You need to leave those old outdated ideas behind my user-bro!
/5eg/ D&D Fifth Edition General
Has anybody seen a Mystic (Immortal) in action yet? I'm working one up for Strahd, and I'm looking at heavy armor and a two-handed weapon, but I'm not sure if per-round temporary HP will be enough to cover for both the lack of a shield and the d8 hit die on the group's primary melee guy. How durable are Immortals in actual play so far?
Want to make a Fighter Archer build I dont know if battle master or champion is better.
I think they're pretty fun, coming from someone who's playing a Circle of Land Druid right now and has played one briefly for a one-shot, but I've realised that their potential comes an awful lot from their Circle spells, and it's important to choose the right one for what you want to achieve. It's like choosing a miniature Cleric domain, so remember to pick the one that actually benefits and enables the style of gameplay you want.
It's enough to be carried, sure, the fact that Moon becomes incredibly tanky has nothing to do with Land's viability. Just 'cause Moon is really good doesn't stop Land from still being good.
Takes a few levels to get off the ground though. Early Druid spell lists are kind of basic.
Both are solid, but I will say, Battlemaster will be a lot more fun to play, just because it has more active abilities and options to choose from.
What's your reasoning to choose Circle of the Land ? It seems so... boring? I dunno. 6th level feature is a joke and it just feels like there's no interactivity or interesting mechanical interactions in the class.
I have difficulties with druids to be honest. I feel most of the time they're not played like they should, because if they were, the guy wouldn't tag along with the rest of the party.
How do you play yours in a way that you're not constantly complaining about muh nature and doing cool things with it?
Man, I kinda want to DM a primal party.
Druid, Totem Barbarian, Ranger... That's the only way I see them fit somewhere.
Yes. There are no 5e mechanics for Eberron-specific stuff, though (some races... Warforged, Shifter and Changeling... dragonmarks and terrible artificer (as wizard subclass)) are in one of the first Unearthed Arcana articles, but they need some polishing (and the artificer just doesn't feel like 3.5 artificer, even WotC admited it was a mistake). Some setting-specific monsters would need homebrew too,if you want to use it.
But overall, all 3.5 Eberron books are great for fluff, and still valid in that respect even 2 editions later.
Quick, help me decide what character to use for my next campaign
>senile old wizard who has to rhyme all his spells to use them and despises it
>cavalier battlemaster who is all about chivalry and being that "knight in shining armor"
>frumpety dragonborn sorcerer who acts a lot older than he is
>old sea captain bladelock who is pretty much pirates of the carribean's Davy jones
In order:
>Gimmick, don't do use it.
>Generic
>Could be interesting/funny
>Could be MORE interesting/funny
Okay guys I think I fucked up
My party TPK'd to the shambling mound under death house and I revived them all with dark powers gifts
What should I do now? How should I have them leave the house?
My idea was just treat the house as not haunted anymore, as if "it was all just a dream"
So have things like the secret passage and the dungeon at the basement disappear, but plant things here or there that hint at what actually happened, and the house is now completely un-haunted
I don't know what I should do, any ideas?