/5eg/ D&D 5th Edition General

>Official /5eg/ Mega Trove, contains all official 5e stuff:
mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ

>Pastebin with homebrew list, resources and so on:
pastebin.com/X1TFNxck

>Veeky Forums Character Sheet
mega.nz/#F!x0UkRDQK!l-iAUnE46Aabih71s-10DQ

>Previous Thread
boards.Veeky Forums.org/tg/thread/46974961/5eg-dd-fifth-edition-general#top

>magic.wizards.com/en/articles/archive/feature/plane-shift-zendikar-2016-04-27

Illusions edition.

DMs, how have you tricked your players with illusions? Players, how have you done the reverse?

Players are usually overly cautious with illusions. The most extreme use I've seen was giving the impression that their camp had a lot more tents and activity than the three dinky tents it had.

The biggest illusion I've used was giving the impression an old temple's entrance was bricked. Someone decided to investigate the wall and noticed that vines were going through the wall though.

Expanded familiars! In the sense of making familiars do more and be more useful, rather than simply adding more creatures that can be familiars.

What does /5eg/ think? As a quick aside, this is intended for use in a current campaign wherein the DM has ruled that *everyone* has access to the Ritual Caster feat for free, and therefore our entire party has familiars regardless of class. Ergo within the context of that campaign it equally powers up everyone, rather than simply giving those with access to Find Familiar more spell slots.

The primary reason for writing this up is that, becuause everyone in the group has a familiar, I kind of wanted to see if we could have a side-session where our familiars all get up to some kind of sidequest on their own. But by default familiars, particularly ones like bats or frogs, are just so frail and useless as to make that a dangerous proposition. Thus, this.

Hello, rules question.

One of my players crafted a telescope that allows them to see into the ethereal plane (the PCs found a telescope that did the same in a dungeon, and the character copied the design for that). Since ethereal creatures can see through walls and such I've been letting him do that with the telescope too.

Is this OP? Should I have a ghost kill his character and break the scope? I'm worried.

And here's an example of a familiar made using the above rules, for reference.

So I've become interested in creating a setting where shadows are prevelent especially after going back and reading Tome of Magic and the shadow Caster.

Has anyone converted shadowcaster into 5th ed?

So I'm playing a Mountain Dwarf Barbarian, unarmed and unarmored. I like to use my environment in attacks so I end up grappling a lot, as well as punching things and moving things around. I don't want to use magic at all, if possible.

I will be playing the character to level 20, should I multiclass into Rogue 1 or 3 for expertise in athletics for better grappling, or should I go straight 20 barbarian for the delicious 24 STR and 24 CON? I'm okay with not being the best at grappling, but if I will be completely useless without the expertise I could consider multi-classing. I generally want the character to be the strongest unarmed fighter, having the strongest and toughest body possible and being a beast in close quarters combat.

TL;DR, Want to punch shit, grapple shit, and be the strongest dwarf ever. Multiclass for expertise, or go 20 barbarian for perfect physical form?

I think you should be able to see the plane, not gain the abilities of the creatures in that plane.

Normal familiars are and should be half utilitarian, half pet. They're also not allowed to attack, see the second paragraph of the spell. Your efforts would be better served by making non-evil alternatives to Imps for chainlocks.

That said, everyone gets them in your game, so bother with the spell and not just give them beastie NPC pals?

Well, like I said, the intent is to make the familiars just a tad more robust so that they could theoretically survive a low-level adventure of their own. Just a little side thing.