/5eg/ Fifth Edition General

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Previous Thread

This is the thread we deserve for being immense faggots

how do i play a jedi without homebrew

>Planning on making a coffeelock character
>If you're unfamiliar, it's a warlock/sorcerer who can get infinite spell slots RAW at level 5
>Trying to come up with a good story and character to go along with the build

>A tiefling sorcerer who made a pact with a devil and outsmarted him, forcefully sucking away the patrons powers to fuel his effectively infinite spell slots
>Depending on if the patron would be suffering or not, he'd even take the name of the devil in question
>Will ask party members to sign away their souls(sealing the deal by killing them and immediately reviving them) in exchange for his infinite support in healing and buff spells

Which 4th level sorcerer/cleric spells would be best for the idea or the most abusable with infinite slots?

pick a class thematically close and then calling yourself a jedi?

Hopefully someone will make another

Way of the Kensei monk gives you "magical" mundane weapons and fists, and you can flavour your Ki actions like Flurry of Blows or Step of the Wind as force powers.

I'd go lore bard. use your magical secrets to steal smites and telekinesis

Give us back our anime foxgirls you fucks
t. /pfg/

Play a Mystic, user!

What is the state of diplomatic relations between various races/nations in your setting, /5eg/?

Those are clearly catgirls, user.

who is this down syndromer

Man I just had an emotional moment makeing my new character

Most of the nations are actually city states that tend to be in a state of constant cold war. Each city has enough soldiers to defend it and maybe one hundred miles out from its walls but not much else. Most are strategically placed and they all jockey for power and trade rights for what the others have secured. The most powerful one is currently based in a natural harbor whos main export is seafood, dye, pearls, various art/jewelry and precious stones from the nearby mountains. They also employ an irregular navy that mostly functions as privateers and pirates for the other city states. They have access to some metals but it is mostly iron. Their nearest competitors in said war recently tried to assassinate their leadership while engaging in trade relations, mostly furs, better metals, cattle/land meat, and travel protections from the "pirates"

>tfw you get double dubs

In answer to the thread question

why yes. yes I do.

What does 5eg think of making Steel-Wind Strike a 4th level spell that requires a melee weapon attack instead of a spell attack and does 4d10 magical slashing, piercing, or bludgeoning damage?

i think itd work better

I'm totally going to introduce show me on the doll into my campaign somehow now.

>Chain Warlock
>Picks a snake for familiar
Why

>caring about digits

>he does
Are there unironically people like this?

This would be fine by me, I hate the fact that EKs and ATs don't even get the weeaboo fightan magic spell.
I also think that Invulnerability and Tenser's Transformation shouldn't be spells, but that's just me.

>anime autist that keeps making threads early out of spite forgets the thread question
I'm super surprised right now, honest.

Bit of a dumb process question. You're 4th level and need 12 HP to be at max.

You take a short rest. Do you:
>say I'm going to roll 2 hit dice roll and hope you get back to max
OR
>roll die get 7 back roll another get 4 back and decide to stop there

Pretty sure it's the latter but I was typing up a cheat sheet for noobs and I was like, wait am I doing this right

totally guilty of thinking a 12 doesn't hitting a 12AC d'oh

I am confused
and aroused
and more confused

>I hate the fact that EKs and ATs don't even get the weeaboo fightan magic spell
Fucking right?

roll one die at a time, user! :D

Yeah, that's /b/ for you. Or at least, that was old /b/.

>new /b/ is just porn dump threads and the occasional feels thread

doesn't sound like much has changed from ten years ago.

So a rogue with shadow blade is now one of the best ways to hurt a totem barb, huh?

How wide are the rivers in Chult?

Invulnerability is alright, it doesn't help you against saving throws or anything. It's basically mega Stone Skin, but Foresight is still probably better.

TT is just because it's a classic spell, and while I agree it represents that we could see spells overshadowing martials soon, I think this is just a little something for Bladesingers and War Mages who want to mega mode and be cool.

As soon as the book dropped I took it on my War Mage as my oh fuck the Fighter's down spell because of how well it's features work with it.

The best way to hurt a totem barb is a Wisdom Save.

Shadow Blade is still just damage, melee damage. Against the guy who's got a lot of health and a lot of melee damage.

>willing getting in melee range of a raging barbarian

Page 101 of the PHB:
>You have 2 sorcery points, and you gain more as you reach higher levels as shown in the Sorcery Points column of the Sorcerer Table. YOU CAN NEVER HAVE MORE SORCERY POINTS THAN SHOWN ON THE TABLE for your level. You regain all spent sorcery points when you finish a long rest.

Not shitting on your parade, but are we sure Coffeelocks are legal?

What about a totem barb with Wisdom save proficiency and a friendly 20 Cha devotion paladin?
To be more precise a fighter 9 / barb 3 with Indomitable, so he can also reroll a failed save once.
Not like they ever fucking fail a saving throw around the paladin anyway.

Sure, the best way to hurt him might be something like Synaptic Static or Mental Prison. but it's harder to justify a bunch of enemies with 5th and 6th level spells running around.

Definitely true. But that's what cunning action disengage is for.

That man is going to fucking explode. That’s not fat—it’s bloat (gas and rotting “sludge”). Keep him away from flames.

Even if you disengage you can only move 30ft., so he can just walk right up to you and have a very good chance of shattering your concentration instantly. Even if you find a way to hit, get out without him attacking you and move more then 30ft. away... Barbarian's have +10 speed and if he's a Fighter multiclass then he can action surge dash and once again, break your concentration nearly instantly.

Honestly the best bet is to run away for a few minutes so that he's out of Rages. Seriously.

Also why are you building a PC to fight another group of PC's? And if you're a DM trying to find a way to challenge him then push the rests, he can only Rage twice.

If you're specifically trying to kill him then you're just a cunt.

What is a good low level magic item for a spyfag PC? Level 2 M.Dwarf Fighter, want to make things interesting not powerful.

For Warlock 2/Sorcerer 2 (ealiest this comes online)

>have 2 sorcery points
>make a 1st level spell slot
>have 0 sorcery points
>turn 1st level warlock spell slots into sorcery points
>take short rest
>repeat from start

you can alter the efficacy as you level up.

>Even if you disengage you can only move 30ft., so he can just walk right up to you
Teamwork. If the fighter is being attacked by another creature, he has to deal with that creature before chasing the rogue. And he doesn't have the bonus speed, not enough barbarian levels.

I already had an NPC villain who works kinda like a roguelock. I built them like an NPC, just borrowed a few features and spellcasting. And this villain specifically hates the fighter/barb, so I'm trying to figure out which strategies and spells they would use.

>that pic
this is how I monk

So with Hexblade dips, coffeelocks and other assorted shit. As well as there now being enough character options to keep people interested for a fair while. I've got every right to disallow multiclassing right?

homebrew: LUCHA MONK

How about a spyglass that also captures sound from the scene it's observing?

>I've got every right to disallow multiclassing right?

you're the DM you can make it all about a magical forest of piss if you want

might as well make everyone play fighter class and disallow feats

The trick to coffeelocks is knowing that you have a limit on sorcery points, but not on spell slots

>Convert sorcery points into spell slots
>Convert warlock spells into sorcery points
>Convert sorcery points into spell slots
>Short rest
>Convert warlock spells into sorcery points

>are we sure Coffeelocks are legal?
Unfortunately yes. You'd have to be an idiot to let one into your game as DM, but they work RAW (though also by RAW multiclassing is optional, so whatever).
>Warlock 3/Sorc X
>tomelock + Aspect of the Moon invoc so you never have to long rest to sleep
>Divine Soul so you can heal with spells instead of long rest
>short rest for your Warlock slots back
>convert one into 2 SP
>convert the 2 SP into one 1st level slot
>same with the other warlock slot
>rinse and repeat until you have an arbitrary number of 1st level slots
>as you gain levels in sorc you can have more SP at a time, therefore making higher level slots (up to 5th)
>you can take any long rest the party has and turn it into 14 1st level slots (do some heavy activity for the last hour of the rest so you can't be counted as taking a long rest)
It takes a long time to set up a number of slots worthy of being called "infinite" or "arbitrary," but it works.

If you plan on keeping those slots, it has to be Warlock 3 so you can take the Aspect of the Moon invocation and never take a long rest again. Otherwise any slots you've created disappear on a long rest.

So in a campaign I'm in I'm currently playing as a Swashbuckler rogue (5 in rogue, 1 in fighter for second wind and perhaps action surge later ). Considering the character arc of my rogue is one of redemption my GM offered me to trade in my fighter levels should I continue leveling in fighter and learn from a cleric of a homebrewed redemption god in his game. Should I just keep my future fighter levels or trade them in for paladin ones?

The real question is, could a coffeelock solo a beholder?

No nothing like that
I sorta named my characther after my dad. He bought me my first dice and 3rd editon book and I lost him in October

>he has to deal with that creature before chasing the rogue
or just suck the op because he's a fucking barbarian and couldn't give two shits about it

>Implying I would make anyone play Fighter
Honestly I'd rather replace Paladin's spellcasting with maneuvers and some other non-magical abilities and let people call that a Fighter. The class is a complete snooze to me, but some people seem to enjoy it so as long as they're happy.

My main issue with it is people only ever do it if they gain something more powerful then keeping pure class, which some people like but I'd rather not have in my games. It falls off at higher levels when they miss the powerful late game abilities and players bitch to me about that a lot.

I would prefer to just ban certain multiclass options that are likely to overshadow single classed characters focusing on the same thing, but then it becomes very arbitrary and easy to play favorites. So I figure the best idea is to just remove it for a while, if we don't get a new splat next year then I'd allow it.

I just don't want to come off as a no fun kinda guy, and want to keep all players having fun.

>I've got every right to disallow multiclassing right?
Yes, it specifically says as much in the PHB. 80% of the time, the only reason someone wants to multiclass is to try out some mechanical combination they think will be broken anyway.
Though if you have a group you can trust it's usually easier to just ask them not to do this shit and tell them that you reserve the right to veto shit you don't want in your game.
90% of multiclass cheese disappears when you specify no Warlock, Sorcerer, or Fighter dips

Anything past Level 12 is shite because most games will rarely make it past that point. Hell, the number of games I've been in where we made it past level 10 can be counted on one hand.

Eh, we get to that point reasonably often, maybe 50% of games go past level 10. That does include games where we start at level 5 or whatever though.

Personally I enjoy high level play and so do my players, but we also like to play from level 1. Most people I've played with in person can keep the game together, online falls apart quickly.

Honestly the only class I have a massive issue with multiclassing is Warlock. Sorcerer only becomes really retarded when Warlock's around, and Fighter is only ever taken for Action Surge and AC but most of the time I'd rather develop my spellcasting or other martial class abilities then focus on theoretical one round burst once per short rest.

That's true... In that case, I guess the roguelock villain could try to stay away, since shadow blade can be thrown. It's still not a very good tactic, since they only could stay about 35ft away to be able to throw without disadvantage...

would be more fun and thematic imo, regardless of mechanics

>tfw I'm both running and playing in two different online campaigns currently at level 12

>Eh, we get to that point reasonably often, maybe 50% of games go past level 10.
The fact that you're only using half the features of a class maybe half the time you run a campaign kinda shows how useless the late game powers are.

Think about it, what ability are you going to get at level 13+ that's going to powerful enough to justify the time and energy spent getting that far in the game? More to the point, what abilities are there that are more powerful than what you can achieve through the right selection of feats and multi-classing
>inb4 Level 6-9 spells
In most cases, anything past Level 5 is overkill that throws off the balance of the game. There's no reason to give a fuck about exploration and roleplay when you're powerful enough to shit out spells that completely alter the world around you.

What, do you start at level 1 every time or something? Getting up past level 13 shouldn't be a challenge that takes time and effort, you're playing a game and should be having fun. It'll come naturally along the way, unless you're a spaz who can't handle playing the same character for more than a month.
Also, to answer your question of what's worth having, off the top of my head
>Illusion Wizard lvl 14
>Use Magic Device on Thief
>Dragon Sorc lvl 14 wings
>lvl 15 Warlock invocs like Witch Sight
>Quivering Palm for Monk
>Paladin capstones are all neato
>Life Cleric full heal (don't remember what level)
There's plenty of cool shit that you get. Stop complaining about sour grapes.

Please respond?

yes

So my character got granted a Wish that will be likely twisted if I overplay my hand, so I'm thinking of asking for 2 or maybe 3 levels worth of experience, however I'm not sure how I should word it in character since a guy asking "hey can I have some levels bro" doesn't really make any sense IC. We ended the last session with my character thinking about what they wanted.

How much time has it taken for you to gain your last two or three levels?
You could ask for "the wisdom of an additional X years/months/weeks of hardship."

hope you like getting three levels of commoner.

When Minor Conjuration says "the object can be no larger than 3 feet on a side" does it mean the object's maximum possible size, or its size when conjured?
For example, could I conjure a coil of rope with a diameter of less than 3 feet, or a large sheet in the form of a bunched-up ball less than 3 feet per side?

>A Wish
>Specifically Wish
It's probalby not all that great. You can get some money or a 'clone' spell or a simulacrum out of it at best.

ask your DM

Monkeypawing is a dick move, but it never fails to make me laugh.
>Player gets a wish from a Efreeti
>"I wish I could live fore- wait, no. I wish I would never di- Wait, no... Ah, I wish I was immortal!"
>Efreeti turns him into a lobster

You know you have a monkey's paw and you're still wishing big (If I was your DM, I'd say your character gets spirited away to a pocket dimension where they get free training that ups them 2 or 3 levels in what feels like a single day. You return to the real world when the party is 2 or 3 levels higher. Fuck you for trying to unbalance the party).
Just wish for the ability to cast Magnificent Mansion or Heroes' Feast once per day or something.

I agree it is a dick move, but let's be real here, it's usually reserved to counter other dick moves.

Are lobsters immortal?

Thank you for being so very helpful.

Apparently not, but there's a species of jellyfish that is, so same difference.

would you have preferred "it depends?"

Apparently so, they're functionally immortal as are certain jellyfish.

well, less "immortal" and more "We have no fucking clue what the natural lifespan on this thing is"

Jesus Christ, WOTC really has no idea what the fuck they're doing, do they?
Like, I don't know how they create functioning classes and they release an increasingly endless number of new spells and dumb shit like Perfume of Bewitching.

I wouldn't needlessly want to burden you with trying to come up with something useful.

>How wide are the rivers in Chult?
How wide are the rivers on Earth? It fucking depends on the river, numbnuts. Some are wide, some are narrow.

They may not die explicitly of old age, but their maximum lifespan is still effectively 50-60 years old, because at that point they're so weak that they can't molt anymore and succumb to infection, or try to molt and die from exertion.
Tortoises live longer than lobsters do.

Do you prefer Celestial Warlocks or Clerics for holy men that aren’t quite clergy?

>cute girl OP

YES

They also get cancer as almost a certainty after a certain age i think.

At least make it a freaking Evocation spell.
>It's conjuration
FUCKING WHY

The hell is a coffeelock?

I'm pretty sure nearly all animals eventually get cancer if they live long enough.

...

Cool story bro.
But yeah, I've chosen one mile wide for reasons. They're not particularly wide or narrow.

Teleport is conjuration
Misty Step is conjuration
Teleportation Circle is conjuration
See a pattern?

It does nothing that related to Evocation at all? Teleportation is pretty much exclusively Conjuration, though back in 2e or 3e I believe it was Transmutation.

So can a coffeelock/paladin shit out smites forever?

Possibly, i just remember reading that they
>don't die from age
they DO eventually get cancerous and die that way, so the whole "doesn't die from age" thing isn't what people think it is.

>You flourish the weapon used in casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
>You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
It's a secondary effect tacked onto an obvious damage spell that deals Force damage like Magic Missile. How is this not primarily Evocation?
Whatever, I guess the idea is that since the person is performing a nothin personal area attack the effect is supposed to focus on teleporting, blinking in and out of reality Naruto-style. That's fucking stupid though, turning any wizard instantly into a master swordsman.

>Spoiler
WIZARDS of the Coast

What else was I expecting from BLUE IS BALANCED.