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>Old Thread
>July 2016 Unearthed Arcana
dnd.wizards.com/articles/features/quick-characters

>August 2016 Unearthed Arcana
dnd.wizards.com/articles/features/faithful/

How would any of your characters raise their children?

>That OP image
>>>/pfg/

did the fucking pathfinder guys found their way here or something ?

Like a loving father, who only wants what's best.

Extremely low int, high charisma Folk hero from a small town of Westchestertonfieldville, Nowhere. He's the smartest in town, and goes off to become a wizard.

He sucks at being a wizard, can't remember anything, writing things down wrong, and when he does cast spells, something always goes wrong. Lovable guy, but just not the sharpest crayon in the sack.

Mechanically, it's Human Wild Magic Sorcerer. He still has a spellbook (but each spell just isn't right), and has the pointy hat and robe, and tries his darndest.

Spend all the money he saved up adventuring, trying to find the scroll, and scribe it, and learn the spell water walk to have fun with his kids at the lake next summer. End up learning how to cast Wall of Water.


Stuff like that. I'll never get to play him though, because I'm the only one my circle of friends will allow to DM :/

>implying it's not trolls making the threads until generals get banned

If i'm running Lost Mine of Phandelver for 2 people, should I make a DMPC or should I tone the encounters down?

From last thread; what do you think of this?

College of Mimicry
The college of mimicry specialises in the study of the behaviour of people, in how they engage in their livelihoods. Through weaving of bardic magic into performance, the mimic is able to emulate the abilities of others.

Apprentice Mimicry
At 3rd level, you gain proficiency in Performance, if you don't already have it. In addition, choose a class feature of 2nd level or lower that you don't have. You gain that feature. If that feature refers to class level or a class table, use half your bard level rounded up as reference

Specialised Mimicry
At 6th level, choose a archetype feature of the class you chose that is 5th level or lower and you don't have. You gain that feature. If that feature refers to class level or a class table, use half your bard level rounded up as reference.

Adaptive Mimicry
At 14th level, at the end of a long rest you can choose a different class and archetype feature for your Apprentice and Specialised Mimicry. They still have to be of the same class.

Go back to your containment thread, aberration

Thanks, that's what I needed to know.

Let them hire some people on for 1/2 share of the treasure. That's how older editions did it.

Do not ever make a DMPC.

>level 9 wizard
>+5 Int mod, +4 proficiency
>Cloak of Protection, Stone of Good Luck
>level 9 paladin ally with +3 Cha mod

My Intelligence saving throw near the paladin is +14.

Does this mean I can spam Contact Other Plane over and over while near my paladin friend?

Sage Advice:
>Is a 1 on an ability check an automatic failure?
>Rolling a 1 on an ability check or a saving throw is not an automatic failure. A 1 is an automatic miss for an attack.

My guy is a reclusive Monster Hunter with a dry sense of humor and is just awkward to talk to. Him having a kid would be like pic related.

>beast shaping bards
>healers with arcane ward

As a sorcerer, do Cantrips count towards my spells known alottment?

Nope.
Cantrips aren't normal spells at all.

Nooooooooooooooooooope. Look at the Sorcerer page, it tells you how many Cantrips you know and how many regular spells you know.

No.

Also, would basically look like pic related

Spoil them into Oblivion probably.

Nope, cantrips never count towards your known number of spells.

Bards don't have a lot of abjuration spells.

check your class table
there are two different columns for spells know and cantrips know. So no they do not.

Source for that image, please?

I'm glad that /5eg/ has finally learned how to make good OP images. Start taking cues from glorious /pfg/ and maybe we can start getting this system back on track.

I imagine doing this more than "every once and awhile" would lead to the DM (via whomever you contact) to be less and less helpful.

Pretty much how I try to react to players who try to spam a game breaking technique over and over. I either throw in the monster that counters that technique and or severely hold back on bluffing rolls that throws the players a bone.

Or maybe, your constant meddling in extraplanar activity would attract the attention of some less savory, or easily annoyed extraplanar entities.

Or maybe, instead of being passive-aggressive in-game, you could have a talk with your player about how they have managed to find a breaking point of the system and that it would be nice to reach some kind of compromise.

or the being itself
imagine being the awesome demigod that you are and some wizzard calls you every 10 minutes to ask you some stupid questions.
Smiting ensured

I'll just toss and example. Playing a game with a Paladin, 2 Fighters and a Cleric and a Sorcerer. Both fighters and Paladin were using shields so every single encounter they had which involved "you open the door, there are bad guys in the room." Would lead to them forming a shield wall at the door with one covering the door and two on either side so no one could slip through. The Cleric and the Sorcerer would then find something to stand on so they can sling spells over their allies heads. They did this the entire session so in the next one when they attempted this again I said. "All the noise you are making has attracted the attention of some creatures up in the shadows of the ceilings (this was in a fortified cave.) Suddenly, fluttering down is a massive swarm of Stirges!"

They party survived but without the Cleric and Sorcerer and one of the fighters getting downed.

Why not ask a different entity each time? There are a kabillion entities in the multiverse.

>how to spot a passive aggressive, adversarial DM

No dude, it's not being passive-agressive it's making the game challenging. As a DM I reward players for thinking smart but if they are going to spam the same game breaking maneuvers over and over then I have to make the encounters harder so those maneuvers can not be always relied on.

Never tell your players to stop doing something that works, it's cancer and it kills the fun.

Did you read about the OTHER drawbacks to using that spell?

>that image
why
and yes i am familiar with (at least the basics of) the meme

No, it was a lesson. This party didn't check the room they were in and just rushed to the next door. After that encounter they now always check to see if something can or will flank them. They still used this tactic but not often now because I added elements where it wouldn't work.

>game breaking maneuvers
the "game breaking maneuver" is the strong guy stands in the door way?
jesus christ

>Never tell your players to stop doing something that works, it's cancer and it kills the fun.
Yeah. It's much better to let them do something that works, but have the world/NPCs react appropriately (for example by getting annoyed), than to just sandbag the players' ideas. Especially since the former can lead to interesting story developments.

Like what, concise one-word answers? That's not too bad.

Character idea: Whirling Dervish with dual wielding flails and going full on Tasmanian Devil.

So far, my idea is this (6th level)

Barbarian (Eagle totem) 3
> Rage damage
> Battlefield navigation

Fighter (Champion) 3
> 2 weapon fighting
> higher chance of critting if I'm always recklessly attacking.


Any ideas on how to optimize this for max carnage? And future paths?

>my characters are a male human planeswalker and a female half-orc bard
>planeswalker would half-settle down, returning often to the mother and child to take care of them while still fighting across different worlds
>bard would still travel, toting her baby around and encouraging it to be as cute as possible while strapped to her, wouldn't be as smashy due to the baby

Is this your planeswalker?

Half-Orc, and Great Weapon Master.

I was going to go for Dual Wielder instead of GWM, because I plan on Dual Wielding flails.

>Use simple tactics that regularly works
>GM shits on players
WHAT DO YOU WANT THEM TO DO? RUN THEMSELVES THROUGH ON THE ENWMY'S WEAPONS?

Try making enxounters that the same stupid tactic won't work with. Maybe the enemies have some form of gas thing to make them do something other than stand effectively in the door way?

He was a fighter for Avacyn's church who ended up in my DM's world after a near-death encounter. The journey opened his eyes to more possibilities, he's still good-aligned, but went from LG to NG, leaning slightly chaotic.

or even more simple
make the npcs go and close the door.
But honestly shitting on players for playing smart.
Hurr Durr Dropping mobs and almost killing them how smart of me.

i would do
barbarian 5
fighter 1
or vis versa so you have extra attack. but barb 5 fighter 1 seems closer to your concept imo.

(me)
also to dual wield flails you need that ASI for the dual wielder feat anyway

Aside from ASI / Extra attack, does barbarian 5 net me anything else? Is the better chance on crit not worth action surge vs. extra attack?

This is for a one shot, so atm I don't PLAN on using this character again.
Variant human was the idea.

>players use tactic
>GM has some enemies use their own tactic and positioning that defeats tactic
>players are forced to adapt to new situation
>party does so successfully, still uses same concepts but now accounting for different possibilities

Sounds like a fun and successful game to me, famygdala

the eagle dash will eat up your bonus action you need for 2WF.

also, you'll be doing around 25% less damage than a typical fighter 5 or barb 5 using a greatsword.

Barbarians are a class for tanking and shrugging off hits. They get advantage on dex saves, resistance to damage, and more HP than anyone else. Action Surge and Extra Attack are higher priority if you want to shit out damage.

literally nothing you can possibly ever do to your character to improve their melee damage will be worth more than extra attack

Gotcha. I might see if I can convince the group to bump it up to 7th level and go Barb 2 / Fighter 5, just for that rage, especially after this oversight.

Attack, Extra Attack, Bonus Attack @ 19-20 crit range sounds like fun and Action Surge.

Dervishfag here

If I went the Barb 2 / Fighter X route, which would get me more mileage?

Champion
>hit harder, have a chance to explode on damage

Battlemaster
> Evasive Footwork, Parry, Riposte for slicing, dicing action for longer.

>Play a Beast Master Ranger
>Instead of an animal companion, pick an NPC statblock with CR 1/4 (like the Acolyte, for example)
>Play as a ranger with an apprentice/son/sidekick/etc.

Would you allow this?

No. Nothing intelligent.

i personally love having more character options/utility so I would go BM most of the time. since you already get free advantage, the only two maneuvers i'd say get for sure are menacing and riposte.

that said, the extra crit range on champion will definitely improve DPR, so up to you really.

i've actually never done a one-shot campaign, is there no leveling involved and it only lasts for a few sessions?

Probably not. I feel that intelligent NPC followers should be something gained through roleplay, not through hardcoded character options. I'd like to avoid Leadership shenanigans as much as possible.

Champion.

And either go full barb or full fighter. There's no point in 5E in multiclassing multiple martial classes.

Ehhh, not as your animal companion and the buffs they get.

Had a player who took Noble (knight variant) for the retainers. His three retainers were his sons. Oldest was the successor / protege', 2nd oldest was a girly boy, 3rd was....simple.

It didn't end well regardless.

How to make beastmaster not suck?

because i dont want the class to be casting its spells at its highest level, nor do i want them to have such a massively reduced casting ability like the warlock.

granting many level 1st-3rd level spells at will would also be pretty ridiculous.

Potter really let himself go, man.

Dipping three or four levels into another martial class is good for a lot of martials. A rogue going Battle Master 3 can double his output (through riposte and Action Surge prepared attack) five rounds per short rest and the fighting style doesn't hurt either. Rogue with barbarian 2 can get at-will advantage for sneak attack (as a Strength rogue). Reckless Attack is great for any Strength martial, honestly.

That was the idea, to get the most out of the increased Crit range by giving myself Advantage at all times. Armor because I'm not worried about unarmored movement / defense.

There's been a lot of talk about Theurge, but not much about the Seeker patron. What about it? How do you guys think it stacks up with existing patrons, both in strength, lore, utility, and having unique abilities?

Shielding Aurora is a bit much as a bonus action, but would be fine as an action or if the damage had an associated save.

Pact of the Star Chain is underwhelming without some invocations.

Astral Refuge is interesting but amounts to burning through what few spell slots you have in a single turn to buff yourself. It does, however, actually make Blade Ward a worthwhile cantrip, since you can Blade Ward and then Armor of Agathys or what have you in a single turn.

Far Wanderer is fine, though resistance to two types of damage feels a tiny bit strong.

Astral Sequestration is a great feature that makes a ton of sense for a warlock and benefits the entire party.

Scrap it.

I believe seeker is actually one of the more solid choices.
It isn't strong, mind, and it still has fucking legend lore, but it's a lot better suited for "asks a higher power for help" than Undying Patron which is almost exclusively there to play as a more magical take on the eldritch knight.

So I'm making a Kobold Monk character for an Out of the Abyss campaign and I have a good idea of my backstory but I am not sure if it's good...Could I ask your help Veeky Forums?

So her tribe which are barely hanging on due to recent encounters (possibly with adventurers) and they go to hide in a very deep cave. Unbeknownst to them, they stumbled into an entrance into the Underdark (not sure if that's how this actually works) and are found by a Duergar scouting party who kills most of them. Kiva herself hides just enough to delay her fate. Amused by this and at the same time displeased by the lack of any useful info or items the others have, they take her to be sold to the slavers in Gracklstugh (I think that's how to spell it).

There she meets a monk who becomes a good influence for her, leads her on the path of being a monk and makes her challenge her craven ways and Kobold ideals. (Leads her to be lawful neutral? Questioning everything she's known before.)

Somehow the monk dies and that leads her to escape, which then leads her to be captured by the Drow that imprison the character's at the beginning of the campaign.

How does this sound? Any tips for roleplaying Kobolds? This is the homebrew race I'm using. I can give more of the stuff I got for her but this is the most basic...I actually fucked up and typed this before and lost it so sorry it's not as good as it was the first time.

the expanded spells seem... okay. more utility and investigation stuff that'll be good in certain campaigns.

their pact boon seems kinda shit.

i like astral refuge, but i'm worried that it'll force you to use up spell slots in order to return, cause the wording implies that you need to cast two spells in order to return. nevermind the fact that you won't be able to contribute in the fight for at least 2-3 turns.

lorewise seems kinda interesting, i like seeing more warlock variants that aren't just the standard "we made a contract with the devil and we're bad".

overall it seems to be a more utility/defense focused patron, though it would definitely be more useful in certain campaigns.

Can the level 14 conjuration wizard ability do anything besides buff your familiar and elementals? I can't find anything else wizards can actually summon.

I think Astral Refuge happens in one turn. You use your turn to go to the Astral Plane, where time flows differently allowing you to get two self casts on, and then return at the end of your turn.

jesus christ this homebrew is way too much.

It is a bunch but my DM is fine with it and I'd be OK if he limited but he doesn't seem to mind.

...

Kobolds should not have a speed of 30 feet. They also should not have seven (!) different racial abilities to keep track of. On the other hand they also should not have sunlight sensitivity. Whoever wrote this was taking the piss.

>OP
co...could we get a translation of that text p-please?

I have a few feat ideas I'd like to get rated.

Blood Bound weapon - You bind a weapon to your self through a blood ritual.

While attacking with said weapon you gain +1 to hit and can summon it as a bonus action as long as it's on the same plane as you.
Requires either Wis/Cha or Int at 13.


Flying strike - as part of your movement action you can make one attack.
Requires 13 Dex.

So... It's a stronger Blade Boon?
And
>Make monks even better at having the most attacks in the game

Rate my character /10 ?

Variant Human UA Tempest Sorcerer 7th level

> Feat Magic Initiate for Thaumaturgy, Eldritch Blast, Hex
> Urban Bounty Hunter background
> All wind / storm / thunder based spells, blink, and other utility.

Personality is a cross between Spike Spiegel philosophy and Space Dandy mannerisms and attitude. Constantly pantomimes with a gun, shooting Eldritch Blasts when not running around trying to avoid fights if need be.

Hey, you keep telling them to switch to 5e. You shouldn't be surprised when they do.

Actually, that's probably the one thing they got right; according the 5e Monster Manual, Kobolds DO have Sunlight Sensitivity, though they only have normal Darkvision and not Superior Darkvision.

Neither of those ideas work well with the action economy or bounded accuracy of 5e. A feat should never give you a flat bonus to hit. That's what ability score increases are for. There's also no "move action" in 5e.

Rogue Or Bard?

Kobolds have traditionally been fast and spry for small creatures, having a 30-foot speed compared to other races' 20 or 25.

Well personally I won't complain...we have low starting stats so I'll take any advantage I can get.

That's weird. Why in the hell would they have that? Drow, I get it, they live their whole lives deep underground and have never seen the sun. But kobolds are much closer to the surface. They should have a passing familiarity with natural light.

Maybe they prefer Milwaukee's Best

What do you want? Should I also give monks the ability to cast hex of Wis by spending 1 ki?

The flying attack lets anyone who has 13 or more Dex make an attack while moving.
Rogues would love this shit.
Any melee caster would love this shit.
Any barbarian would love this shit.
Heck anyone with 13 Dex would love it.

As for the blood bound weapon.
It costs you a feat to get a whooping +1 to hit with one weapon and the EK weapon summoning feature.
It's a reasonable price.

And also why aren't you homebrewing bladelock invocations anyway?

Here's two examples:

Eldritch blade - while wielding your pact weapon you gain a to hit bonus that scales with your character level +1 at lvl 5, +2 at lvl 10, +3 at lvl 15 and +4 at lvl 20
Requires blade pact and 5 warlock levels.

Arcane sharpshooter:
You can shift your pact weapon into a ranged weapon and also summon 1 piece of ammo as a bonus action. You can't summon the ammo unless the previous piece of ammo was already used. Any ammo summoned this way dissapears after 1 hour.
You also gain a +1 to hit while executing ranged attacks with your pact weapon.

Because they're little runts that usually spend their whole lives in the dark making traps and mining

I guess it varies from DM to DM, but I just always thought sunlight sensitivity shouldn't really be that hard to work around anyway.

How do I not self-insert as a player?
I always make the same character a wizard focusing on herbalism and brewing potions, since I am a nerdy chef in real life.

I mean I have tried playing rogues, clerics fighters you name it. but I always just end up bored and wanting to kill that character and just play as me in DMs magical realm. I know it's bad and want to quit doing it, any tips?

OP image got me thinking. How would you handle it if one of your players characters got knocked up for whatever reason? If it was your character? Would they be temporarily out of commission? Stat losses?

I'm wondering because one of the characters in my game is a female warlock who likes to sleep around, and I was considering rolling behind the DM screen to see if she might get pregnant, but I also feel like that might just not be fun if I can't do it right.

I don't think I would ever allow either of those invocations. Attack bonuses should be kept more sparingly than that. At the most I'd probably allow an invocation that gives an unchanging +2 to the blade pact weapon, but even then I don't really like that. I'd sooner give the blade pact some sort of "X happens on hit with a save" whether it's a push, prone or some general status effect

>Make monks even better at having the most attacks in the game

Thats a dual wielding fighter though.

Beats me; I don't remember them being light sensitive in 3rd edition, but it's been some time since I checked out that material, too.

> How do I stop doing X
Solution: Stop doing X

Adisirregardless of how hard it is, that's the actual answer.

I mostly just wouldn't bother with making a character deal with pregnancy unless they were looking for a way to retire their character, or it was some sort of body horror thing.

I'd just say "as a roving slut, you probably know to drink your moon tea" or whatever the setting has.

Also fuck that OP image. If I were a less lazy person I'd make a new thread, but that shit belongs in the pathfinder thread

Maybe you should make small steps, take your wizard herbalist and change one thing, focus on that one thing, and go from there. You'll get comfortable playing something else, and you can improve. I started with a self insert fighter sword and board, then played another fighter two handed, then another fighter sword and board with maneuvers, then a ranger, then a paladin. It's all about baby steps.