/5eg/ - D&D 5th Edition General

>Official /5eg/ Mega Trove v3:
mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ

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

Demon edition.

What's the best 5e adventure and why is it Out of the Abyss?

Other urls found in this thread:

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Is there any errata saying a Battlemaster can use his superiority dice when punching someone?

Any advice for a first time DM starting Princes of the Apocalypse?

Read the module thoroughly. PotA is fairly open-ended and you'll want to be able to anticipate what's to come based on whatever the party decides to do.

OotA is great but it hands out magic items like candy. At one point you can just talk to a guy and he hands you a Shield Guardian, for no reason.

Unarmed strike errata, the one that removed them from the melee weapon list while clarifying that they still qualify for things that trigger off melee weapon attacks. Relevant portion caps'd:
>Melee Attacks (p. 195). The rule on unarmed strikes should read as follows:
"INSTEAD OF USING A WEAPON TO MAKE A MELEE WEAPON ATTACK, YOU CAN USE AN UNARMED STRIKE: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."

It was taken off the weapon list because people were saying "well if I have a shield and no weapon, my fist is my weapon, so I still get the benefit of my Duelist fighting style," or "if I have a longsword in one hand and nothing in my off-hand, I am actually dual-wielding with a fist, so I can use my bonus action to attack like a two-weapon fighter would."

You can still Smite, use Maneuvers, or get your Rage bonus damage on unarmed strikes.

>"if I have a longsword in one hand and nothing in my off-hand, I am actually dual-wielding with a fist, so I can use my bonus action to attack like a two-weapon fighter would."

Seems legit. I mean, that was an entire fighting style back when I played 7th Sea. Sword and Heavy Gauntlet.

Can I sneak attack with my fist?

Unarmed Strikes are not Finnese weapons, as they are not weapons, see Therefore, no Sneak Attacks.

Yeah, I guess sneak attacking unarmed is kinda silly.

That's dumb.

what makes the Trove V3? is there new stuff?

It's like 50/50 from people about whether there's like no magic items or there's too many.there's no consensus with this campaign mostly because it's entirely up to the DM.

also to be fair that is near the end of the campaign where it isn't QUITE as op

Well, going through the adventure proper, assuming the party gets every useful magic item.

Chapter 1: Vekynvelve:
2x potion of healing (Ilvara's Quarters)
1x Tentacle Rod? (should Ilvara be killed)

Chapter 2: Into Darkness
10% chance of 1 random magic item from Item Table B (80% consumable items, or some utility stuff)
OR
5% chance of 1-4 magic items from table C (Also mostly consumables, with some nicer utility stuff like Sending Stone or a Decanter of Endless Water).
These can only appear if you roll the Ambushers random encounter while the party is travelling, and even then only if they are ambushed near the ambusher's lair.

15% chance of 1 random item from their table A or table B, only if the Mad Creature encounter is rolled. Likely consumable.

5% chance of 1 random magic item from table B, if the Raiders encounter is rolled.

From set encounters:
A Potion of Invisibility carried by the halfling they can rescue in The Silken Paths.
An infant Hook Horror friend from the Hook Horror Hunt.
A magical mace that can be lit to do 1 extra fire damage, a +1 dagger, Oil of Slipperiness and Greater Healing Potion from The Oozing Temple.
A sentient Sunsword from the Lost Tomb of Khaem.

Chapter 3: The Darklake
5% chance of a table B magic item from the Deurgar Keelboat encounter.
2x healing Potion, 1x Water Breathing Potion, and a Spell Scroll of Light from the Archpriest's house in Slubloodop.

Chapter 4: Gracklstugh
The Stonespeaker Crystal from Cairngorm Cavern
An Oil of Sharpness, Potion of Flying, Potion of Longevity and Potion of Supreme Healing from Themberchaud's lair.
A scroll of See Invisibility, 2x Healing Potion, a spellbook with Tenser's Floating Disk and Feign Death, Boots of Speed and a sweet-ass hat from Droki.
2x Healing Potion, 1x Greater Healing Potion, 1x Potion of Fire Breath, 1x Potion of Psychic Resistance from the Grey Alchemist's lair.
A Keoghtom's Ointment from the Cultist Hideout.
Pelek's Ring, a single use Stoneskin.

(cont)

Relatively new to character creation. Friends are planning a Zendikar-based dungeon brawler one-shot for our DM's birthday to get drunk to and just have fun.

I made a Kor bard and was wondering: if I choose the lore college, I get my extra spells from my regular spell secrets, reaching the max number indicated in the PHB and then add the Lore spells I get on top of that amount, correct?

Chapter 5: Neverlight Grove
As many Potions of Greater Healing as you have party members.
3 scrolls, Protection from Fiends, Remove Curse and Spider Climb.
+2 Studded Leather
+2 Shortsword
A Bag of Holding

Chapter 6: Blingdenstone
+1 Shortsword from the gelatinous cube incursion
A blessing of either Protection or Weapon from the priest
A potion of Invisibility and an Earth Elemental Gem from Rockblight
Spell scrolls of Conjure Minor Elementals and Speak with Plants, and a 1x use Crystal ball of True Seeing in the Throne Room
Two spellbooks during the battle, which are badass for Wizards
A spell gem.

Chapter 7: Escape
Tentacle Rod (if they didn't already kill Ilvara)

Chapter 8: Gauntlgrym
A Shield Guardian , if you can beat a Wizard in three Int checks (which he has +9 to, how easy it is depends on if your DM lets you add proficiency with chess sets and if you have it to begin with)
A +1 weapon from the Order of the Gauntlet
Goggles of Night and Dust of Disappearance if you do something stupid like kill Davra.

Chapter 9: Mantol-Derith
1-4 table A magic items from the Drow Warehouse
1-4 table B magic items from the Duergar Warehouse
1-4 table C magic items from the Deep Gnome Warehouse
3x Potion of Vitality from Zilch's cave
A Flame Tongue longsword from the Eyemonger's lair.

Chapter 10: Descent
A Hat of Disguise and Cloak of Elvenkind with a silly name that falls apart in sunlight from the spy lady in Menzoberranzan

Chapter 11: Gravenhollow
A Stonespeaker Crystal if they don't already have one.

Chapter 12: Araj
A Cloak of Elvenkind and a Scroll of Protection from Fiends for everyone, along with a CR12 treasure horde if they attack and kill Vizeran.

Chapter 13: Wormwrithings
A+2 longsword, a +1 dagger, a Potion of Invisibility, a Ring of Protection and spell scrolls of Shield and Phantasmal Force from the Trog lair
2x Potion of Greater Healing and a Gem of Brightness from the Worm Nursery
(cont)

Would an orc with the Savage Attacker feat get to reroll the extra crit-hit die if he uses his Savage Attacks racial ability?

A potion of healing, potion of poison, scroll of Globe of Invulnerability, Gem of Seeing, Necklace of Adaptation and a Robe of Eyes from the Vast Oblivium.

Chapter 14: The Labyrinth
A Daern's Instant Fortress, which itself contains a Potion of Mind Reading.

Chapter 15: City of Spiders
A Tentacle Rod f you can kill Quenthel Baenre (who is CR 22).

Chapter 16: The Fetid Wedding
1-6 table C magic items if the Death Tyrant is rolled in Araumycos

Chapter 17: Against the Demon Lords
None.

Most of the times are consumable desu.

Yeah, feat is still garbage though.

Sweet! I'm interested in it for upping druid Wild Form damage.

actually you can get the wand of orcus in the last chapter

Cock, I knew I was forgetting something. Good catch.

There are a couple that were missed. Scimitar of Speed, the Ruby Gem the priest hands you that can walk away with, the wand of orcus.

Also The shield Guardian I had mentioned can be given to you even if you fail at chess.

>If Zelraun proves unbeatable, you can
decide that Zelraun. ever the gracious winner, loans the shield guardian and amulet to the party on the provision that the characters vow to redeem themselves with a rematch upon their return from the Underdark.

Gonna run CoS for a party of two PC and two NPCS , anything I should be wary about?

I missed the scimitar of speed yeah, though I always assume the characters will actually follow through with the Ruby Gem rather than piss off the Deep Gnomes and risk getting thrown out.

Maybe it's just my style as a DM but I regarded the "Give them the shield guardian anyway" thing as a bit of a copout. I played Roaringhorn as being too proud and the harpers hesitant to help out the expedition, unless they appealed to his love of gambling (verging on an addiction). His honour as a nobleman means he upholds his end of the bargain if he loses, but he'll just be smug if he wins.

im first time DMing the starter set adventure, and im really liking it do far. Running a party of 3 (Eldritch Knight, Assassin, Light Cleric). After its over im thinking about just running it headlong into Hoard of the dragon queen and letting them steamroll the lower level stuff. Thoughts?

Say there's two party members: Steve the Wizard and Dave the Battlemaster Fighter. Both are level 17.

Steve uses True Polymorph to turn Dave into an adult gold dragon. He maintains concentration for the full hour, and it becomes permanent. Dave is now an adult gold dragon. Does he keep his Battlemaster manoeuvres?

After a week of being a dragon, Dave gets bored and wants to go back to being Dave the Battlemaster Fighter. Steve steps in, and casts True Polymorph again. Can Steve turn Dave back into a level 17 Battlemaster with True Polymorph, since CR is equivalent to level where only one or the other is present? Or would he have to use a 9th level Dispel Magic?

On a similar note, instead of a dragon, could Steve True Polymorph Dave into a 17th level Wizard (essentially a clone of himself, but retaining Dave's personality and alignment)? Can True Polymorph essentially be used to respec an entire character?

I'm less experienced than even you, but wouldn't that be an awful lot of low level content to go through? I would be worried about my players getting bored.

I would either scale up the encounters, or cut out some of the story so that you can catch the players up. Or some mix of both.

I think it's a good way to compensate for Horde of the Dragon Queen being a bit terrible until the end.

However you might need to make adjustments to the plot a little. Have them fall in somehow with reinforcements sent to Greenest to relieve the defenders, rather than simply turning up because. Also they're likely to win the fight against Cyanwrath, so bear that in mind when it comes to fighting off the cult.

From there I'd personally turn it from a somewhat low-key journeying around having random encounters, to a campaign about an all-out war between the Cult of the Dragon and several regional powers. Once you get to chapter 6 you can pretty much run it as-is though I imagine. End it with a bloody siege of Skyreach Castle and the realization that the threat is much bigger, leading into Rise of Tiamat.

One thing I miss from previous editions, mostly 3.x and an obscure supplement in 2e, was the many abnormal and semi-magical materials an object could be made of. Not just mithril, but Kheferu, starmetal, bronzewood, deep crystal, abyssal bloodsteel, etc. Is there any conversion out there for all the abnormal metals and materials from previous editions?

I would argue that, on the basis that his mental ability scores are changed, he's a completely different person. He's now an adult gold dragon with the personality and alignment of Dave. Dave is now an NPC, because Steve is an asshole. Dave has lost his class features as a result. He is however now a Dragon, and probably one disposed to like Steve having been adventuring with him for years now.

Now as to being able to dispel it, well first off Dave is going to end up as a Battlemaster yes (I could say that you can only move level>CR not the other way around but whatever, that sounds no fun), though his appearance and race will be up to Steve and he'll have to rebuild his ability scores thusly. As to dispelling it, I'm going to go with the line "The transformation becomes permanent" as meaning that the spell itself ends after the full duration, but the effects linger on. At that point only divine intervention or Wish can turn you back.

I suppose you could, if we're allowing polymorphing creatures into PCs of level equal to or less than their CR. But it'd be a Wizard that looked a lot like you with the personality and alignment of Dave rather than a clone. He'd have your stats though.

None I've seen, although with how simplified 5e's weapons properties are I doubt they'd be functionally different to a regular magical one in the long run.

Sorry for the tl;dr in advance

I'm going to be playing D&D for the first time this weekend. Ive never played a tabletop game before but my friends wanted me to come try it. I think he said it was the newest iteration, which I'm assuming fifth edition is.

He said he'll do his best to ease me into it, as in all I need to do is roleplay and he'll walk me through the mechanics until I have my sea legs. He did leave making the character and back story up to me however and I was hoping you guys could help me out since you're pros.
If anyone can spare the time to read this over and help me out at all I'd appreciate it, because I don't know the limits of what you can and can't do as a character. Maybe someone can just troubleshoot my idea and tell me if it's possible, help me iron out the details?

I want to be a person that specializes in traps and interacting with the environment in battle. Is there a class for that?
I pretty much want my character to be like Kevin from Home Alone, haphazardly setting up traps and using props to dispatch enemies. If you deal mostly in traps do you still need a primary weapon?
I want to be a titchy 60 year old man with a big bushy beard and a baggy wool sweater, bald on the top with messy hair on the sides.
Very scrawny frame, coke bottle glasses etc

Back story might be he makes his rounds through the city, pulling a cart around with him working as a traveling cobbler/clocksmith/general 'fixer' of small things and purveyor of oddities and knickknacks.
Because of years of working with very delicate mechanisms he's developed extremely dextrous hands/fingers despite being very clumsy in every other regard.
Obviously a bit of a goofball that's lost in his own world more often than not.

Help?
No idea what the fuck I'm doing. Need to iron out the details.
Too complicated? Not complicated enough?

If you've never played before, a great place to start is reading the players handbook.
Not trying to sound like an asshole, but it's what you need to do. It'll give you a good sense of what you can do. Of course it's D&D so you can do anything, if your DM allows it. But again, if it's your first time you may want to play something simpler.

If a sudden change in mental ability scores was grounds for being NPC'd, then anyone who put on a Headband of Intellect should get the same treatment. Going from 10 Int to 19 Int is a pretty massive change.

Yeah, using traps as your main weapon is difficult in the default rules unless you're playing against really stupid enemies that don't react to watching you lay traps, or if you're defending an area and the monsters are aggressing (which is rare for dungeon crawling)
For a first character, I'd give the classes in the players handbook a read, see what sticks out to you.
Play it straight, be a hero, learn how the game system works.
You can save the weird stuff for when you understand the rules well, things like bags of rats and drop crossbow cycles are advanced techniques.

These.
To be honest, over reaching will ruin your first experience.
Read the base classes, don't go too far from the norm, try weird stuff when you're more used to how everything works.
For reference my first ever character was a dwarvern cleric who had a hammer and shield. Typical as it comes.

i figured that since they'll be such a high level compared to the encounters that they would probably only last a couple rounds max. the RPing out of combat stuff would be fine regardless of character level.
maybe ill ask the group what they think. I have an idea for an original adventure too that i might use. Eastern inspired adventure with the party getting to the bottom of a new drug epidemic that turns its users in to berserk zombies. Maybe lead to fighting a demon of some sort or something.

so think Oni, evil samurai and Opium trade.

Or you know you let Dave shapechange back into a human and regain his class.
He wouldn't just forget how to fight.

How about a pirate then?
I think if I played a super standard sword and board dude I'd get too bored of it.
Is there a class that's effective but also capable of doing some tricksy things?

Can pirates use flintlock pistols? Do firearms even exist in D&D or is it all bows and crossbows?
If I can be a pirate I might be down for that.
I'm asking here because the wiki is kind of hard to digest and I don't have access to a book

Play a rogue thief tinkerer or alchemist.

if youre afraid of regular fighters stuff you could try barbarian or Eldritch knight ( a fighter variant that learns wizard spells)

check out the sword coast adventurers guide Swashbuckler rogue archetype.

Pistols are in the realm of homebrew. Something you'd need to ask your DM to allow.

That depends on your DM.
Ask him if he minds using expansions (I think Sword Coast Adventurers Guide has rules for duelist) and there are semi official rules for black powder guns (I think they're in the DMG but not the core rules maybe?)
If not then a Rogue would be fine for you
You can download the books from the link in this thread though

Play a rogue(swashbuckler) if you want a fencing flavour pirate.

I don't think your DM will let you have guns thus better take one level as dragon sorcerrer and learn firebolt and booming blade.

there's some rules for them in the dmg.

You're right, I forgot about those.

In my campaigns as a DM I have a habit of changing how the story was going to go as originally planned. One situation I planned was the PCs to travel along with a caravan where they could get to the next town quick, nothing would happen to the caravan just be short and have some downtime. Ultimately though they decided to just not and walk the route.

So I decided the caravan would get attacked instead and they have to work with the survivors. Nothing wrong with improv right? I don't do anything that wouldn't make sense prior.

you do you, user

Shit character.
Shit reply.
Seriously, if you *need* this to be a thing, just work it out with your DM or something. Like fucking adults.

The only ones that don't have a good analog are the ones that help your critical hit confirmation rolls, and kind of the ones that help your arcane spell failure chance (you could probably just make that into a small bonus on concentration saving throws).

The rest could all probably be ported over literally as written with no real problems. Just have the DM control the availability and price.

Why are the feat rules in 5e so dumb

>need to take 4 levels in any subclass class or your feat progression is permanently ruined
>if dual-classing, can't take one level in each class at a time unless you want to be featless for 7 levels

I've been loving my groups OotA campaign thus far. It's been a grand mix of harrowing combat, in depth role play, and occasional hilarity / shenanigans.

What I am looking most forward to atm is meeting Baphomet. I made a fiend warlock but forgot to pick a patron. My DM asked me for my patron mid session 1 and I picked Baphomet not realizing he is in fact a demon Lord. I'm interested to see how my DM will have Baphomet act forwards me, as well as how he will react to the fact that I stole a ritual book from a cultist of Demigorgon.

Both of these concepts work in game, but how well depends largely on the game your DM will be running.

Most of your standard traps only work well on people sized humanoid opponents. None of them work on flying enemies. Your DM could have a relatively low magic campaign were you are fighting a rebellion against a king or something, in which case dumping a bunch of ball bearing or setting up bear traps on the ground might do you some good.

If you are fighting dragons and harpies, giant snakes and elementals? The traps aren't going to do anything for you.

Being a pirate type character is pretty easy, though using guns is up to your DM.

The good news for you though? No matter which of these concepts you want to play, you are going to start off in rogue. At level 1 you don't really have much gold to spare either, so its not like you will get a gun even if they are available, and you won't be buying many traps either.

So just make a level 1 rogue, to do that use the players handbook. You can download the pdf if you use the link in the OP. Whether or not you make a pirate or trapmaster, that won't be decided until level 3 when you choose your archetype (you would choose thief for trap master, since it will make laying traps a bonus action. you would choose swashbuckler for a debonair kind of pirate (found in the sword coast adventure guide, same place you found the PHB), or probably thief if you wanted a pirate with less flair and more ability to work the rigging and be on a ship.

TL;DR. Make a level 1 rogue. Play the game and figure out what you would actually like from there.

>Trade offs for multiclassing
Music to my ears.

To prevent people from abusing multiclassing like in previous editions.

Because the feats are much stronger than they have ever been, on average anyway.

Second off, taking 1 level of a class and then alternating is absofuckinglutely retarded, regardless of feat progression. If you did it with martial classes you get no second attack until level 9, if you do it with spellcasting classes you are fucked out of casting high level spells (you get the slots, but don't get the spells).

Multiclassing is best done with dips in this edition (sometimes you can get away with large chunks of each class, but you don't alternate leveling with them), and those are strong enough that it makes a good either/or choice for feats and ASI Getting 2 levels or warlock, for instance, is pretty absurd for all char based casters, what balances it out is slowing down your feat/ASI progression and (marginally) slowing down your spell advancement.

>"If your concept doesn't happen to fit perfectly into one of these ten slots, fuck you."
The way you stop multiclassing abuse is to grow a fucking spine and tell abusive players to stop, not make it even harder for someone with a non-standard concept in a class-based system to actually have a chance at realizing that concept.

This right here

In all seriousness though, what you're looking for is most likely a Thief because they're better at using things like alchemist's fire (molotov cocktails) and bear traps and marbles and stuff

Or a wizard, you could honestly just treat all the fun spells as mechanical contraptions, like grease, catapult, fog cloud, ray of sickess, sleep etc

Pretty much these two got it

Multiclassing in this edition is less "in equal measure a rogue and a wizard" and more "a rogue who dabbles in wizardry"

There are still character concepts that can use more or less equal levels in classes but you gotta do it in chunks like take 4 levels of wizard, then 4 of rogue or vice versa

So, I was playing over my old copy of Final Fantasy 1 just for the nostalgia, and I was wondering; the Black Mage has become a pretty solid caster archetype, and you can find variations of it in /v/ and Veeky Forums media alike. But, could it work in D&D? If so, how?

Like, I could very easily see the Black Mage as just an Evoker Wizard with a spell arsenal focused on Fire, Ice and Lightning damage spells, plus some of the few Wizardly buff spells like Haste.

But I also think that "Black Mage" might be a good basis for a homebrew Sorcerous Origin. He's not a subtle caster, he doesn't have a wide arsenal of spells, but he can sure as hell hose a dungeon down with enough fire, ice and lightning to vaporize any number of mooks. Anyone else agree?

But you can do interesting character concepts that involve multiclassing without having to take a level in each at a time just fine

You're just upset that you can't have your cake and eat it too

Yes. "Magical Secrets" are part of your maximum Spells Known, but "Additional Magical Secrets" are not.

Honestly the one I want most if Kheferu. From 3.5 Sandstorm. Its side property of accumulating salt crystals on its surface would be super useful to me in my current campaign. Salt is one of the primary trade goods across almost every setting. It is incredibly useful for a variety of purposes, but especially for preserving food. Something absolutely everyone needs. So a chain made of a material which accumulates salt crystals on its surface which is then suspended over a barrel on a ship constantly rocking, causing the chain to move and the salt crystals to shake free, would result in cheap and plentiful pure salt accumulating in a barrel. The party could then either sell the salt, or use it to salt and preserve the fish that they catch while at sea.

...

v1 and v2 got removed by Mega because some putz (Virt) and a WotC employee reported them.

A while ago I was working on a concept for an "Ivalice Mage" class that would subclass into white, black, blue and red but gave up on it

A black mage-ish concept could totally be a sorcerous origin, something that specializes in fire, cold and lightning, maybe with some custom cantrips that just do straight damage and can be upped with metamagic (i.e. thunder, thundara, thundarra, thundaga) and a way to turn slots into metamagic on the fly

Legitimately curious, what character concepts can you not pull off in this edition with a single character class? (Not character mechanics, character concepts)

Hard mode: What character concepts can you not pull off with up to a 3 level dip in another class?

No, I'm upset that my options and methods are being limited because some dumbass DM somewhere doesn't know how to say "No, that's overpowered, I'm not allowing it in my game."

I haven't had a chance to play much 5e yet, so I haven't run into one yet. My point is that there's no reason to limit the option to freely multiclass in support of a concept (and I reject the idea that mechanics aren't a part of a character's concept, by the way) just because some people don't know how to stand up to players trying to abuse the system.

Like I said, your DM can just say it exists and it will. Mechanically here nothing changes between the editions.

Though I imagine the price will be high, since i doubt you would be the only one to think of this.

Have you actually spoken to your DM about this yet?

Well, you can actually already convert spell slots into sorcery points (you know, the stuff you fuel metamagic with?) and vice versa as your level 2 Sorcerer feature, but still, interesting. Don't suppose folks would be interested in discussing it?

Actually... you know, I wouldn't mind talking with you about your "Ivalice Mage" class, maybe see if we can pull it off, user?

>I haven't had a chance to play much 5e yet, so I haven't run into one yet

Opinion discarded.

>I haven't run into one yet

Kek, way to try and fight for a cause that doesn't exist.

>My point is that there's no reason to limit the option to freely multiclass in support of a concept (and I reject the idea that mechanics aren't a part of a character's concept, by the way) just because some people don't know how to stand up to players trying to abuse the system.

By that logic, shouldn't everyone just freeform?

I still don't understand what you're trying to accomplish, there is nothing that prevents you from multiclassing other than some minimal stat requirements and delaying some features in exchange for others

If you're still here, for what it's worth, you're at least pretty creative. This is probably your type of game and you'll have lots of fun.

I wouldn't say it's that much of a trade-off. You miss a feat but gain most of the defining features of classes right off. Two levels in Fighter gets you Second Wind, Action Surge, some proficiencies, and a Fighting Style; take a third and you get Battlemaster maneuvers, because why wouldn't you pick Battlemaster let's be honest. Compare that to going two or three levels into Wizard; you get the slimmest handful of spells and the first bit of an Arcane Tradition, only a few of which are relevant to all classes (Enchantment, Divination, Transmutation).

I've seen some advice about it before, the idea was to somehow drop them directly into Chapter 6, Castle Naerytar. The Triboar Trail is not that far from it anyway, and you can hook it from Thundertree.

After finishing LMoP they might be approached by one of the major NPCs of Tyranny of Dragons (my advice is Ontharr Frume), saying they noticed the party's actions and would like to enlist them to infiltrate a fortress of the cult and discover its weak points, since it would seem lots of stolen loot from all around the Sword Coast are being hauled and hoarded there. Obviously they'll end up discovering the portal and from then you can follow the adventure.

If you look at Final Fantasy as a whole, Black Mages are just Sorcerers without an origin. The analogue to Wizards are Scholars.

I'm not sure what a Black Mage Sorcerous Origin would really entail. More space warping? Better spell slot conservation? Evocation spells that take more than one turn to cast?

Well the concept was trying to reconcile Vancian magic with mana
Black mages would work by having fire, ice and thunder castable as straight elemental damage first level spells, turning them into stronger versions with higher spell slots

White would have healing and status effects with much the same mechanic

Red would be able to combine white and black into dual casts but wouldn't get access to the strongest versions

Blue would be able to learn monster abilities he is hit with and "store" them in his spell slots

I might pick it up one day but for now it's too complicated, if you want I can whip up a quick black mage sorcerer homebrew, I like to believe I make some more or less balanced stuff

From a story standpoint how do Luchador/wrestlers make sense?
In that universe is wrestling real or fake? Is it that wrestling shows are fake but the moves can also be used in actual combat?
How does being a heel/face affect gameplay? If you're a heel are you actually a bad guy or is your character playing a character?
After a certain level you apparently get a title belt. Does the belt appear out of nowhere? Is it the DM's job to come up with a reason as to why they're awarded a championship title?

I'm DMing a new campaign soon and one of my pals wants to be a wrestler.
Any tips for how to write around/police a wrestler? I'm very inexperienced with this class.

I figured it'd be something like this:

Increased Spell List, just in case there are some Fire/Ice/Lightning spells the default Sorcerer is missing out on.

Increased Damage with or Resistance to Fire/Ice/Lightning.

Possibly cribbing the Sculpt Spells trait from the Evoker Wizard.

Boosting the size of Fire/Ice/Lightning damage spells.

Just a few ideas off the top of my head, but I don't really have a solid plan to it myself. That's why I thought I'd toss the concept out here and see if anyone else might have useful suggestions.

Hmm... well, perhaps it might be a good idea to look at the Sorcerer or the Mystic, being the only classes in 5e with any semblance of a "mana system" at the moment, and that might be useful for brewing up your Ivalice Mage.

But, I'd like to try tackling this "Black Mage Sorcerous Origin" idea first. As you said, it's comparatively simple, and in all honesty, I'm not a huge fan of how limited Sorcerous Origins are at the moment.

Away from DMG right now, what's the HP for an inch of stone wall? 12 or something?

Why are you asking us how wrestling works in your setting? You're the DM, you get to decide.

DC15 ish Strength test.

I've never liked giving inanimate objects AC and HP. They aren't combatants, why would you use the combat rules?

Oh just as a reference point, I'm building a dungeon with a crawl space for gibbons and such so I wanted some reference in case someone thinks to smash through the wall.

Well here is what I was thinking:

Level 1 features:
Learn a cantrip that does 1d8+cha damage of fire, cold or lightning type (your choice) to a single target

Spend a spell slot or sorcery point to cast fire/thunder/blizzard doing 3d6 fire/lightning/cold damage on a 10-foot radius, range 60, half damage on dex save
Can spend higher level slots or more points adding 1d6 per level after 1st or sorc point after 1st

Level 6
Spend sorcery points to increase the area of fire/thunder/blizzard by 5 feet radius/point

Level 14
Add CHA as bonus damage to the feature spell

Level 18
Get extra sorc point from converting spell slots

The can trip levels like Fire Bolt and the others do, right?

Basically, think firebolt but with 3 types you can choose from

It's just like handling any other class.

>How do Luchador/wrestlers make sense?
Instead of stabbing shit, they prefer to suplex it.
>In that universe is wrestling real or fake?
Clearly it's real enough to be a viable form of combat.
>Is it that wrestling shows are fake but the moves can also be used in actual combat?
What D&D campaign are you playing in that has television? If you mean there's just wrestling performances, ask yourself the same question about Jousting. War-like activities can also be used non-lethally for entertainment.
>How does being a heel/face affect gameplay?
Your player won't be wrestling other wrestlers 1v1 very often, most of the time they will be pile driving monsters with the rest of the party. But unless it's an evil campaign, or the character is more of a "bad boy" they'd most likely take the roll of the Face when solo wrestling someone else. They are, after all, one of your campaign's protagonists.
>If you're a heel are you actually a bad guy or is your character playing a character?
Depends on their character, or your's. You can't really dictate what the personality of your player's character is going to be. If you put your own Heels into the game to wrestle your player, it's completely up to what kind of story you wish to tell.
>After a certain level you apparently get a title belt. Does the belt appear out of nowhere?
Only if you're a bad DM.
>Is it the DM's job to come up with a reason as to why they're awarded a championship title?
Usually. Also up to the DM to come up with other story progressions for the other characters as well.


I think you're focused too much on the Wrestling aspect of this character. 95% of the combat they participate in will be apart of the group in dungeons or trying to save the world, not sold out 1v1 matches in a stadium with a free hotdog upon ticket purchase.

That's just basic DMing advice, I honestly don't know 5e's mechanics enough to comment on that aspect of the class.

Wrestler isn't a class in 5e, the closest you can get is a barbarian/battlemaster or monk with the manouvers/martial arts fluffed as wrestling moves

I have no idea what user is talking about honestly

>In that universe is wrestling real or fake?
>After a certain level you apparently get a title belt.
>I'm very inexperienced with this class.

Did your friend tell you there was an official Wrestler class in 5e?

...

I'll bet he's read some shitty dandwiki homebrew.

This is pretty bad, sorry but not only does it hurt my eyes because of the awful formatting but it kinda looks like it was made by someone who only has ever played pathfinder and kinda skimmed over the 5e PHB

It is an eyesore, much like this thread at this point. Just thought I'd contribute!

Here, if you guys want to make a wrestler you can just use this

Would anyone be interested in a conversion of the Vigilante class from PF for 5e? If you are, what would you consider the most important things to translate? d20pfsrd.com/classes/base-classes/vigilante

how do you guys divvy up spells known for sorcerers?
Just rolled up a 10th level draconic blaster mage sorc for a 3 shot a friend is running while the normal DM is out, and having trouble with how they should be spread.
A good method sounds like 3 spells known in both 1st and 2nd level, 2 in both 3rd and 4th, and one spell known in 5th.

But all the fun looking spells for a blaster mage are higher level, so that's where the problems I'm having comes in. Thoughts?

Assassin/Vengeance paladin multiclass