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D&D 5th Edition General Discussion

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Old Thread What cool mounts have you had?

I played a Storm Sorcerer (UA variant) that spent his money on an elephant mount and would Prince Ali ride it everywhere he went (complete with paid for escorts).

yo momma

Current game takes place in fantasy SE Asia or so, so all the players have gotten water buffalo as mounts and pack animals. If they go into the desert they'll probably need to steal some camels too.

I've had a giant elk and a brown bear as a mount

Does anyone have a site or resource that gives a brief description of each of the AL modules? Would love to run some for my home campaign, but don't really want to have to download and read through EVERY one.

>fantasy SE Asia

Putang ina mo.

How do you get cool mount? Other than polymorphing a party member...

It's too early for this.


Source: Am Flip.

Find Steed refluff, try to seek it out. It's mostly up to the GM though.

I'm at a loss. I get one uncommon magical item on my sorcerer, and so far its up to these 4 choices

Bag of Holding
Cloak of Protection
Wand of the War Mage, +1
Or Winged boots

We're currently in the fire temple of PotA

I want to run a mummy lord encounter.

The players don't know about the heart.

How would drop hints without giving the game away?

I was thinking of having them kill it.
They will loot it's lair and be cursed as a result.

Then reports of the undead continue.
But how to point them in the correct direction without spoiling it.

>What cool mounts have you had?
Summon steed comes with the shit you need to ride your mount, so I decided to go around in a chariot like it's the bronze age.

I can imagine a nice DM furiously erasing "mountainous land" and scribbling in "steppe land" as you requested that.

Well in Dungeon World you could it by creating a Front for the mummy lord and using your GM moves to have hieroglyph-based traps show up throughout the dungeon.

I don't know what autistic way 5e does it, though, so I can't help you there. My honest suggestion is to switch to Dungeon World though.

Make it obvious that the undead are still coming from the tomb the mummy was in. This will draw them back to the tomb, and after discovering that it's alive they'll probably look into ways to kill it perminantly.

whatever virt

I am the mount! Seriously, up until my character's wizard traditions were changed to be a Theurge, I went around permanently Enlarged as a minotaur using the potions. Big enough to be any of the party's mount. Still big enough for my minotaur to be the halfling's... We need a Saddle of the Cavalier.

Seconded.

Bag of Holding is insanely useful, especially for someone who dumps Strength.

Winged Boots are better for people with heightened speed. A monk with those gets far more use than a sorcerer, but flight is useful.

Powerful rulers, the kind who become mummy lords, tended to be buried with servants and slaves alive, people who could well resent having been condemned to die with their master. Having one of them help the party so they can finally move on and be free of their tyrant could be one way.

Bag of Holding or the wand. Ac is not important unless you are fighting in melee range of shit. Your tanks and fighters should be able to keep most shit off of you.

If you're not a sorcerer who gets to fly (storm sorcerer gets tiny flight bursts, dragon sorcerer gets flight later) might not be worth bothering with winged boots.

Cloak of protection is useful at pretty much all levels.

Bags of holding are common enough and someone else might have one. It's not like you need to carry around tonnes of shit and unless your DM is being really strict about carry capacity you can get away with things.

wand+1 is probably the best now, but you could probably find better wands later.

So
>short-term campaign
Get wand
>long-term campaign
Get cloak

I'm hearing a lot of hate. What exactly is wrong with variant humans?

I like it

Everyone picks them because they get a free feat

They don't work the same way other races work

People (retards) think they're overpowered

So I'm getting together a small game where we switch DMs after every adventure. Two of the players are relatively inexperienced when it comes to DMing. Anything that should be kept in mind to make this go as smooth as possible? We're already using session-based XP so we don't have to worry about awarding enough experience points.

''Hey GM can I have an adult brass dragon as my find steed?''

>he doesn't just apply fronts to every game he plays

>People (retards) think they're overpowered

>Great Weapon Master or Sharpshooter at level 1

Yes they are.

Nothing.

They encourage lots of humans in a campaign, and less 'I'm special because I'm a special race' characters. However, you could see it as a bit boring, too.

Variant human is very versatile and viable for any class, but what they get can also be obtained by anyone else once they get their stat increases, whereas races get special benefits.

I'd say everything's in the right place.

>Refluff
As long as it's the stats of a warhorse, or even better one of the bad examples, you can pick anything.

...

The mummy in dungeon world would have like 8 hit points but arbitarily be able to devour players legs off.

It's a REALLY ancient brass dragon ;)

> +1,+2, or +3 weapons are OP at low levels, or pretty much any level of the game.
> -5 to hit is somehow also OP

Why is there a Space Marine on that lion?

That is overpowered, but not gamebreaking.

The feat that gives you the ability to give the entire party temporary HP is another one that's really powerful at the low levels, especially with a big party.

Once you get past the low levels, being a human has locked you out of some of the neat class features.

Which is precisely the reason I dislike it. Across all levels it's not OP, maybe not even imbalanced at all. But that doesn't mean it's a good addition to the game, it makes the game less fun for other characters at low levels, since others have better or cooler features, while at higher levels the variant humans are the ones that have a worse experience, since they front loaded their powers.

>-5 to hit, for +10 to damage
>ignore half- and three-quarters-cover (Sharpshooter)
>extra attack on crits/killing blows (GWM)

At first level, those things are all pretty powerful.

> the scales tip at one point or another

It's almost as if there's a....balance.

>GWM at lv 1
I see why the other user said "retarded"

>Missing the point
I'm not saying there's imbalance at all.

That's those feats being overpowered

>class
Sorry, I meant race.

Yeah. It could probably be better if they found some other way humans could be versatile without that stuff. Instead the human might be getting a stat increase at level 4 whereas the other races pick up that feat, and then the humans are probably worse off than the other races. since they're now roughly even except the race gets racial features.

It's still not entirely anti-fun. They won't be entire worlds better than everyone else, and they'll have flaws. The other racial abilities can be quite good at low levels, too. At level 1, a half-orc who can take a hit and set themselves back to 1 HP is pretty neat. The extra crit die isn't likely to come up but would be a bit deal.

Halflings aren't much different from having the lucky feat.

That sort of thing.

It might be interesting if humans got something unique which works a bit better later on but might actually trip them up earlier on, but I'm not sure.

I guess being of a different race has social benefits sometimes.

I'd rule is as 'imbalanced, but not imbalanced enough for most people to care.'

GWM and SS are HORRIBLE at low levels. You don't have enough proficiency bonus to make it worth it. You'd be much better off with pole arm master or crossbow expert.

I suggested it last thread, take half-elf and give them +2 CON instead of CHA. Half-elves are good for any charisma class, so with CON instead it becomes good for any class. Look at dwarves, they're good for almost anything except they're hindered by the subraces giving +WIS/STR, armor proficiencies are situational, and the speed decrease. Still, the +2 ensures they're never a bad choice.

I just make them the same as the other races, same types of benefits, some subraces based on where they're from, +CON/WIS for being generally survivable, not just the physical toughness thing like orcs and dwarves, but being able to survive almost anywhere and adapt. I've seen homebrews where they have good charisma, but I do think it's important to have them be quite versatile. It's just that I don't like breaking the design style of races in general to get there.

They're great at low levels because you can one shot enemies with them.

I doubt it's worth the decrease in accuracy. You're probably better off with Lucky, Pole Arm Master, Crossbow Expert, or something like that and grabbing those once your attacking stat is higher.

I am really annoyed with the Monk in our group. I play a Fighter and was suppose to be the tank of the party but now the Monk has a higher AC than me, deals out a shit ton of damage, can't be touched by anyone, and never dies.

Whats the point of playing a Fighter in 5e?

With 18 dex, +2 proficiency and +2 archery you can still have a bow attack modifier of +3. That might not seem great but a bugbear, for example, has an AC of 16. You would need to roll a 13+ to hit, which is a 40% chance to hit.
Furthermore, with sharpshooter and a longbow you can shoot from 595ft away without disadvantage. That's about two football pitches. You don't even need full line of sight, since you ignore three-quarters cover.
And that gets you at least 15 damage in one shot. Half a bugbear's average hit points.

you can't be serious

what's your build. You should have as much AC as the monk at least if you're wearing full plate + shield. Monk can't beat that without magic items. His damage will be lower than yours as you level too, especially if you're a GWF. His HP will also be less.

Yeah, naw.

Being able to one-shot those CR 1/2 orcs with 15 HP is great.

>Monk can't beat that without magic items.
Not easily, but 20 dex and 20 wis gives AC of 20, same as full plate + shield. A wood elf who rolled really well for ability scores can have those stats at level 4.
Yeah, if you get a +3 bonus from dex and archery fighting style you'd hit orcs 55% of the time, and one shot them from across fuckin fields.

A fighter that put those stats into str and con would be a better tank, and if he rolled poorly then the other guy being a monk wouldn't be the issue to begin with.

>rolled really well
By the same logic bards are broken because they can add 1d6 5 times per long rest at level 1. He was complaining about class balance. If this is higher level, he should out-damage him and have more hp, if it's lower level he should be more tanky except wisdom and dex saves.

I was just pointing out that it's technically possible for a monk to have that AC, even relatively early on, without magic items.
>A fighter that put those stats into str and con would be a better tank
Oh, most definitely, between Second Wind and a d10 hit die fighters make much better tanks than even the luckiest of monks.

Yeah. The armour proficiencies don't mix well with the +2 strength and dwarfs not caring about armour encumberance unless you then spend a feat on heavy armour mastery.

>+2 strength to wear heavier armour when you ignore the negatives of heavy armour anyway
>gives all armour proficiencies except heavy armour and shields
I guess the reason there's +2 strength and +1 wis is because the armour proficiencies are more flavour than anything.

Still, the races are designed to be more restrictive. Soft restrictions that encourage players to take a certain playstyle for each race with several optoins, though they can go against the tide.
If you have a dwarf wizard, they're likely to be a tough wizard. Otherwise, except fightery types of dwarfs.
If you have a half-elf, expect them to be a bard. Less likely, but still possible, a sorcerer or warlock. Perhaps even a paladin.

I kind of like the soft-restrictions. It encourages races to play like their races expect.

The thing is though, most bards now are half-elves.

Firstly, how did they get 20 wis and 20 dex so easily? They must have given up a load of feats.
Secondly, they can't use shields and suck at weapons. You can find magical shields or weapons sometimes.
Thirdly, you can probably easily get 20 con and be much healthier than they are.

I'd like to know what your character sheet/build looks like.

Not much.
Just make sure the less experienced players don't power escalate too fast.
Before you know it you could all be ib 3 plus gear fighting dragons and the tarasque.


...
That sounds fun.
I have a great idea!
3 plus weapons for everyone.
Oh look. ..a dragon!

On the topic of bards... would a strength based Valor Bard be viable? Say a dragonborn as the race.

Sure. Not good but certainly viable. A dip into fighter for heavy armor and a fighting style would help though.

It's probably fine, but you want your charisma to be at least middling

He has a +1 ring which helps him out immensely.

It just feels gay. He does everything perfectly well. Every turn he stuns then attacks with advantage, he puts out so much damage its unreal.

He runs around the battle barely taking any damage. I've nearly died 3 times now and he's barely taken any damage even when baddies are attacking him and he ALWAYS hits.

He has two lvl 20 stats so he pretty much auto hits everything.

How does Veeky Forums handle critical failures on attack rolls?

Sounds mostly like luck, maybe build. What level are you guys?

They... miss.

level 12 so he does 1d8 dmg per hit and autohits everything with his lvl 20 stats.

when he stuns he gets advantage so he pretty much does 4d8 + something like 30 every single round of combat.

If you are using a bow/crossbow you just ran out of arrows/bolts
>counting arrows

also his fists count as magic so he pretty much always does full dmg meanwhile i usually fight tihngs with resistances to my wpns, dont have a magic weapon yet but we are working towards getting one.

even my dm was surprised at just how much damage and utility monks put it. he runs so fast too and can climb on walls and jump and do all kinds of crazy moves that make our rogue look useless.

is there even a point to play anything but a monk i know i am raging right now but its just stupid.

>1st attack of 1st game
>1
>sorry guys, I'm out of arrows
Is this a joke?
Keeping track of arrows is really not hard

How do your stats compare?

>level 12
>doesn't even have a +0 magic weapon
Your DM is a faggot.

Hmm for a ranged I'd normally make them either roll a DEX save or simply, "You hear that dreaded, snapping sound... your arm vibrates from the sudden impact of your bow string snapping..."

well my STR is 20 but i took feats like an idiot... i can do OK damage but the monk always does a lot more and always hits. he has a very low miss rate and attacks at advantage almost all the time.

ya i know but he is kinda new plus we started at lvl 10. im not that mad at him for it im just pissed off at this gay ass monk who does everything better than everyone else. i feel useless in fights he can tank better than me.

wtf is 20 ac on a fucking monk thats just gay.

The magic weapon thing is a big deal, and is a definite oversight on part of the dm. Being stingy with magic items while the monk maxes his stats is going to tip the scales definitely.

Being mobile is intended, however. The rogue should be a bit behind in that regard.

I usually punish the pc somehow, they stumble and fall landing prone or maybe hitting their head on a rock taking damage or their great axe gets lodged in a log and they have to use their next turn removing it. Stuff like that

the 1 thing the rogue has is charisma i guess but it doesnt matter because even if something goes wrong the monk just spams flurry of blows and kills the thing and barely takes any damage.

ya like i said my dm is kind of new and i think afraid of bringing too many magic items into the game. we probably shouldnt have started at lvl 10 for his sake but its ok. so u think getting some magic items wil lmake the rest of us actually useful because right now every encounter is a bruce lee movie and we just run up to the fight in time to see the monk kill everything.

You should have gotten magic weapons and armor from the get go, the monk should NOT be a better fighter than the fighter. Nearly as good, maybe.

ya i will have to talk to the dm the rp is so boring because the monk does everything.

>Firstly, how did they get 20 wis and 20 dex so easily? They must have given up a load of feats.
Wood elves get +2 Dex and +1 Wis. So, if you rolled 18 and 17 at character creation, then you can use your level 4 ASI to put Wis up by 2. That's VERY unlikely, but it is possible (I rolled a drow bard like that once; 20 dex and 18 Cha at level 1).
Plus like I said before >I was just pointing out that it's technically possible for a monk to have that AC, even relatively early on, without magic items.
If I wanted to tank I'd play a goliath or dwarf barbarian or fighter, not a wood elf monk.

Depends on how I feel. I once had a goblin shoot itself in the hand, for example.
Also two of my players have gun-users, so crit fails for them are already misfires.

You have 3 attacks so with +5 strength and shield master you knock prone, then with advantage 3 attacks (6 with action surge) for 1d8+5 each. Plus manoeuvres or higher crit chance. Again, post a bit more details about your build because if you took shitty feats, manoeuvres etc. it's not the monk's fault, at least not only that.

Also, I wouldn't normally recommend this but seriously just ask your GM for a magical weapon, unless this campaign just started, it's ridiculous to not have one at level 12.

So here's an idea I recently started using for my homebrew:

Fighting style as a feat - instead of gaining an ASI you may pick a fighting style and boost one of your physical stats (Str, Dex or Con) by +1.

Improved unarmed strike:

Your unarmed strike damage die is 1d6 and you may use either your Str or Dex mod for your unarmed damage rolls.
You also gain a scaling to hit bonus to your unaed strikes equal to a fifth of your character level rounded down.

Throwing master:

Your ranged attacks with thrown weapons gain a +2 to hit bonus and you may draw up to 2 pieces of ammunition as a free action.
You may also ignore any close combat or long range penalties to your ranged rolls with thrown weapons.

Some other ideas would be appreciated.

inb4
>rolling for stats

anyone else really enjoy the Magic Iniate feat? I always pick it and take the find familiar spell. It made me really love my bearbarian and open hand monk.

I saw a suggestion once of giving a fighting style with weapon master, which makes a lot of sense since that's shit as is. Unarmed strike seems purposeless and the scaling to hit is stupid. Throwing weapon master is alright, I just use the Close Quarters Shooter from the UA but for throwing weapons, drawing 2 weapons is necessary if you're /your GM is a RAWtard though. I also really like mariner from Waterborne Adventures.

You are probably going to catch up pretty quickly once you get a weapon that deals more damage. Also I think the stun thing lasts a while so you can benefit from it too.

He's always going to run faster and do the weeaboo fightan shit, but you don't wana be a faggy ass ninja in a European fantasy game anyway.

>Your unarmed strike damage die is 1d6
Tavern Brawler only makes unarmed strikes do 1d4, so I think 1d6 is too high.
>Your ranged attacks with thrown weapons gain a +2 to hit bonus
Already covered by Archery fighting style.
>you may draw up to 2 pieces of ammunition as a free action
Is there a limitation on how many pieces of ammunition you can draw per turn?

>anyone else really enjoy the Magic Iniate feat?
It's probably my favourite feat. It can make such a fun little addition to characters. Like a barbarian with a few basic druid spells because his tribe gave him a good education in the spiritual side of his powers. Or a sailor-background fighter, whose crew had basic bardic magic cast through their sea shanties.

>Is there a limitation on how many pieces of ammunition you can draw per turn?
Nope, but thrown weapons aren't ammo so you're limited by the object interaction rules. Making them count as ammo should be sufficient.

I have a ton of ideas for magic items, both practical and more joke-ish, that I want to give my players. It's an Eberron campaign, so lots of them isn't very outlandish. (Just last session one of them looted a headband from an old woman that causes natural looking hair to appear from your head when worn.) What's a good way to keep myself slowed down?
We're about to go into session 4, and the players already have 'faulty' spell scrolls for Burning Hands and Fireball, a small glass Detection Lens that works as Detect Magic but only for Illusion or Transmutation when looked through, the hairband, and an ancient busted Scabbard of Healing that now only works when you bash things with it. (+0 magical club, 5 charges, after hitting can spend a charge to heal for 1d6+Str, gain 1d3 charges daily, can sheathe anything that can be inserted even if longer than the scabbard)

>Like a barbarian with a few basic druid spells because his tribe gave him a good education in the spiritual side of his powers. Or a sailor-background fighter, whose crew had basic bardic magic cast through their sea shanties

I agree, the cantrips in this edition are so rich in fluff that they sometimes feel more magical than ex. some 5th lvl spells

Are there any stat blocks in any splatbook for any edition of D&D for a creature that is essentially a statue of mass slaughter? I guess like a cross between a marilith and a golem? Having multiple arms, being gigantic, having supernatural attacks, and being made of gold are all bonuses.

Only time I've done it is for Hex + Eldritch Blast on a Sorcerer.

Had a great idea to do it for Find Familiar for my Swashbuckler (parrot), or Find Familiar for my Assassin Rogue (snake); both of which I'll never get to play.

Forgot pic related.

By RAW you may only draw one weapon/throwing ammo per turn.

I didn't know archery covered thrown weapons.
Please expound on that.

The scaling to hit bonus is to account for DMs not giving you a way to boost your to hit bonus with unarmed strikes and a 1d4 damage die is too low to matter even for Fighters who get 4 attacks let alone other classes who get 2 attacks at most.
The scaling to hit bonus and 1d6 damage die makes it relevant for all classes including monks who need a way to boost their to hit with unarmed strikes anyway.

A hit bonus is one thing, making it nearly double your proficiency bonus is something else entirely.

A fifth of your character level rounded down meaning you get a +4 to hit when you reach level 20.
Basically:
LvL 5 = +1 to hit
LvL 10 = +2 to hit
LvL 15 = +3 to hit
LvL 20 = +4 to hit

All that with a 1d6 damage die that doesn't go up unless you are a monk.

It's perfectly balanced.

I'd take an iron golem and divide it's damage up among multiple attacks.

Hydra maybe? I haven't encountered one but it seems like that's how that fight would go.

Yeah I was thinking one fourth for some reason. But yeah it's still a problem, that kind of hit bonus if you're already a monk is ridiculous. How about if sets unarmed damage to 1d4 if it isn't already that high, and gives a +1 to unarmed damage. besides. That makes it +1 to hit and damage for monks and decent damage for other fighters. That's strictly worse than +2 dex, so you can give them something else of significance.