr
Travel generally moves at the speed of plot.
now another thing i had cooking up regards the passage of time in (my version of) the astral sea: the effects of time are suspended until the traveller exits the Astral Plane, whereupon the effects retroactively occur.
what do we think of that idea?
that is very true
That's not to say people haven't made maps of the Astral Sea if you want to use one...
i would LOVE one - i just cant find any
Part of the complexity is how the phlogiston works between crystal spheres. Often, you can only go one way, and you can't really leave the path, so it makes things more complex... Helps with creating a more "Sliders" style narrative in which you don't really revisit places so much. Some planes, like Athas (the Dark Sun setting), have phlogiston so thick around them that no one can enter or exit their crystal sphere, and gods can't even peer into it... But all of the settings are in there somewhere.
Here's an image I found on the Forgotten Realms wiki:
Clearly more conceptual than specific, but you can use something like this as a basis.
From the wiki:
Phlogiston was a term that could either refer to the space between the crystal spheres of the Prime Material Plane or to the flammable fluid that permeated it, a rainbow-colored chaotic material that surrounded the spheres. Bizarre creatures inhabited it and preyed on spelljammers traveling between spheres. Spacefarers sometimes called the phlogiston the flow or the Rainbow Ocean.
Another pic from the wiki:
Would it make sense if sorcerers in 5e were con casters?
not really, it also would make sorcerers even more powerful, and I don't think they need that
I agree with Mira, Con is already a valuable attribute and every character pretty much needs to put a little bit into it at least. But, if you take Sorcs need to level Cha, and make their casting attribute Con, then they'd just have more room for ASI's or feats elsewhere.
and more HP, which low HP is suppose to balance their powerful spellcasting
Exactly
if only there were more feats like aberrant dragonmark
nobody would expect the 24+ con barbarian caster
arcane trickster abjuration wizard with shapechange would be fun for gestalt
Casters already need con for concentration saves, no need to weight it more
4e had some Con casters. They usually had some other handicap because of how good that is.
Battlemind & Warlock are the two I can recall. Battleminds were tanks with a terrible basic attack and Warlocks were locked into one of a few super specific builds. (Hybrid-classing the two together was actually able to result in a better class than either on their own could be, as you could patch up Battlemind's poor melee basic attack with Eldritch Strike, and hybrid-classing let you ignore the usual constraint on a warlock to select spells from their subclass only... But doing this eats several feats to restore some missing class features.)
What dnd rule prevents a fighter from throwing four javelins a round? And is there any way to get around that?
Equipping a weapon
It's an action to draw a weapon, and extra attack is a part of the attack action. So, if you draw a javelin, you don't get to use extra attack. If you use action surge, you can take the attack action, but if you throw it you can only make unarmed strikes with extra attack.
Dang it
I was really hoping to make a harpoon (javelin) chucking fighter. Their entire thing is being a dwarf who was too good at log tossing during some highland games like activity.
Ride a pony and just throw javelins at things.
You can draw a weapon as part of an Attack action, but only one, so if you had a javelin in your hand already, you could throw up to two with extra attack.
There's a feat that increases the number drawable with your action to two, and I believe there's a magical weapon that returns to your hand whenever you throw it, which would allow you to throw it as many times as you had attacks, since you wouldn't have to keep drawing it.
There are perks that get around that
There is I think a new feat or Fighting style which allows you to throw more Weapons
I believe the throwing weapon fighting style (which was either from the UA or got into a book) let you replace a thrown weapon in your hand with another you had stowed each time you make a thrown attack
it also gave... +1 damage? +1 to hit? can't remember.
I've been thinking
what if we just have ability modifiers and just axe ability scores altogether
what do we lose out?
how would you calculate the modifiers?
Instead of a 18 = +4 and a 13 = +1 and so on and so forth.
Just the fact that this item makes your strength no less than +4 (Ogre Gauntlets) or this feature would increase your Int by 1 making it a +2 instead of +1
How would you adjust using ASI to add +1 each to two scores?
and Ability score damage, and rounds how long you can hold your breath, carrying capacity
it is not a lot, but you still have to figure those out in 5e
also yeahall those feats which give +1 on stats, even if you make that impossible for an ASI
Yeah if scores weren't a think the only time you'd give stat boosts is when it would normally increase by 2 and incremenets by 1 might largely be ignored and removed making the disparity between increases much more rare
long jump distance, carrying capacity, barbarian score - roll replacement
what is sanctuary majnly used for?
aside from maybe protecting casters w concentration
not being targetted because you aren't hostile.
as a Defense when not wanting to harm a probably aggressive hostile, to talk to them without looking combat ready
or protecting a non-combaten who is stuck in the crossfire
Long story short Iām in a level 16 one shot thatās tournament pvp. The dm buffed melee to the point that they get crits on 16-20, and itās 3x the normal dice instead of 2x on crits. I need help trying to pick something to play for the combat. When I look online, itās usually āWizards are powerful dumb dumb. Go nevromancer and have an army of undead.ā I know I that wish is ninth level, and that Iām not going to see one grave yard during it. Iām struggling to think of things to play. Any advice on what to do? Iām very tempted to just go straight forge cleric and pray for the best.
Necromancer is pretty weak straight foward
well a Paladin is always a strong contender, their smites are extremely good burst damage, and they have good HP and minor healing capabilites
barbarians are straight up, hit hard and surviving hits while you rage
Rogues I would suggest less unless you play a swashbuckler, but usually Rogues need teamwork to shine which in pvp is not a given
Fighter is good at fighting, hard to argue that, if you want crazy AC, go Eldritch Knight fighter and grab some abjuration spells, if you want cool options, think aobut maybe the Battle Master
And there are plenty of cleric subclasses which give cleric heavy armor, and with them being fullcasters and decent HP, with the right build could be extremely good in a fight
honestly a one-shot is great to just try out anything crazy, its just a one-shot
going for a straight forge cleric is completly fine
Itās pvp though! One guy has a barbarian druid multi class and a shit ton of javelins, while another is a fighter barbarian multi class with so much freaking ac.
Iām half tempted to make a meme character with one level in ever single class.
so you are going to play ABSERD! again fully viable
also PvP, well you could go monk and just try your lottery and stun them, though that is very hit and miss, either it works or it doesn't
you could also play an arcane trickster rogue who is completly hidden from anyone and waits for everyone to kill each other before killing the last survivors
also a valid tactic
No not like a battle royal but a dragon ball like fighting championship
Like a lot of 1v1 fights
if this was pathfinder I would suggest cavalier
what about oath of vengeance Paldin?
aren't their with their Mark ability and their hunters mark not brutal against a singular enemy?
sounds like exactly what they are great at
Hmmmm
Monster Classes 3 is out
I tried 1 & 2. Theyāre a lot of fun. Thereās a few grammar mistakes but heās updating them soon to fix that
Yeah
I wanted to contact him about what i saw with the dragon one
The warlock is nice but later levels, the grafting mechanic can be its own mechanic than a list of subclass features
Can you forward that to him?@gusty sapphire
Iām not in contact with him. I just watch his YouTube videos
Iām sure he has a twitter or something
You mean the dragon horde? Or treasure one?
He has like 8 pdfs now and I just buy the monster classes
Ahh thought you got access to him for feedback as a buyer
I think he has a patreon but Iām not a subscriber
What would happen if you cast phantasmal force on yourself, willingly failed the save and made the illusion a sandwich
then proceeded to eat an imaginary sandwich in front of everyone
Guess you would feel like you're eating, but never get full and feel empty again as soon as spell ends. You would never stop feeling hungry tho
stop describing my life
If you made an illusory bench and sat on it
or bed and laid down on it
would you be floating or just sitting/lying down
and convinced that youāre interacting with nonexistent furniture?
no, you would either:
A) lay down on the ground and think you were on the bed
B) fall, and convince yourself you fell off of it reasonably
the illusions can't cause you to break the laws of physics. A bridge illusion isn't there. You fall when you try to use it. You just are convinced that it's not the bridge's fault you fell.
So I have a list of races Iām considering letting exist in the world. Iām just not sure what animals they should or shouldnāt be.
Do share š
Aarakocra
Centaur
Dragonborn
Fairy
Firbolg
Grung
Hadozee
Kenku
Kobold
Leonin
Lizardfolk
Loxodon
Minotaur
Orc
Owlin
Rabbitfolk (forgot official name)
Satyr
Shifters
Tabaxi
Thri-keen
Tortle
Warforged
Yuan-ti Pureblood
Horse centaurs.... (Or any other hoofed animal)
Might include things like tiefling, aasamar, warforged, etc.
I've seen a lot of people starting to draw firbolgs are various cattle animals because critrole, but I've also seen at least a rhino version of one
Horse Centaurs... as opposed to... what exactly?
Oh hey how about changelings as any animal but their default form is like a mimic octopus or other disguising animal
As in with upper body of anthro horse + horse body
After I decide the races, Iāll have to decide what cultures are in what regions. Thinking for light amounts of industrialization.
Steam ships and stuff.
light industrialization
steam ships
So have Victorian England on one corner, rural Japan in another, and a throbbing headache.
Yep.
pick one
Why not mix them together in gross amounts?
Because by the time steam ships were introduced, it was because the industrialization of britain was so heavy that the old sailboats and horse-drawn prams couldn't keep up so they needed something faster
Iāll just have a mix of both
As you would in real life, where the barges were generally for use in-land in the british canals, while the sailships were for cross-ocean travel
Out of curiosity, asking for friend and all that, if you were to dm this campaign what timezone and time it would be? 
If it has talking magical human-shaped animals, it doesn't have to be historically accurate. And if you figure out where they get the resources for the steam power or industrial things, you can just say they invented and discovered them in different time than in real life
Find the way to adapt and overcome the limitations šŖ
As for a more pertinent question
in a world of magic
why would you have steam power?
Maybe magic is rare or takes up more resources (gotta pay magic users, material cost, can't work out of the limits of magical energy) than automatic steam power
does this campaign already have players? If it does, this kind of thing is something you should talk to your players about what interests them.
find out what cultures and species they want to interact with and be.
see if they have anything they want to explore specifically, maybe even races that don't exist in the standard D&D lexicon
Nope. I tried running a version of this before, and one player tried to fight another. Put it on the shelf for a while lol
Thinking of trying it again. Just my first attempt had cars and junk
Guns
guns aren't junk
Speakeasies (local cults used alcohol for arson on such a scale that accelerants became illegal most places)
there's nothing wrong with modern or semi-modern settings. It sounds like the players might have been the only issue?
A bunch of homebrew Gods because I do things like that
if you call it a speakeasy there better be flappers and swing music
I started things off with a temple fetch quest. Getting a dog back home to their temple.
Why would I forget the flappers and blue jazz?!
because while speakeasies happen outside of the prohibition era, they are ultimately pinholed into it and that's the picture we get when we hear the word
It was a chull in disguise. If they took until past midnight, it wouldāve transformed into its normal three leg form. If theyād fight said chull, it wouldāve been telepathically showing them in images of Illithids capsizing a ship and capturing the head priest of the temple. The far past:
If they brought it before midnight, they get one free common magic item each.
š¤ that's a heck of a starter quest
You do realize that stuff such as beer, wine, mead and other milder forms of alcohol aren't accelerants, right?
that's not important
And for it to be an effective accelerant, it would need to be some serious hooch
what's important is everyone at the table believes they are
Yeah but what if you end up with a player that doesn't?
Irrelevant details
then suddenly you as a GM have learned something and you all learn something and you come up with a retcon
or you just say "yeah but this beer is magic"
Just say this world has strong alcohol and they have to water it down, or how some places mightāve boiled it to being more flammable
Look, I just wanted rolling twenties vibes and that was an easy excuse
at the same time, most people don't go to d&d to find out how to cure meats from a wolf they kill
It's a make-a-believe game after all!
Pretend the booze will explode for the sake of suspension of disbelief
I've met players that do, it actually sidetracks the flow of the game when you go on a 30 minute conversation about how to cure meats in the wilderness
so instead you say "your character knows how to cure meats, and you had the forethought to purchase the necessary components to do so."
"I on the other hand, have no idea how that works, and will not describe it."
Just say āsorry, that messes with my dm-ing styleā or āYeah, sure. Do whatever makes you happy man. You get X rations total if you preserve that wolf.ā
there's all sorts of people and tables š¤·
either way, GMs can't be omniscient on all manners of how the world would work, so we can only put down how we think it does and from that point forth the world works that way
"You have a cook's utensils, let's say you had all the right stuff needed in there"
you give people the bone when it interests them, but you try not to make it a sidetrack into someones personal fantasy
āRoll me nature or animal handling. This is a cr1/4 animal, letās say dc 11ā and call it a day like I do
some people actually hate rollplaying, that's when it becomes an issue cause they want the juicy description as they expect it to happen
but uh, we can't always give that
so yeah, if the GM says the alcohol burns - it burns
speaking of sidetracking
Anywho
those races look fine, but if your players aren't furries they might complain
Iāll also add warforged and autognome just for those against the fur
since when are robots not furries
If the whole premise of the campaign is that all races are anthro animals of some sort, you'd assume all players WANT to play are anthros
anthropomorphic toasters
If they don't want to play as anthros they wouldn't join, right?
Look they can play a weird race or no race.
that's why I mentioned it's something to talk to your players about
My game comes with weird lore, either accept it or donāt play.
It'd come out during the campaign advertisement I mean?
if you already had players and you hadn't discussed 'let's run a furry campaign' with them, they might be a bit up in arms
Are you suggesting construct races for protogens?
if this is for pugs that's different than a preorganized group, sure
Iām usually upfront on the āYeah this is an animal like race only game.ā
beastfolk, humans are animals uwu
āWe can reskin a race if you really want, but my lore is based on those races specifically.ā
but are you allowing awakened beasts
Probably not as that would be a mess and a half
So it's all anthros and not just intelligent animals like in children's cartoons?
Yep
animal farm campaign when
so is this zootopia
Probably a more mature version, but probably.
Nsfw is prohibited due to the dm herself (me) being a minor, but it will have lots of mature themes.
Blood and violence and that stuff
Yeah more or less
you can get more mature than a childrens movie about racism, dystopian intrigue, and the nature of making savages civilized?
Getting sidetracked here again
always
Iām at 4% so I canāt talk much but like
Iāll come back to this in a hour or so
What other thoughts you had about your game
Honestly
I was thinking like 1920ās, gods having a direct influence with different interpretations per region, a map of Pangea with different cities and towns in each, and a plot based around a god turning their worshippers into Cthulhu monsters. All happening while in a high magic world. Like the guns use blue fairy dust to cause tiny explosions and propel bullets due to alcohol being extremely regulated.
Thatās the general concept. I could throw in things like wizard colleges, disputes about land between countries, have undead come from one corner to another of Pangea, etc.
so are pixies lower class menials who are harvested for their military industrial value?
I'd recommend calling it mana crystal powder then, or something
I just know I want to connect this to my other worlds the spell jammer way. Multiple habitable planets per crystal ball with gigantic pirate ships called Arcs, and say that the beast races on the planet are those affected too strongly by the planetās natural magics.
if you're playing this PUG style, what value do your other worlds hold to your players?
they didn't play in em, they don't know about em, it's gonna be information overload when they're learning the one they're in.
Probably nothing. Itās just something that makes me happy so I want to do it. Like people deciding between kobolds and goblins for a simple low level ambush encounter.
Goblins might be more extreme and fun, but a bunch of kobolds walking home from their mines a few miles away and wanting humans as snacks is good too.
Sure but, neither of those adds years of lore for your players to parse through.
Iām probably going to try and get the players I had for the original game that went sideways
Not the guy who tried to force zone of truth on a player and left cussing
But everybody else
You can also just write the lore as you go during the campaign
Friendly reminder that brass dragons are usually great friends of a good aligned dnd party.
Friendly reminder that brass dragons make great instruments
Like you ask them to tune your guitar, kill one and make a guitar using their bones, or instruments of destruction by asking them to do favors?
I mean you can forge a whole brass band out of them
... out of curiousity, what would a cleric of athreos ā or hell, any of the other theros gods ā look like in a less ancient greece-esque world
like. what would their priest outfit (uniform?) look like?
Between you and your dm. Could just be a commoner, could be a guy violently devout to them who wearing togas.
toga
Well priests would probably wear things which fit their faith
a Wardomain cleric would very like have a uniform if not full armor as tgeir vestige, while a Trickster Cleric would probably have a bunch of disguises
Faith can be lifed out with small actions like your clothing choice
big churches often standardize their vestments, but those would be more specific
trickery domain cleric clearly dresses up as a YouTuber and says āitās just a prank, broā
disappointingly there is no tuba emoji
šŗ
Struggling to integrate a dwarf? Boil beer in front of them and then threat to make them drink it. Elves? Get a random musical instrument and play it all sorts of wrong, like Squidward from SpongeBob.
hmmm fun test: can your character individually survive a lvl 1 heat metal ?
twiclerics and artillerists need not apply, we already know the answer there
which is "probably, barring exceptionally bad rolls"
my lvl 2 undeadwatcher could survive 5 rounds
Druids, Barbarians, and monks survive.
Sorcerers, bards, warlocks, and wizards too
Basically its only a problem in medium or heavy armor
Heat Metal on weapon can have the reaction of drop weapon. Shield is always better. Armor is best.
https://www.dicebreaker.com/categories/roleplaying-game/news/dungeons-and-dragons-under-monetised-says-executives
I've not spent the last years living in an alternate reality for the words "dnd" and "under monetised brand" to sound weird together, right?
My characters have so much gold
........... it had just hit me that only 1 of my char has metal armor
i wasnt evem. thinking of the possibility that someone out there might have an npc/enemy with heat metal. me almost always choosing leather, even as a cleric, was purely an aesthetic thing
Medium Armor is unpopular because it only gets +2 dex, Heavy Armor is unpopular because only like 2.5 classes use Str and Heavy Armor.
so you're either wearing clothes, or leather. Studded Leather might still count as metal enough depending on who you ask
leather is also a lot more easier to draw as an amateur artist with few references
at least. in my experience
can anyone tell me what spellplague is?
The spellplague was a brief period of time the Weaveā¢ļø left us. Everything began anew and technology was more noticeable for this time.
Gnomish tech and human agriculture advancements were becoming more shoved without the use of magic.
That's the simple. There's more additional information elsewhere.
Basically the main dnd god of magic got oofed by somebody who casted a twelfth level spell. All magic everywhere stopped working for about a minute. As such, the new god remade magic. Heavily restricting the use of tenth and or greater level spells.
The actual spellplague itself was caused by this interruption and infected a bunch of people.
Creatures and individuals who came into contact with the Spellplague risked being killed or being warped by its energies, in which case they were said to be "plaguechanged". This entailed massive physical mutations and often a complete loss of sanity, and sometimes bestowed the creature or individual with terrible powers. Those who came into contact with weaker versions of the Spellplague were sometimes lucky enough to escape with only a spellscar, which could also bestow potent magical abilities.
The spellscar itself is like a glowing blue scar. 4e had a multiclass-only class for spellscarred people.
I like this lore, heaps.
That was the spell plague? I thought the spell plague was when magic stopped working for a minute and the weave was re-woven.
no that was a diffrent event
that was the change from 2e to 3e
The spellplague was the change from 4e to 5e
shrug who knows
Probably not even the people writing it
maybe I misremember
but Carsus Avatar caused the stopping for magic for a mimute and the death of Mystra
not the spelllplague
Didn't that cause the spellplague though?
The Spellplague, called the Blue Breath of Change by the inhabitants of Abeir, was a disaster that struck Realmspace and even the planes themselves on the date of Tarsakh 29 in the Year of Blue Fire, 1385 DR, and was caused by Mystra's assassination at the hands of Cyric and Shar. It continued for a decade, leading to the Wailing Years, during which arcane magic ceased to function and the planet of Toril was transformed.
So it's a different death of Mystra
The Spellplague, called the Blue Breath of Change by the inhabitants of Abeir, was a disaster that struck Realmspace and even the planes themselves on the date of Tarsakh 29 in the Year of Blue Fire, 1385 DR, and was caused by Mystra's assassination at the hands of Cyric and Shar. It continued for a decade, leading to the Wailing Years, during w...
Wait
Was the death and recreation of magic what brought the dragonborn over from their parallel universe?
You gave your own answer
the spellplague was caused by Cyric and Shar, not Karsus
Karsus killed a diffrent Mystra
Karsus was way earlier, his meddling caused the ban of any spells higher then 9th, which hence was the max spell level since 3e
Mystra dies a lot in the Forgotten Realms
Yes.
The first time, it was a level 12 spell meant to temporarily transfer all of a target deity's power to a mortal. Carsus' Avatar... It required a lot of wizards to cast. They cast it on Mystra, which killed her. It became known as Carsus' Folly. The next Mystra chose to set 9 as the maximum possible spell level limit to prevent that from happening again.
They did this because they were at war... Without magic, all their flying cities fell out of the sky, so it also killed their own empire.
Mystra's replacement took the name Mystra to reduce confusion moving forward. She wasn't the same individual.
i sometimes wonder if the designers of 5e are capable of performing basic maths. it's either that or they just hate barbarians. even if all 3 levels of brutal critical came at 9 instead of being pointlessly staggered across 8 levels it still wouldn't be a good feature. I do not understand why this feature exists in this capacity. maybe it was like the first thing they designed and they didn't go back to edit it? When you guys DM barbarians do you just drop free magic items on them or nudge them into another class or just let them be bad or edit their features or what?
It favors big two handed weapons who's weapon die size is 1d12 or 2d6. It's not a ton of added damage, but having advantage on every swing does increase the odds of getting it.
yes I'm well aware but that still doesn't make it anywhere near good. at level 17 it adds less than 3.9 IF you're using a d12 weapon and relentless attacking. less if you're using PAM to up your overall (which barbs should be). it doesn't favor 2d6 at all, it just adds half (nearly, technically 7/13th) as much damage if you're using 2d6.
you could MC to warlock and add as much damage in a single level than all three levels of brutal crit combined
Adding 6d6 averages more than adding 3d12
And your weapon's die is 2d6
nonetheless even with 6d6s it's still godawful
feel free to look it up
you add ONE DIE
again, not that it even matters
pointless and distracting semantic that you're getting hung up on here
Wording for this sort of thig was easier in 4e... They could just put [W] anywhere & you'd know they meant "The listed damage die of your weapon".
How you doin' today, Sean?
I'm okay. You?
be nice if they had done that here but no instead it's lance or greataxe for the highest damage
Pretty awright.
4e also had barbarian attacks hat dealt, like, 7[W] damage though... So that'd be 7d12 or 14d6 usually.
" one additional weapon damage die " id tend to agree with sean that it'd mean adding 2d6 not 1d6
i keep hearing 4e was better designed. I'm curious about it but I hate a d20, if i could get my group to play another game it would be diceless or bellcurved
what is pluralization
not that i like JC's rulings but
if i were DMing I would obviously let the greatsword roll as tho it's 2d6s since it changes nothing
you, the DM, can interpret it as you want though
Papa Crawford does have some hot takes, but that doesn't detract from all his errata formulation... As well as:
Scripture for interpretation.
yes, you sure can ignore the rulebooks, how very helpful
if you think barbarians are uderpowered just give them that small buff
finally brutal critical can add 4 dpr instead of 3.9 at lvl 17
It's almost like the rulebooks allow for these free thinking thoughts.
yeah if youre gonna be so aggressive im just gonna nope out
nice read
When I've played with Barbarians, I've found that they tend to hit things, and then the things fall down.
It do be how they do.
yes that does tend to be how the game is played
And they tend to be hit by things, but not fall down
But what of the wizard without spell slots? They fall down, without having any spells to sling.
It's a vicious cycle.
From what I've seen in game, Barbs don't feel underpowered to me.
Unless they run out of rages
strangely this is rarely the case at my table. My guess is that the low AC combined with relentless attack nulls out their damage resistance, but they don't have any other defensive features to fill in
nobody was hostile lol
unhelpful? sure plenty
also possibly the fact that they're constantly in melee range
Probability of a natural 20 with advantage: 9.75%
Average damage from 6d6: 21
Average damage added per attack made: 2.0475
For 3d12: 1.90125
For 3d6: 1.02375
It's not a huge feature on its own
Great Weapon Fighting lets you reroll 1s & 2s. This brings up the d6 numbers more than the d12 numbers. (You can get the Fighting Style by taking the Fighting Initiate feat).
If you gain the ability to crit on a 19, then your crit chance per swing increases to 19%, almost doubling the addition.
I don't think that focusing on crits too much is great for a Barbarian, but doing so can add to the effectiveness of this particular feature.
call me crazy but i don't love the idea of mixing another weak feature in just to get more mileage out of the first one
tho yes, if the 2d6 is allowed and you've also taken a weak fighting style, it is marginally more impactful. i suspect the number of times per campaign that you kill a creature in one fewer hit as a result of those interactions would number less than 10 but of course that's pure conjecture
doing expected action denial math is beyond me
Either by a diffrent god, or an epic level effort from mortals
Dumb party idea
the Ghost Crew
everyone is at least 7 lvls of echo knight fighter
swarm tactics involve sending echos ahead en masse
that sounds a bit repetetive
maybe add a Phantom Rogue and a Ancestral Barbarian to mix things up
You can dip into whatever after 7 lvls of ek fighter
the idea is just that youāre pretending to be apparitions
any who
would it be a poor idea to go at least lvl 3 armorer artificer just for the lightning launchers and then go into rogue
just to be a surprise sith
Dnd players will seduce a door just to cheat on the door by jumping through a window
Smh
we'll kick the door for good measure
it would be pretty weak
donāt care so long as I get to throw lightning bolts around
i mean you asked if it would be a poor idea
and yeah mixing the worst class in the game with the worst sub of the best worst class in the game when there's no synergy might be considered a poor idea
I wouldnāt call rogue the worst class in the game (Iād say that spot is reserved for ranger pre-fixes)
I am still baffled how anybody looks at ranger and calls it bad. spellcasting > not spellcasting easy
even if ranger weren't good it's still better than 4 other classes
I mean it does basically everything rogue does but better
I donāt think ranger is a better skill jockey than rogue
ranger is more comparable to paladin imo
rogue gets expertise in 2 skills. then eventually 2 more. not a big deal when there are 18 skills and just as many tool profs.
but given that the important skills are arcana for scroll scribing (which rogues can't do) and stealth (which PWT is better than expertise for) idk looks like rangers are better at skills
and if a rogue takes expertise in a charisma based skill then they're just catching up to cha casters by using prof instead of high cha (unless for some reason you built a rogue with high cha)
swashbuckler
no real reliance on ability scores outside of dex barring specific subclasses
Panache is overpowered, for 500, Alex.
except for con and late game wis. also swashbuckler is not a good sub
A hot take, but a take we do not share.
If I had to subject worst rogue archtype, it's gotta be Arcane Trickster.
now that's a hot take lol

you are the first person I've ever seen say it's anything less than top 3
It's Wizard, but stinky.
I would say mastermind for āworstā personally
well yeah. and rogue as a whole is ranger but stinky
yeah mastermind is pretty mediocre
But I think it would be fun to play regardless
Mastermind would be amazing for a non-combat game.
being a less good version of the best class in the game is a good place to be in
or comparatively less bad place anyway
slap on actor feat with the extra ASI you get, go now hobgoblin for additional help action options, take background for disguise kit prof like say actor, put expertise into social and other preferred skills
Changeling with actor.
also harengon assassin rogue with alert feat would be fun imo because who doesnāt like always having over 20 initiative?
good pick
Constantly rolls a 6.
good pick for a one note build that can be replicated with a lvl 1 spell
But some don't like spells.
Versatility is the soup of variety.
Or... Something like that.
Harengon have proficiency in initiative. Initiative is a dexterity ability check. Rogues get Reliable Talent at lvl 11.

assuming you have 20 dex and alert feat that is already +10 not including prof bonus
I am the type to make a barbarian 2/rogue 18 character because str based rogue funny
also reckless attack + elusive + sneak attack is funni
that is a sad sad sight
?
barb rogue MCs

danger sense & evasion
(admittedly limited) rage + uncanny dodge
I donāt get it
Cleric 12, fighter 8.
Imma hit you and there's not a damn thing you can do.
mixing 2 of the 3 weakest classes in the game when they outright do not synergize
really something else
I like druid 9/fighter 11 because nobody expects a giant turtle to bite them 6 times with 4d6+4 damage on each hit
but also because no humanoid expects to be eaten by a giant toad in one round
why? because.
sure I could play āoptimallyā
but Iām the type of person to play a full lvl warlock w/o multiclassing
in a campaign where short rests were rare
no interest in eldritch blast because it did not fit the character
they did surprisingly well however
The utility from Eldritch Invocations is pretty neat
Yes
they are lovely
Iām sad
My monk is in a setting where guns exist
and the gm hasnāt shot me yet
BOOO
I rolled well enough stats that I was like
Yunno what
Iām taking Athlete and Mobile
Oooo
been jumping over difficult terrain & on onto obstacles that would otherwise force an athletics check to climb (waiting for next lvl so I can run up walls and over water!)
effectively ignored every time Iāve been knocked prone
purposefully dropped prone when after attacking ranged enemies from a distance when melee enemies couldnāt reach me (only 5ft to stand up and my base speed is currently 55ft)
and what can I say I like an effectively free disengage when making attacks (playing way of mercy monk so I can punch an enemy, walk away from them & punch an ally to heal them & remove a condition theyāre suffering)
saves a ki point and frees up a bonus action which can be spent towards something else
Oh question
since Iām here
whatād be the typical use case for monkās stillness of mind?
Iām assuming itāll be really nice when I fail my wis save against fear because my party is currently fighting a coven of sea hags
yeah it's sort of a redundancy feature. a sad one but one nonetheless
no such thing. There are no 'good' or 'bad' classes.
I wonder if purple dragon knight fighter, the new version of hobgoblin, leader feat and a social background would be fun to try out as a commander type
could even take superior technique fighting style & martial adept feat if youāre brave enough
I SAW THAT
shhh
Not wrong, though.
Itās hard to compete with battlemaster when they (understandably) have the monopoly on superiority dice
speaking of battlemaster I think itād be fun to try it with a javelin build
thrown-weapon fighting style is cool and I think itād be neat paired with the quick toss maneuver
also according to sage advice apparently the dueling fighting style applies to thrown melee weapons
https://www.sageadvice.eu/does-the-dueling-style-apply-to-a-thrown-melee-weapon/amp/
monk would also be interesting for a javelin build because they are simple weapons and thus could be used with martial arts
kensei for when you want to kill people with blowgun darts
how can you possibly come to this conclusion
i mean fine, some classes blatantly, vastly outperform other classes, is that the wording you'd prefer?
no, they don't
yeah they very much do
that's a personal conclusion from your experiences but every table and group is different and has different experiences
in obvious fashion too
different challenges, and different ways to overcome them
that's your personal (and incorrect) conclusoon based on your lack of experience or analysis
mechanically there are options that are more capable of certain accomplishments, but those accomplishments are not necessarily extant possibilities at any given table.
that's so vague as to be meaningless
what I mean to say is: your class can hit stuff harder, but you don't know that you will ever get the chance to hit stuff.
again
hey want a quick list of classes that are better at setting up the chance to hit stuff? cause it's easy to make
what constitutes a chance to hit stuff in the first place?
i mean come on man you're not saying anything
okay sure, let's say you're not playing a module
and you're ignoring the core structure of the game
then spellcasting solves problems
easily
gotta solve an issue with discussion or supply? cast one of the many spells that fixes that
spell list 'toolbox thinking' is a really bland way to play a roleplaying game.
okay, still not an actual argument in regards to how there are clearly better classes
every class is equally potentially fun for a player.
and fun is the only goal of playing a game with friends.
k that's a metric (and a false evaluation/massive generalization of how people approach the game)
uh huh
we play the game the same way we make any decision, util economy. We make choices by what value that choice gives us, and everyone determines it differently.
So while you might value mechanical potency, someone else might just pick a class because they think it's cool.
in this way, all classes have people they appeal to
okay, thus turning your previous statement on its head
I've noticed a lot of people like it when their characters don't die
which is reliant on mechanical potency
so what
Mechanical potency does not prevent or even lessen likelihood of death
if the game had standard difficulty that was the same at every table, sure.
that's what the words "mechanical potency" mean in a combat oriented game
it's the definition
D&D does not
did the concept of CR not land for you
in D&D the challenge you are given is meant to scale with your potency, being stronger just means you face stronger stuff so you're challenged.
CR is an awful system and doesn't work because it fails to account for most things, the typical GM learns quickly not to use it
you can say that all you like but it's really an inconsequential concept
CR isnt reliable imo
yeah no shit
it has a lot of outliers
it's still the basis built into the system by which you begin to measure things
looking at you, mr CR 1/2 shadow
so CR isn't a good metric, and GMs personally decide what challenge is correct for their party based on what the party can handle. You pick a stronger character and suddenly your party faces more dangerous things - you have the same likelihood to die
if not more likelihood because your GM has to ramp up difficulty instead of softball you
and now your weaker party members face a higher likelihood still
that's just about the biggest bullshit take I've ever seen
if you're reliant on your DM lowballing you then acting like that's the nature of the game i mean
that kind of stands for itself
that's such a ridiculous self defeating argument
your GM constantly has everything in the game available to them
the only thing preventing them from sending things you can't handle - is practice.
eventually you get something too potent and either everyone dies and has a good time roleplaying a TPK; or they fudge shit and you keep going.
that aside, the core is a player can have fun with any class, for their own reasons. They're designed effectively and accomplish things that the players want to accomplish. Problems happen only when the GM doesn't appeal to your characters abilities and goals, or when your goals clash or override another players fun.
off topic but anyone ever take the archery fighting style, crossbow expert (or gunner) feat & sharpshooter feat to throw a net?
nah, just take your disadvantage
oberoni fallacy
who
givem that cbe is a popular 1st lvl pick it works
it's the concept that DMs have to put all the work into the game to fix a badly built system with vast differences between class capabilities
after spending 180 dollars on the laughably edited rulebooks
the DM's job is to make sure everyone at the table has fun.
it's everybody's job
you're willfully ignoring every part of the system to make a bad faith argument
is it just me or would it be funny to play a kensei monk just to inflict more than 1 + dex mod damage with a blowgun
be as blind as you want to the class discrepancies, lay the blame on the one person who already has to do the most work to bring the gane together. i just hope i never have to play with somebody who carries that bad an attitude
idk maybe
i like those goofy niche weapons
also gain poison immunity later which means you could apply it w/o accidentally poisoning yourself (and have the money)
in what circumstance are you possibly going to actively poison yourself?
failed application.
is that a thing? does one of the weaker character options seriously also come with the potential of self injury?
it's got very vague rules, so your GM may implicate that you poison yourself, yes.
especially if they use one of the most popular table options that isn't Feats: critical failure skill checks
You need prof in poisonerās kit to not have a chance to accidentally poison yourself iirc
we have vastly different viewpoints of the game, but I have enjoyed and made characters with every class in 5th edition except for blood hunters. They do not feel in any way inferior to the characters made by my companions, and I recommend each class to players for different reasons, they all have things they can do that other classes do not and the 13 together allow for almost every character concept that is reasonable.
I guess if you lack both you could always try and take safety precautions and hope that DM fiat lets you ignore being accidentally poisoned
i mean i can't believe I'm saying it again but your feeling is not an argument and saying classes can uniquely do things that others can't remains untrue
you don't. you can also use an int (nature) check. and it's for extracting the poison, not applying it. perhaps I'm looking in the wrong place but I'm just not seeing anything about applying in DMG or PHB. it just says you can apply it
that's exactly what their features do, though.
every class has things that only that class can do, sure there's a variety of things that they can all do and there's stuff you can do outside the bounds of features - but your features define what's special about your character mechanically and give you options that aren't accessible outside of that.
without entering the realm of homebrew, anyway.
sure let's just pretend there's not overlapping design space between them shall we? and every spell in the game is good and unique and useful too I'm sure?
No. But they dont have to be.
Sure, noone takes find traps because it doesnt do what it says on the tin.
But people take spells specifically for flavor or hijinks without it accomplishing anything objectively
The ribbon features of spells
Are there players who min max everything and all of their character choices are based on potency and efficacy? Yes.
Are they a majority of players? No. 5e is a fluff system and lots of players are looking to play a character just because they like being that way, it tickles their fancy to be things that arent necessarily "optimal".
Not being optimal doesnt make something bad, or poorly designed, it just means it appeals to a different audience. There are and have been poorly designed things in 5e - but none of the 13 current classes are as such. wont get into subclasses
"fluff system" legitimately making up terminology. and still failing to acknowledge the overlap in design space. actually you're just approaching an entirely separate argument now
moving forward I'll keep in mind that you believe multiple rulebooks is equivalent to fluff
It was fluffy from the phb onwards
A colloquialism of the hobby, as opposed to crunchy systems bound entirely to mechanics and features. 5e is relatively vague in its rules and has an affinity for description and aesthetic - the fluff.
The stance remains that in a game about seeking fun with friends there is no objective good or bad because fun itself is not objective
Advising players to not play 3 classes when they could very well enjoy them is in bad taste
You can play with the mindset that those 3 classes are bad, and you do not like them because they aren't as potent at the things you want to accomplish in game - but you do not know that what you want out of your class is the same thing other players want, please do not trounce players dreams with "it's bad, don't do it", if there were an actual issue with their combination, such as being Multiple Ability score Dependent - inform them that, but don't say "[your idea of a fun time] is a sad sight" and spoil other peoples enjoyment.
Scott with a truth breakdown. Well said, chap.
not really lol
outside of assuming a position I've never taken it's also not even relevant to the premise
"fun is not an objective" this is a full on contradiction of what you have said previously in this conversation
I feel like fun is more subjective
Players tend to mess with things that were never meant to be big portions of the story.
I didn't say "not an objective" I said "not objective" it is purely subjective.
what that means is there is no factual "this is better" because different players want different things. We don't know what they want, necessarily, and we shouldn't tell them things they could want are things they don't want because it's antithetical to supporting fun.
you directly told earl that something he thought was fun is something he shouldn't think is fun. Don't do that.
ah fair, misread
i told him a weak sub mix might be a poor idea depending on he thinks a poor idea, not the same as saying he shouldn't think it's fun
again you're assuming a stance
then just be careful about the tone of your advice, calling someone's idea sad or bad isn't constructive.
among the 8 schools of magic,
evocation, conjuration, enchantment, illusion, transmutation, necromancy, and divination are defined largely by how they work
but abjuration is often defined by its intent š¤
it has spells that create energy, create material, alter mental states, alter physical states, remove existing effects...
wouldn't the spells in abjuration that fall under other schools functionality being those schools, and abjuration specifically being removing that which exists fit the way they're defined better
I disaggree
because well all these other schools are also determined by intent as much as abjuration
and abjuration does very often similiar things, blocking or binding things
Burps in Chronurgy.
that's not a school of magic, that's a wizard subclass š
evocation spells create energy.
conjuration spells create or move matter.
illusion spells simulate sensations.
transmutation spells alter matter.
enchantment spells alter mental/emotional states.
divination spells give or gather information or alter your perception ability.
necromancy interferes with the physical and spirital qualities of life and death.
abjuration does a bunch of stuff that prevents bad stuff - but a ton of it could've been in other schools.
Belches again. Yes. And I'm gonna just...
If you choose to view it like this be my guess
I can't pin that!!
Abjuration creates Wards and Bindings
And also evocation (for some reason) includes Healing
which personally would fit better in Necromancy
So yeah, if youlook, you can say that about other schools as well
To abjure is technically under definition to refrain/avoid. So the spells that refrain the user from damage etc makes a bit of sense
Abjuration (protection and defense)
Conjuration (creating something from nothing, summoning, and teleportation)
Divination (knowing things, from the truth to the future)
Enchantment (anything that messes with the senses, the mind, and free will)
Evocation (control over the element ā fire, ice, and acid ā as well as healing)
Illusion (the creation of sensory effects that deceive and delight)
Necromancy (power exerted over life and death)
Transmutation (the conversion of one thing into another)
Extra school from Exandria:
Dunamancy (control over gravity and fate)
Prismatic Wall, Imprisonment, Holy Aura, Snare, Aid, Arcane Lock, Beacon of Hope, Glyph of Warding, Globe of Invulnerability, Symbol?
evocation includes healing because it's energy.
necromancy has some healing spells, but they typically pull the life from something else, whereas evocation spells that heal just draw magic healing energy from another plane of existence or somesuch. Transmutation also has some healing from simply transforming wounds into healthy flesh.
but that's my point, abjuration doesn't have a function based definition but an intent one.
so it ends up taking spells that do things other spell schools would do because "yeah this sounds defensive".
the one definition that fits that other schools don't have, is removal/nullification, and fits a lot of their spells in function and flavor
Banishment, Dispel, Counterspell, Lesser/Greater Restoration, Remove Curse, Protection from X, Pass Without Trace...
those have the abjuration flair, but there's outliers that feel like they belong elsewhere because the idea is just "yeah abjuration defends stuff"
I mean you could say that about most schools, that there are spells which are outliers
Abjuration is nearly half, though
Does monkās speed bonus apply to alternate movement speeds provided by magic items like swim speed and whatnot
monk doesn't specify "walking speed" it says "speed" so it applies to all of your individual defined speeds
so if you have a climbing speed, it increases by your unarmored movement from monk, same for flying, burrow, swimming, blah blah blah
this is why Aarakocra monks are funne
true
I believe their fly speed was lowered but hey
extra fly speed is extra fly speed
wasn't it 50 before? that's excessive
Yeah
question does anyone know a way a class can create potions of speed?
not swiftness speed
crafting potions?
I don't think any class can make those
I know that artificer can make permanent magic items, but not consumables to my knowladge
mhm that is tricky
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
I personally would say no, because it specifies "you take an additional action on your turn, which a hold action is doing that action outside your turn
but there says nothing you can just use the action surge action first, and use your normal standard action for the holding
so semantics most likely as long as you don't try to hold 2 seperate actions
soo
here is what you do
take 2 levels in fightr
then use action surge and use that surge attack
then hold another attack action
sneak attacks work on a PER TURN basis not a per round
so you can then get 2 sneak attacks off
ahh yes that tactic, it would indeed work by the rules
I have stupider ideas though
the new kobold race block is soo fun and has some gamebreaking potential
I have a kobold sorcerer character i am gonna use it for to have fun
well I wish you much fun with that
just get your buddy to cause reaction based movement from an enemy so you can get an opportunity attack
dissonant whispers goes brrrrrr
failed save deals psychic damage and forces the target to use their reaction to move which makes them valid for an attack of opportunity
mfw compulsion
So like, how powerful would a level 20 fighter be if they got 1 free feat every level-up?
just an idea I had in my head
Destructive.
they would run out of stuff they wanted to have.
Or Dwarf; Dwarven Fortitude, Slasher, Shield Master, Durable, Fey Touched, Gift of the Chromatic Dragon, Aberrant Dragonmark, Gift of the Gem Dragon, Gift of the Metallic Dragon, Resilient, Savage Attacker, Sentinel, Sharpshooter, Great Weapon Master, so on?
GM acting like the cleric and I are weird for suggesting that we should befriend the dragon by offering to let them join our company
seems like the easiest way to offer them profits, protection and us not being murderized immediately
(Party has 4 ships, made an alliance with a faction that has 17+ ships and backed another faction that has access to firearms and provides us with rare materials)
Are you missing setting context that makes dragons unsociable
not as far as Iām aware
@fast wyvern at bare minimum they have a fortress and crews to man ships so they at least have some form of communication
as for reason to hate outsiders I dunno
how would i kill a PC, specifically a level 6 fairy battlesmith artificer
i have 3 levels in rogue, which i can unfortunately not change, but i would like to know what the best things i can do at level 6/7 total
are there any magic items that target fey, or any features
are you asking how to kill one of your fellow player's characters?
If you are, I'm completely unwilling to advise you on how to accomplish that and implore you to reconsider why you're playing a game with them.
they are in on it, and my character has good reason to kill them (they sold me out to a fey dragon)
i'm just asking how i would go about doing it properly, they have a whole arsenal as well (so i'm not cheating)
if your fellow player is basically asking you to kill them, have you tried restraining them while they sleep, and then stabbing them repeatedly
they won't have their gear on them
it can't be sneaky stab stab, that would be very anticlimactic
it has to be a show, how would i track them down and murder them
so you want a dramatic way to kill them
sure
have you talked to your GM about it
he is aware of it, yes
have you asked them about avenues your character would know of, or rumors about particularly fiendish ways to off someone
your GM is an endless tome of knowledge, since they can make shit up and we can't
amazing, thank you
so your background gives you access to an information network of criminals
a great place to find cool stuff to kill people with
i am writing a book called "To Kill A Fey"
it is from the perspective of my character, and is a guide on all the strengths, weaknesses, and other miscellaneous facts about Fey
awesome
mfw when you made a book about your not-paladin's oath tenets
I'm going to publish this in-character
Anyone on here familiar with wrath of Ashardalon?
I thought of a really cool concept for a paladin warlock in D&D
you're an oath of the ancients paladin, you swore an oath to a long dead god who appeared to you in a dream
inexplicably you gain power from this oath
in reality the dream was a trick by a fey creature and you don't even realize you're a warlock
it would be interesting, it would depend though what the fey gets out of creating a paladin, but thats for the GM to decide in the end
question
what backgrounds are good for a protector?
what did they do that lead them to feel the need to protect people
what upbringing and lifestyle brought them to that point
Sage. Individual for themselves, but protects, understanding humanity.
Soldier. For the protection of state or God.
Spy. Same, but sneaky.
It's how you spin it.
I was leaning to sage as she is an alchemist
I just was thinking if there could be a better one
"Better" is opinionated.
yea
To me, for protection, for my next character, going with Astral Drifter. The stars protect, they see what we cannot. The truths all lay bare. I fight for those truths, to protect honesty.
And the Astral Sea is out of time. So you are 20d6 years older than you look.
aarakocra
you look dead
wait no I read that backwards
aaracokra
you look like an egg
Hi everybody
5e talk
I got three characters I want to assign classes/subclasses two
technically 4 but I already know the 4th
I just want some 2nd opinions or new ideas
They're all fishermen, but as far as how I want them to fight is
1 - Full caster, can hit hard but also can support fellow fishermen
2 - Martial, big attacks
3 - Persistent attacker, can be half/partial caster or martial
The only other specification is that number 1 is going to have a couple of water based attacks
it's their theme
update, I might go path of zealous for my # 2
Persistence is fighters.
big attacks is barbarians, if it can't be a caster. Paladins if it can be.
as for caster, you're not giving me enough to narrow it
glass cannon?
Sorcs and Wizards are glass cannons.
a Storm Sorc could fit on any fishing crew
š have fun
A druid?
Just straight up, talk to animals.
"AY YO, GETCHA ASS IN THIS BOAT OR SO HELP ME, YOUR PAIN WILL BE EXCRUCIATING."
As for type. Land w/Coast sub-subclass.
Nah
I went with
1 - Storm Sorc
2 - Zealous Barb
3 - Champion Fighter
4 - Evocation Wizard
What is a good magic item for chars who summon or have a companion
Bag of Tricks
summoners like having more things to summon
if it's not the bag of tricks, try one of the figurines
I was thinking more like things to enhance your summoning ability and not finding more summons necessarily
like giving your summons extra hp, extra bonuses, stuff like that
in 3.5 there were items and feats for stuff like this
5e, you would need homebrew
or a different class.
I figured any support magic items would go in this category
but i opted for mobility
investigator, start with two trinkets out of VRGtR and begin the game with 5000 gp. spend that gp on goats. nobody's going to harm your allies thru the fields of goats they gotta plow thru to get to you
. . .
Ahh yes start with a bunch of shit the dm isn't okaying off of your sheet
if your DM doesn't wanna play by the rules then just start with the 100+ gp that's normally easily afforded to you and pay for a wagon, nothing says protector like a gang of hirelings with crossbows who are providing you cover
"start with 5000gp" I am VERY certain that isn't in the rules
start 10 gp is what is in the rules
I have
Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table) a set of common clothes, and 10gp.
Before you finish making a character, roll once on the Horror Trinkets table for a unique object your character has with them at the start of their adventuring career
oh true it's only 2500
maybe I should read them
turns out pearl necklaces sell for 2500 gp idk man
anyway whatever you can easily start with a spyglass instead for a modest 500 gp, it doesn't really matter, you can buy hirelings either way
shit I was really quite sure that was a "roll or choose" like the one in the PHB
...it doesn't say that in the PHB either, I've gone insane
or am I being gaslit again by DDB changes to things
nonetheless my point stands re:putting bodies on the field and investigator getting to choose silly things
yeah I know
doesn't even update sheets properly š¢
among many other little issues

Imagine having to pay for your character sheet (<- roll20 user)
Anybody get the new book?
Havenāt heard any bad feedback yet but I think Iāll give it a week
New book???
How do lair actions work?
And how come I canāt find any on the ancient blue dragon page?
Lair actions happen either at the top of initiative, initiative 20 or randomly once during initiative so the players can make choices on the fly. Defend, run, or blunt force trauma.
As for location ... Check the main dragon table of contents, under the first dragon. You might find it there. Or make up your own.
I don't have a PHB with me.
the RAW is initiative 20 iirc
Losing ties to players
fun fact one of the most dangerous lairs
is like 10d10 radiant damage PER TURN
It might not be on the monstersā pages but before it sometimes.
and not all monsters have lairs
Thereās also a cool document on DMsGuild called Home Field Advantage where they came up with new Lair Actions for almost every creature
Itās one of the best sellers. I highly recommend it. Totally worth the price
Per turn?! Not per round?
per round
sorry my b
it may have been even higher though
oh god
24d10 radiant damage my b
That's still tough... Per turn would be insane
yea I mix those terms up
132 average per ROUND
RADIANT damage
and before you ask
not homebrew
Lair is usually initiative 20 by default (losing ties to everyone), but if I have multiple lair actions, I'll usually put the second one on initiative 0.
I once had a combat with lair actions on initiatives 0, 5, 10, 15, 20, & 25... But most of those were just "everything on the conveyor belts gets moved"
It was a construct factory... I used boards from the game Robo Rally as the battle map.
if you are curious abut the 24d10 radiant damage lair effect (just for existing no save or anything)
the lair is a fucking star
That's fair. If you're inside a star, you're going to burn.
Or brain eat.
I would honestly be okay with it if it was 24d10 radiant per turn though too
instead of per round
cause like, who is gonna survive average 132 damage per round?
without immunities anyway
So say a party is venturing though a rainforest, and have a green dragon throwing a party for them at the end. Youāre deeply anticipating then to attack immediately. What type of lair action should there be? Kobolds making it rain rocks from their slings? Awakened trees throwing wasp nests at the party? The dragon spewing a pollen breath at them, and they get the poisoned condition during the majority of combat?
on the talk of ancient blue dragon
I couldn't find a lair
lair actions tend to be more of continuos hazards iirc
never used them much myself
My most common lair action is "Another enemy or NPC shows up & will act on its own turn."
The setting has been passed around from person to person, each adding their own thing to it. Like a hunterās stew. Iām trying to throw a dragon at them, but struggling to decide. I know I donāt want to pull any punches whatsoever.
just give em a solar dragon
I want them to suffer, not an instant tpk
There you go, a solar dragon joins the combat as a lair action, each round on initiative 20
LOL
do not meddle in the affairs of dragons for you are crunchy and go well with ketchup
But dragons are big, scaly, and huggable
Look at a black dragon and say you donāt want to lightly boop them on the horns
Nice! Is that dragonborn, or lizardfolk?
kobold <.<
I paid for the art
the furry community is the place to get art comissioned
it was 80 pounds at the moment
I think I paid like 98 for it
usd
can't link the artist sadly, tried to get in touch but they just arn't active
she is 5 in that image. young kobol girl 15 if we were to convert to human years
Hello yes, furry artists?
Id like one human drawing please!
š
Uhh. Kobolds are adults at 6 arent they
That doesnt mean kobold years are dog years. They can live quite long. They just mature quickly
Most humans don't really mature mentally within their lifespan, so it's not the best basis for comparison anyway
Or emotional.
Should do some studies into kobold brain development
Either way my 6 year old kobold acts like a kid.
So, my kobold is 135? Nice.
They mature 3x faster
like dogs maturing about like 15 times faster relatively
but 1 year is 7 dog years
But what of its not a linear scale, like cats
huh? what u mean
Cats mature at different rates during different periods of their life
like dogs maturing faster when younger?
yeah but dogs are smelly so everyone just makes a line
yeah, they poop somewhere you can't find it because they know you don't like it when you find it
they poop outside.
Hey guys, I need ideas for a race. name an animal and an adjective that can be used to describe them.
Deer, clever skittish and nimble
Lizard. Lounge
Whelk. Shelly
clueless aardvark
Dire Human
Dog. Wise, dumb, and friendly.
feuds with flying reindeer
neither believes that flying pigs exist
spontaneous sharknado
I wouldn't know, I just saw a picture of a penguin making a heroic landing
š¤
What if you were born a centaur, but instead of a human upper body you had a horse head
I guess youāll never wear a helmet Huh
Had my players fight Baphomet today
Was pretty epic
Cleric casted Mass Heal right before I killed a character
Gonna bump things up next time
Theyāll be in the Abyss
Gonna start off first combat with 8 fire skeletons, 8 exploding zombies, 2 zombie giants. Second combat with 2 demiliches, and beefed up balor, then third combat against a lich and Orcus. Orcus is gonna flee towards the end and Demogorgon shows up
Hopefully itāll be an exciting ending to the campaign
That sounds very intense. Good luck!
How do you make it up to a player who had to miss the epic finale of the adventure we were having when everyone else could only play that day as the last day?
Special epilogue one-on-one?
Something their character is doing while the finale is going on that pertains to their personal story, but still has impact on the final epilogue
š¤ you have everyone tell them the story, they missed it.
In the future I'd rather make it that you will move the session day until everyone is available and can play the finale together
That's not always plausible. Sometimes it can be months before everyone's schedules next line up, and trying to line them up could be what kills a game. I don't know for this specific case, of course...


