/5eg/ D&D Fifth Edition General

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

>Community DMs Guild trove
>Submit to [email protected], cleaning available!
mega.nz/#F!UA1BhCBS!Oul1nsYh15qJvCWOD2Wo9w

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

>/5eg/ Discord server
discord.gg/0rRMo7j6WJoQmZ1b

Previous Edition: Why should Mike Mearls be fired Edition

user Whines Again Edition

Is Staff fighter viable? What's the best way to go about making one?

Fighter the class or you mean just someone who hits things with a staff?

The problem with Warlock is that it is pigeonholed into the exact same build and the exact same strategy with every character. The only difference is a little change in flavor which you don't really feel for a long time (10th and 14th level features). Feats don't change how the Warlock plays and every build that isn't an EB/book lock is complete and utter garbage. You have no options when it comes to combat, it's just sad. It's funny though because on the other hand, and i'm sure many will agree with me here, they're probably the funnest class to RP as ever. There is just so much you can do with a Patron and the flavor of invocations and your Pact Boon it makes up for your boring and shitty playstyle. With a little creativity you'll find you are probably the funnest RP class.

There's not much that isn't "viable" in 5e when you get right down to it.
Not sure how good it would be since in two hands it would just be a d8 weapon, though they could use the Sentinel and Polearm Fighter feat combo.

Anybody know if there are quick references like the one attached for Fighters? I downloaded it somewhere while I was drunk and can't remember where and I'd like get them for all the classes if they exist. Thanks 5EG!!

Anything you could do with it would be better served with another weapon. Unless you're using it for shillelagh but then a club is almost as good. And that "almost" is only there because the staff can double as a focus.

If you just want to hit things with a staff and don't care about fighter:

Undying Light Tome Warlock 3: get Green-Flame Blade, Shillelagh with Charisma, and get Charisma to fire/radiant damage
Paladin 2: Get divine smite
Gold/Red/Brass Draconic Sorcerer X: Get quicken spell and later get Charisma to fire damage

Shillelagh up so you use Charisma for your attack and damage stat, Green-Flame Blade using the staff as the weapon, divine smite when it hits and add multiples of your Charisma to damage when it hits. Then quicken Green-Flame Blade to do it again.

where is written the tools i gain with BG in the new LoR for 5e?

How would you balance an entirely improvisational fighter? I.E. Rather than using an actual club, said fighter would rather use the leg of a table.

I don't necessarily agree with your fairly typical "if it's not the best it's SHIT" talk, but I will agree that the Warlock has some flexibility issues.
I actually like the idea and setup of how it's spells work (less numerous but more power and faster "recharge" on the spells), but it could have used a lot more polish mechanically so that there was more then one way to build them I suppose.

I think Warlock is far players who basically don't care about anything you just said; mechanics are secondary and they're largely interested in the roleplaying aspects, which many of the Invocations help out with since severs have non-combat uses. So basically if you're concerned with build-making and combat performance, Warlock is not for you. If you don't care about any of that and you just want the R in the RPG, you're good.

Tavern Brawler Battle Master or Monster Hunter. Use superiority dice to make make your damage good.

What said.

Chris Perkins mentioned something like giants adventuring to claim status in their new social order. Has WotC released anything related to players playing as giants?

I sorta think the quarterstaff deserves one of those weapon specialist feats, but people don't really like them?

So I want to run storm kings thunder at some point but would love it if my players got to do all the giant Lord quests instead of just one. any idea how to make that happen? I was thinking of making each giant hold a piece of something that would allow the players to go to maelstrom instead of each having a conch there but it seems a bit video gamey

How good is the Necromancer arcane tradition? It seems like a lot of fun to be a minion overlord,but I'm worried that if I get too many minions I'll bog down the game.

We're getting PC Firbolgs in the new Volo's. Whether that opens the door to Large PC races (let alone giant giants) is still up in the air

Pretty good, and you're completely correct about fun and bogging. There's also the rp angle which more or may not pose a problem for you.

Just give them hints to do it.
Like, after they finish one let them hear rumors that another kind of giant is causing problems elsewhere and as long as they aren't completely tone-deaf they'll jump right on that shit.

It is strong and super fun to play, but be prepared to run into problems assuming your DM is half decent.

, Yeah, he's talking about Firbolgs.
It's kind of doublespeak though, because Firbolgs classically cared much less about the Ordnining then other giants and instead interacted much more with humans in their traditional fluff.
That Hartsvale location in the SCAG actually had a bit to do with them and if I recall correctly they were somehow related to the Kings there or something.

Not that user but I wish I could do that with my players. I've literally been dropping hints through rumors, lore, gathered information etc. on one major story thread, and another "story thread" they already finished hinting that an item they retrieved might be tainted in a way almost every session.

They just nod and look at me to tell them what to do and where to go next.

Players without initiative are quite common and fairly annoying to me.
Apparently choice isn't something some players want and they are far more interested in just being told what to do.

Anyone run Chapter 1 of SKT, yet? I'm an experienced DM but most of my players will be new. The adventure seems manageable for them, though, I'm worried that the leveling will be too fast: They need to be level three by the time they reach the dripping caves. Not to mention that, at the very beginning, there is a potential hook for them to explore the caves before even entering Nightstone.

In general, any reactions from A Great Upheaval?

Alright, thanks. Honestly the RP angle seems like a ton of fun to me.I'm thinking of asking the DM if I can just take the average damage instead of rolling every time (still rolling for attack rolls). Are there any other ways that I can speed things up in later levels?

Today is the day I'll start a new game with a new group. It's been almost a year since I had one. Thing is DM told us not to create any character until we're all at his place tonight, we'll not use pregens, but we will mostly use this first night to make our characters so he can decide how the world will work or some shit like that.

What should I expect?

Oh, and we will start as 3rd level characters.

Meh, if they level fast I wouldn't worry that much. They'll still have a lot of fun in the process and some later fights still will pose a decent threat.
Get a bit flexible with your expectations, will do you wonders as a GM.

BUMP

>Get a bit flexible with your expectations, will do you wonders as a GM.

Thanks. I guess I worry too much.

Storm King's Wrath seems to suggest that the Ordning was somehow magically enforced, but this isn't accurate. It was just basically the accepted social order among giantkind and they followed it because for them it was something that had been a broad part of their culture since before smaller races had even managed to arrive in Faerun for the most part.
Firbolgs had ALWAYS ignored the Ordning thus were often thought of as "evil" in terms of giant morality (though in the Alignment system they were Neutral or even Good) because morality as dictated by the Ordning is entirely based on weather you show respect or deference to stronger Giants.

Not that I know of, sorry. I'm playing a necromancer now and am currently level 8, I use a good amount of my higher level spell slots to keep the horde going. I want to say pick up a lot of disabling low level spells like Hold Person so your undead can surround and swarm them. Sooooo satisfying.

That sounds wonderful. I was already thinking of other debuffs too, but I'll be sure to put Hold person on there.

It might be a warning signal of overbearing dm story syndrome, but it could be harmless integrating of backgrounds with setting and coordinated team building.

I'd say just keep an open mind.

>What should I expect?
He sounds like a smart GM.
Rather then just having you guys make a bunch of random yahoos and having them be forced to work together by hand waving he's creating the game based on your characters and their personalities and goals, basically working WITH you to make a more organic roleplaying and storytelling experience rather then just treating your character like something that could be replaced with any other character at all you could make.

And starting at 3rd lvl is fine, that's when your archetype abilities kick in anyway.

Loosely related, but I hear that in SKT players can temporarily turn into giants using rune magic. I haven't finished reading the adventure but something like that is in there.

Yeah. I struggle with feeling like I'm not putting enough or making the game complex enough and the players SAY they want backstory and lore and complexity and they DONT want Mcguffin-Hunt-Kill-Quest-Dungeon.....

But that's the only time when I don't have to handhold them and tell them explicitly what to do, when to do, and how to do it.

Like I mentioned in the last thread, they're stuck outside of Luskan (ripping off one of the first quests from Sword Coast Adventures video game).

They tried to talk the guard into letting them in, fail on checks. Now they're stuck and visibly frustrated. Guy tries to sell forgeries of royal decrees to get in at an exorbitant price; they refuse to pay and find another way. Guy tries to sell them a key to the sewer, pretty cheap, they won't stoop to that. Then they split up and every tries their own way to get in.

WTF guys.

Yeah 3rd is when every class has started to flesh out and really come into their own.

Who is the guy who did the Spell Viewer? Any plans to add the Book of Lost Spells in it?

monster manual 2 is going to have a player stat block for firbolgs

>Guy tries to sell forgeries of royal decrees to get in at an exorbitant price; they refuse to pay and find another way. Guy tries to sell them a key to the sewer, pretty cheap, they won't stoop to that. Then they split up and every tries their own way to get in.

Oh, I get it now. I have your solution.
Here's the easiest way to get them to do a part of the adventure you prepared for; take a list of options that you DON'T want them to do and subtly give them the option to do it, and when they go looking for something else OTHER then the presented options have them "discover" a new way into the place or objective or option whatnot that was your actual plan all along.

They're in a video game mindset, so try to use it. Force them into at least limited agency by giving them clear multiple choice junctures (even if only A or B) without an obvious best route. Who knows, maybe that little bit of investment will reap dividends in their behavior.

One one hand, yeah it sucks when players don't bite the story/RPing hooks you throw out there. But on the other hand, part of the DMs job is to run the adventure to the players liking. If they are frustrated by making RP decisions then maybe you should focus on more of a roll-playing adventure. Or, at the very least, dial back the complexity of the social interactions.

It sucks for a DM when players don't take your ideas well but everyone, including the DM, will be happier if the DM adapts.

To add, I still don't know a good way to handle the bullshit when PCs are adamant about splitting the party.

Not him, but that sounds suspiciously manipulative.

Let them. And make sure you spend a long time with half the party as the other half sits with their thumbs up their assets. They'll learn, or they'll deserve it.

Anything he does is going to have to be an active effort, and it's either be sneaky or overbearing.

can't believe I didn't think of that. thanks.

Of course it's manipulative.
Some players you just gotta manipulate into having fun because they won't do it on their own and expect you to feed them and when you try they'll slap the hand away anyway.

It's like when your parents told you you were going to go get a shot but promised ice cream or pizza or whatever right afterwords; the shot was for your own health but you had to be tricked into doing it.

Get new players if you have to treat them like retarded children.

Some people can't afford to have standards.

what kind of spell or magic item would best be used to capture a monster?

specifically a Genie?

Hold Person?

Not retarded children. Just regular children.
Some players have played too damn many video games and think that TRPG's work the same way, so it requires adjustment in thinking.
If you as GM have no fun at all GMing them like that, then sure, get a new group because you're supposed to be entertained as well. If you have fun because they have fun and then they enjoy themselves then you're good and everyone wins.

A lamp, duh.

Hold Monster

The three clue rule is the best way to prevent chokepoints in any scenario. This is taken from the RPG advice site 'The Alexandrian'. You provide 3 clear ways to get past any one chokepoint. Chokepoints can include a city your players need access to as in your example , a magical dohickey the players need to find, the murderer in an investigation scenario or anything else 'essential' to the game moving forward

You can also design scenarios like this. Pictured is my node design document.

Players begin in the city. They accept a plot hook to find lost dwarven city.

You sprinkle 3 clues in the city, one points to the mountains, one the forest, one the swamp. Each of those areas has 3 clues, 2 pointing to the other two respective areas and one pointing towards the Ancient lost Dwarven city.

So within the swamp you'd have a clue that points to the forest and the mountain as well as the ancient city. The forest has a clue towards the mountain, swamp and ancient city then the same for the mountain.

This way if the players are smart they can quickly find the ancient city but even if they are slow they should eventually get a or two clue from one of the areas that points to it. If they fail to find one of the clues it doesnt matter as theres enough to drive them forward.

The areas I've chosen are big ones, but you can make them as simple as different areas in a single town or even different npcs which is perfect for a mystery scenario. You can even be really clever and make some of the clues triggered events the players may or may not discover that really makes the world feel moving.

So the game feels really sandboxy while still essentially going in a direct path (all options eventually lead to the ancient city as thats the hook)

Although it sounds like you gave your players 3 clear options there and they failed one and ignored the other two. I'm afraid no good amount of gming , beyond forcing that delicious railroad , will help a group of autists.

Hold Monster you mean.

Wouldn't help, it just keeps it still. You want a binding spell, like Demand, Imprisonment, or Soul Jar (this last being especially effective).

You have my condolences if you actually have to DM for literal children and I hope you get reimbursed for the time spent baby sitting.

>The three clue rule is the best way to prevent chokepoints in any scenario. This is taken from the RPG advice site 'The Alexandrian'.

This sounds dope.

I recently read about the "5x5 Adventure/Campaign Design Method". Also suggests ways to connect locations and scenes to provide the PCs options and clues.

What's the point of the Identify spell, when you can just short rest any magic item?

"You uhhh... can do it on da fly!"

I like the 5x5 design method as well and use it to a degree in my own node based scenario, as you can see I start out with 5 hooks that branch out creating a robust web of plots. I also tie players personal goals into the node matrix as well.

I like 5 room dungeons as well as they let me plan out a sketch of the major dungeon nodes and if the players stumble on them give me something to run. However if Im about 90% certain they are going to a dungeon within the next session or 2 I will expand on th3 design in the more traditional sense.

You can also use the nodes and the 5 room dungeon method to create a node dungeon that is still quick to sketch out but feels less linear to play.


So dungeon is the Undead Crypt

Room 1= Entrance &Guardian (Ogre zombie). Passages lead to room 2,3,4
Room 2 = Magic riddle Puzzle. Passing teleports to room 3(prisoners), failing teleports leads to room 4 (combat). Passing really well leads to room 5. ( super high dc or just acing the puzzle quickly)
Room 3 = Necromancers have some hostages trapped. (Saving they lead players to room 5, failing to save theres still a passage to room 4)
Room 4= large fight , skeletons, zombies etc. Beating them leads to room 5, also a passage to room 2.
Room 5 = Treasure chamber and teleportation pad to the shadowfell for the next node.

>Cast Hold Monster
>Start casting Magic Circle around it
>Have someone cast banishment on it in case it breaks out of hold monster
>Magic circle should be done now
>Break concentration on it before it is gone permanently via banishment
>Cast planar binding

I only let players with knowledge arcana proficiency identify so not all casters will have that neccesarily.

Otherwise it just lets you do it quickly which may be useful if you find a magic item in a dangerous place ( where most magic items are) and dont want to risk random encounters that a short rest might bring or you are under any sort of time constraint.

Very interesting. I feel like I do something very similar, but it's 20% a jumble of notes on various notecards / notebooks, and 80% in my head.

What software do you use to plan this out? I've tried in a notebook, but then it ends up spiraling out of control with trying to maintain the 3 main story lines, and tying people's backgrounds into each.

About warlock invocations that use a slot:
>they no longer take a slot, and you cast them at the level of your pact slots
Would this break anything?

>invocations
>using slots

Aren't they already cast at pact level?

>bewitching whispers
>dreadful word
Oh yeah now I remember why I never take those invocations!

The point is to make a 5x5 grid where each column represents a location or major objective. The rows correspond to the "steps" that the PCs need to take to satisfy the objective. You only need short sentences at this stage. The point of the exercise is to figure out a framework for the adventure/campaign and ways to tie the events together. Any details you can write down elsewhere.

Just search "D&D 5x5 Adventure Design" for some good articles.

I'm the user you copied that from in the other thread. It hasn't broken anything yet and I've had 2 warlock players across 3 campaigns that went from level 3 to 20.

The clarification is in there because the actual rules imply that by using pact slots. I added that clarification in because my house rule no longer uses the pact slots.

I just use a site called draw.io which lets you make flowcharts that you can easily save to google drive. I write most of my notes on drive docs as well as I can access them easily from multiple locations including work and I have a game wiki I copy pasta things into as well. I use the site PBworks for that. It's still a little all over the place, and there's plenty just in my head too, but it is more organised than I usually am and I think importantly I know where it starts, where it ends and the key points on the way.

During play too if I'm stuck I just see what node the players are on and remember to give out the linking clues, this can be super obvious too as that is kind of the point and players can miss the super obvious anyway. Likewise I can also nudge the players towards a node if we hit a stall.

Anyone know where I can get good prices for mundane equipment and potions from?

Also, any tips on how to run a game where the party splits, without whoever isn't in the limelight at the time getting bored?

>Also, any tips on how to run a game where the party splits, without whoever isn't in the limelight at the time getting bored?

I just try to keep in mind something akin to an initiative order, bouncing back and forth between players / situations.

>Alright Player X, what are you doing.
>Once that specific thing resolves
> Player B, back at the tavern, what are you doing right now.

>Anyone know where I can get good prices for mundane equipment and potions from?
The PHB's equipment chapter?

There is an item in the DMG called an Iron Flask. Alternatively, there is such a thing as the Efreeti Bottle.

Could be playing Curse of Strahd pretty soon. Anything specific you guys would recommend?

Paranoia

If they murderhobo hold nothing back. Nothing.

Sorry, could be playing *in* a Curse of Strahd game. Friend's DMing.

If you murderhobo off yourself. Off yourself.

What is your favorite level range to play in? For me I love the low-mid levels around 6-9 or so. I guess the easy way to put it is I hate feeling weak as fuck like you do 1-5 but I don't want to be an all powerful 20th level spellcaster, you know what I mean? I still like to have some of that lower level stuff still challenge the group.

Well yes I felt as much after reading . I just don't know what I should play as. Thought I'd fish for some ideas.

Paladins are god-mode in CoS. Clerics are also god-mode.

I'm going to be DMing at my college's tabletop RPG club tonight. The session lasts 2 hours and I have to help the players make characters that will fit into my world. If I want to open my campaign with a one shot quest how much should I have planned out?

I've never DM'd past level 11, but my current group is at 10 and on track to go the distance. I'm getting excited, but I'm also getting tempted to kill them more and more (or at least putting them in more creatively difficult scenarios).

Figure out your character's strengths and weaknesses. Curse of Strahd is roleplay heavy and these, in particular, may show up depending on how good your DM might be.

I really hope you didn't read the adventure. Some crazy shit can happen!

There is a vampire somewhere in the campaign.

Seriously though go in blind you will have more fun. Be scared for once.

Aurora's Whole Realms Catalogue, while an AD&D supplement, can be a pretty good guide for a lot of mundane items. It's pretty easily converted to 5e.

I like levels 9-13 a whole lot.
3-8 are fun too.
1 and 2 suck.
14-17 are great.

What would some fun encounters for a tropical area be?

It's kind of hard to move fantasyland concepts to super primitives.

I don't really enjoy DMing until about level 9. Every level after that I enjoy. You can expect most single-classed players to have their main ability score maxed out, and proficiency goes to 4. It feels like the tipping point where the players' numbers are tuned well for what they're trying to be good at, so success is often more about decision-making than dice-rolling.

1-5, where you're just ragtag adventurers against the world.

Green dragons, giant simians, naga and yuan-ti, lizardmen, wild-elves, jungle kobolds, water elementals, giant insects and insect swarms, ancient ruins guarded by stone-golems with giant boulder traps, poisonous undead, toxic living plants. The lost goes on and on.

Oh I plan to, I'm just trying to think of what I want to play, maybe use the Haunted One background, fuck, I dunno.

alpha

What would be a good one shot to run for some people who have never played a tabletop game before but are interested in trying it out?

What should typical encounters look like for a 9th level group in general?

My players are still poking around, bouncing between two major cities, not really going off the beaten path between the two, and they've pretty much scared off / killed off any bandits on this main road by this point. Killed a couple of wild beasts. I just can't justify higher CR monsters as random encounters when they stick to the roads like they do.