/5eg/ 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

>Veeky Forums character sheets
mega.nz/#F!x0UkRDQK!l-iAUnE46Aabih71s-10DQ

Previous thread

Other urls found in this thread:

itunes.apple.com/us/podcast/bards-nobles/id1168851630
mega.nz/#!gMFnUJRS!Fvi5GOkmCNlhHe1FKP-hxCORs50ndZMHz4s1gK9N1YM
twitter.com/SFWRedditGifs

When can I expect my melee Divination Wizard to become garbage?

16 STR
14 DEX
16 CON
14 INT
08 WIS
10 CHA

I took a shitload of 1st level rituals (identification, comprehend languages, find familiar, detect magic) and am well aware I should avoid DC spells. Green-Flame Blade, Shield and Absorb Elements are a given.

I'm thinking it'll start becoming pretty bad at LV6. Which would be fine. I would probably be best to go Abjuration instead but eh, Divination makes more sense with the character and I love Portent (obviously).

Does the SCAG have any lore/info on Orcs? A player wants to be one when Volo's Guide comes out and he wanted to see what 5e already had on them. I sent him the info from the Monster Manual already but I wasn't sure if SCAG would have anything else he could read.

It is always acceptable to play a wild mage.

At level 1, when you have no armor or class features that directly support your melee capabilities besides cantrips which only add 2 or 1d8 damage under specific situations.

Hey /5eg/, second episode of Bards & Nobles is up today!

>www.bardsandnobles.com
>www.soundcloud.com/bardsandnobles

And specifically for the user requested it, we're on iTunes now!
>itunes.apple.com/us/podcast/bards-nobles/id1168851630

Of course, we're across the big 3 of social media as Bards & Nobles, so if you want to like/ subscribe or tell us how shitty we are, you CAN!

Spoilers: Someone this episode gets fucked up because of a lapse in memory on a specific rule on my part.

Mountain Dwarf gives me access to Battleaxe and Scale mail.
I've already played my 1st level session and it was a fucking blast desu.

I know it wont last, but so far I like it.

At level 7 you will feel it the most. You have spells like Magic Weapon and Haste to give you an edge, but when you will get level 4 spells, there are no spells that will give you improvements to your melee capabilities.

The next time you get a spell that will help your melee effectiveness from here, is Foresight.

I want to be the tiny girl, /5eg/.
What rules would you use for this?
20ft move, 20ft fly, darkvision is a given.

Is that an official map? Or is that home brew.

Only asking because it sure doesn't look like Mike Ashley work.

Wild Sorcerers are great. I've heard about a better Wild Surge table out there but I've yet to find it. If the effects were more numerous and a bit more scalable that'd be amazing.

I've made a few adjustments to the class though. Every time the Sorcerer casts a 1st level spell or higher I make him roll a d10. On a 1, he rolls a wild surge effect on the table. On other results, nothing happens, but the next 1st level spell or higher will trigger a surge on a 2... and so on and so forth, until a wild surge is triggered and the treshold is back to 1.

So far it ensured more wild surges and that's pretty cool. I love how the party is extra cautious not to be to close to him everytime he casts a spell, and everyone seems to be enjoying it so far.

>Mike Ashley

Nigga what? Mike Schley?

Pretty sure it's homebrewed. I think I got it from Veeky Forums initially.

I probably wouldn't be OK with one PC being a tiny being with flight. It's just going to be annoying, and definitely more work than it's worth.

Other than that I'd probably go with refluffed Dark Elf with the bonuses you mentioned, no Sunlight Sensitivity, no Drow Weapon Training, and 60 feet darkvision only. I'd just keep Drow Magic since it fits the theme, but would remove Darkness from the list (considering you can fly).

But yeah, again, Tiny being would mean abysmal Strength and in 5e races don't have ability score malus.

What kind of power is the general population of the forgotten realms world? Like if we meet a typical wizard from Waterdeep what level would they be? Are sending spells common? I'm trying to get a feel for it but they don't explain much. A Mage in the monster manual has level 5 spells but it's given no context how common they are.

That's very possible and that's absolutely acceptable. LV7 is a long way off.

I don't know if I'm going to take Magic Weapon to be honest. It takes concentration and I should have better uses for it, especially since low rolls on Portent means I can make my enemies fail the rare DC spells I take (Levitation seems pretty good in that regard).

For instance, Magic Weapon would become pretty bad once I have Haste. Can't cast both.

It also shouldn't be too hard to pivot to "real" wizardry at this point, with every ASI possible in INT.

...

How did you get the money for those as starting gear?

New game, level 1~3 game. Anyone running one?

You don't take magic weapon for the simple +1 to Attack and Damage you take it to overcome resistance and immunity to nonmagical weapons. If your DM holds onto their magical weapons but continues to level you to face harder monsters, the magical slashing damage will help.

Lycanthropes for example are immune to nonmagical nonsilvered weapons. You lock up 10 level 20 champion fighters with a wererat, the wererat will kill them.

>implying you can't use feinting with GWM
Unless you're also using polearm master, your bonus action isn't being used on jack shit that's better.

Asked my DM to roll 4d4 at start, which gave me 11*10 gold piece.
50gp went to the spell book.
50gp to the armour.
10gp to the battleaxe.

We joked about how I was broke at start, but since I was traveling with one dwarven brethren we tried to share adventuring gear and food. It was a pretty fun roleplaying detail.

All according to the rules at p.143 of the Player's Handbook.

I think 10 level 20 champions would have little problem grappling and tying up the wererat.

Me me me!!

Not to mention the champions have some pretty nice health Regan under half health.

They could basically take turns carrying the were-rat to the nearest source of water before drowning it.

Literally all they need is to replace the random self fireball with simply catching on fire.

No.

yes
level 1 tpk

I'm throwing together a fairy race, and to help alleviate equipment bollocks I'm giving them an ability similar to the one pixies in 4e had, that they can shrink a few objects to their size as long as it's kept on their person. Does it make sense to gate this with "Any weapon you shrink that has the heavy or reach property loses this property as long as it is shrunk."

>2 spells at level 1
>Less than 10% chance to trigger a surge
>Maybe 6% chance of something extremely harmful from a surge, with many beneficial or unimportant results as well
Bad positioning and goblin crits have killed far more level 1 adventurers.

the fact that it's possible - and it definitively is - is cancer design in and of itself

The properties would be removed so yeah that's fine.

Might make some sense, though they would need to lose versatile as well or else a greater odd is way better than a longer odd in their hands.

That said, it could also be fun to have a fairy race that actually has to make do with using one-handed light weapons as two-handers, though without some sort of damage bonus that would kinda suck.

I'd say so, because the spear is now not long enough to actually keep them at bay. However, it also sorta defeats the purpose of weapons being unique, now the only thing making each weapon unique is damage, and many of them are very similar

A TPK due to the lowball CR on a Thug is more relevant than that.

Still, why not make it something more tame, like everyone nearby getting hit by a magic missle or something?

cancer design is cancer design
pointing out more cancer design doesn't detract *anything* from the cancer status of a different cancer feature

If you can't handle the heat, don't be a wild magic sorcerer.

>Literally all they need is to replace the random self fireball with simply catching on fire

>No.

backpedal to
>If you can't handle the heat, don't be a wild magic sorcerer
you're fucking dumb

Consider the penalty that small creatures face. They can't reasonably benefit from great weapons and polearms since they have disadvantage using anything heavy. This is meant to be a similar limitation. Likewise, they (obviously) won't get a strength bonus. You could play one as a hardy warrior, but two handed builds would be weaker- much like halflings.
And I might still make a note that they can wield normal sized light weapons in two hands and not have disadvantage, in case you had to steal a macguffin dagger from someone and attack them with it without taking a turn to shrink it, or...something.
As above, I'm not trying to punish the choice any more than existing race limitations for the small folk. At least they can use the weapons without disadvantage, even if they can't benefit from GWM. In fact it still works with GWF.
It just...doesn't jive for a reach weapon to work for a 1 foot fighter, when the pike is shrunk to two feet as well.

Anybody have any good stories about wild magic? I got one.

>Typical PC events lead us to our resident trickery cleric having a trial by combat with an NPC. The NPC tossed a pearl into the the ground in the middle of the ring, and crushes it. We find out later that this is makes any spell roll on the wild magic table for one minute. At first this seemed like a good idea for the NPC, until the NPC started raging, and the cleric kept getting lucky. The Cleric got Blink, +2 AC, a cast of Magic missles at 5th level, and vision of invisible creatures all the while spiritual weapon and guiding bolting the NPC. All the NPC got was can't get intoxicated, which didn't help cause he got ran through with a sword.

Anyone have a tip on mystic?

My guess is it'll be less OP, but still rather OP.

Well, I know from 4e that won't stop some people. It can get a bit silly when a Pixie barbarian is zipping around, charging people with a tiny battleaxe.

Player even did one better by taking some feat for a bonus against larger opponents, which was everyone.

We have a 5 man party at 9th level, and I run with the houserule that Wild Magic happens on EVERY spell cast (excluding cantrips).

We all have fun with it. It actually triggers twice in the first episode of our podcast ^^

I'm gonna be the sixth man of a party next weekend, wondering if you guys could help me roll a char who won't be so redundant.
So far they have:
-devotion pally
-assassin rogue
-totem barbarian
-dragon sorcerer
-light cleric
They're lv3. Also all good aligned, except for the rogue which is neutral.
Any ideas?

>I run with the houserule that Wild Magic happens on EVERY spell cast
Jesus Christ that would get old.

Wizard or bard.
Which, hilariously enough, are the two strongest classes in the game.

Wizard or Bard, you guys have damage beefiness and burst, utility will help the most, a bard with the sailor background singing shanty tunes.

Or a wizard with the hermit background keeping a book on their person sealed shut no matter what. Chains, and a detect magic reveal an arcane lock on the book.

the party was separating in a magic maze, so everyone was alone. Most of the wild sorc roadblocks were monsters so after the first spell, sorc went invis hence bypassing minor road block. The second major roadblock was a undead beholder, and wild gave me darkness on the undead hence it cant see.

Not really, except by way of detailing what Obould got up to in a few places, or whatever the half-orc entry says. Look up "Many-Arrows" in the index.

6 people in a party sucks. It's too slow and no one gets the spotlight for very long. Unless your DM is really keeping people to be short and snappy with their turns, it's gonna be a slog.
I'd recommend a archery champion fighter just so that you can roll quick and get your turn over with, since everyone else will be taking way too long.

Chaotic Evil bard modeled on Jayne from Firefly.

I just want to ask which is a better path of a social ( possible political) based setting: lv 3 lore bard or 1 bard 2 GOO lock with invo of EB damage buff and free disguise self

I want to play the guy that can blend into any place so I got the actor feat to help out

so I am not sure if I want to 2 lv lock for speaking to people head directly/free disguise self/ best cantrip

disguise self at-will + actor is really good for that shit
I'd go lock 3, picking up devil's sight and mask of many faces as my invocations, and then go bard thereafter

Is it even OP?

This sounds cool in theory to be the disguising spymaster, but you have to make sure your DM is going to be putting lots of intriguing social encounters. Otherwise everyone else in your party is going to be a gang of swarthy adventurers and your social disguise skills will take a backseat to explaining who these other ruffians are.

I say this from experience, where I played a disguising PC and then spent the campaign slogging through sewer tunnels and fighting forest spiders and it never mattered that everyone was a mud-caked grizzled mercenary.

thing is I made the character already as a bard, and the lock as afterwards, I might ask the DM if I can change
well I attempt this build main cause the DM said this game will be more socially based so I can see this work plus I think be a buffer in battle while help the party get into places socially

plus at lv 1 I got 19 Charisma so I should be fine

>Been playing a long-running 5 year campaign.
>Group of 6 + DMPC
>One player moves out so we retire his character one year in.
>Convert everything to 5e when it's released.
>DMPC has to be retired cause DM thought we'd be fine as 5.
>Healslut player leaves after she rolls two 1s in a row and has a bitch fit over it and leaves the campaign, character is literally put on a boat. She constantly plays old games with Gameshark on just to be able to gloat about being an old school gamur gurl so this comes to no one's surprise.
>Gnome Wizard gets a full-time job and decides to start uni after being a neet for 3 years, so he can't play anymore and his character is retired.
>Last week DM has a fight with our autistic Barbarian cause he took some books without saying anything, and in general is a pretty shitty friend to our DM, and kicks him out after killing his character.
>Paladin leaves this week because he got a weekend job and is also going to school and claims he's "fed up of the DM bickering about all our now-gone friends and ex-friends," his character dies.
>Only character left is mine + 4 people who have at different times joined our crew but don't share the same goal our DM set for us in the beginning.

Please post sad elves for this feel, /5eg/...

Utility was what I was thinking of, but there's the slog factor that user brought up. Will take a look at some utility wizardry that doesn't overcomplicate things.

Seems interesting, but a huge alignment conflict.
This is actually a fine idea for the next time I play something in space.

if you haven't even played the game you ought to be allowed to change
that being said, you can just build into bard 1/lock 3 and be fine
bard is the better 1st level choice due to proficiencies anyway

if you know your own spells and can come up with which ones you want to use and how you'll use them on the fly, you won't slog anything up with your own turn

I play full casters, and I generally take less time to resolve my turns than many of my party's martials because I'm very much in touch with how to play my casters effectively

I'm a fairly new DM and I was wondering how to deal with a player that repeatedly requests the assistance of larger NPC factions. For example he's playing as a member of the locations town guard and is investigating a case with the rest of the party - after taking what he can from the crime scene, I'm assuming that he'll go and follow up the clues himself but instead he attempts to hand over responsibility to the inquisitors or another group.

Start as a fighter, go ek throw in 2 levels of div wizard min, more if you want more spells. Take warcaster, have fun

Are there any decent homebrews out there for making character advancement more free-form? As in, you're leveling things like hit dice, class abilities, proficiency bonuses, and ability score improvements independently and possibly out of order? I thought about running a game like this were players are getting that "upgrade" to their characters a little more often rather than just a package of stuff every time they "level up".

I expect that it'd lead to encounters being significantly more complicated to make, since the CR of a monster wouldn't mean much if there are no concrete "character levels".

>feel bad for a group of idiots that won't talk to their dm when there is a problem
No, user, I refuse.
You could be working on your problems, but choose not to.

Bread user here, we stuck it on our bbeg with universal magic glue, it can't ever come off.
Bread grows 30x a day now
Feeding off of her immortal energy
I think we fucked up worse
Help

"We don't have the specialists to assign to this. You're a capable auxiliary unit, you go and herd those allies you had before in the right direction and we'll toss a few gold at you all out of our expenses coffer. Maybe even get a good looking note on your record for once."

go back to my question here does GOO lv 1 ability allow me to annoy the hell out of someone mind and not let them know how is doing it

since it read it as, get close to the person and spam " I know what you" did in any voice in that person head and the person wouldnt know

If you want them to investigate it themselves, just have the faction hand it over to them. Perhaps they're too engaged in other activities at the moment, and will pay a bit for your PC member and his party to look into things on their own.

It's actually in many cases exactly what you should expect players to do, because often that's the most reasonable thing. If you're a cop and something looks above you, you defer to your bosses or people who've done things longer. Or if you think your party members don't necessarily have an interest in pursuing an objective you're faced with, you'd probably generally seek to hand the task off to people who deal with it all the time so as not to inconvenience the people you're trying to stick with.

user, you fucked up.
Your BBEG (Big bread evil guy) is now a yeast infection that threatens to crumble the world. If you can't figure something out, the multiverse might be toast.

When, if ever, is it acceptable to play as a wild magic sorcerer?

I don't think any exist, though I've seen the idea tossed around. You would basically want to make 3 'generic' classes of sorts for full, half, and non casters. Class features would need to be a sort of separate feat system as well.

It'd be tricky to get it to work.

by RAW they don't get a save or anything, so you can annoy them yes
they're probably gonna figure it out though since the range is only 30 feet

Teleport it to some shitty plane, like pandemonium. Or it's own demiplane. Burn a wish for it if you have to.

you can play it all you'd like
your DM should be intelligent enough to remove self-fireball

I didn't realise there was a consensus against it?

Actually the main reason I haven't had any of this happen to me is cause I'm the only person who talks to the DM directly whenver there is a problem, haha!

And talking to each other aint gonna solve the two people who have adult obligations now and the other who lives two countries away.

and that is where disguise self comes in, and it will work in any close environment.

this how I see it
>there is a prince in his throne room
> pretend to be a guard
> just stand there while just fucking with him at the same time there are other people in the room so he cant decide who it is

The bbeg we stuck it on has enough life force to stay on this plane long after the universe ceases to be
We just have enough strength ad a party to kick her shit in then run, she catches up, etc
We blew 3 wishes and a deal with Asmodeus, he couldn't get rid of it and thus, was surprised by this, and retracted his end of the deal since he couldn't get rid of the bread

Link related is stuff my dm made up, is it balanced or not?
mega.nz/#!gMFnUJRS!Fvi5GOkmCNlhHe1FKP-hxCORs50ndZMHz4s1gK9N1YM

Cities never looked like that, REEEEE

You can do that in short bursts, but you can't do that for extended periods, especially if there are intelligent people around.
They'll figure out the weirdness only happens in proximity to people, and then they'll isolate and interrogate everyone around. Which sucks for disguise self, since you'll get found out.

Good for your gnome, I'm happy for him.

>Beyond the power of Asmodeus to the point that he resigns a contract
user, you need to crash that plane with no survivors.
Does the bread still like you? Did you every try eating it?

Yeah he's doing good and is pretty happy with himself atm. Our Pally too is halfways through his career and got a decent job after dropping out of high school and having to get GEDs and a dickload of other qualifications.

I myself just got my degree last year but I had days off on saturdays when we played our campaign so it was ok~.

I slept next to it one night and had to make several cont saves not to get absorbed by it after that
Nobody in our party ate it
Last party member died when he went over the aether event horizon and activated a fire spell that ripped a wound into the earth, consuming an entire orc fortress in the process.
The crater was 2 miles down at the lowest point
Bread survived that along with bbeg

Hey guys,

I'm looking for a group for 5e, prefer weekdays after 5 cest. If you are starting a group or known of a group like that, reply to this post and I'll give you my phone number to call me.

Thanks,
-james

This is no longer a problem to be solved, you need to look into making it never having happen. Appeal to the gods for time travel.

For a social-focused game, I'd go for Voice of the Chain Master over Devil's Sight. Having an invisible polymorphing familiar gives you a great spy to enhance your disguises, as well as allowing up other shenanigans, especially with the Actor feat.

I wasn't assuming pact, since there are many games in which while chain can give you those extra benefits, tome might overall be more beneficial to the pary

Well fantasy tends to be non realistic, but this isn't exactly a matter of magic so perhaps that isn't fair. The better question is, is there any reason this city design couldn't exist? Perhaps the effort into the walls is impractical but that's not necessarily a deal breaker.

It says in the monster manual that Mind Flayers can cast Plane Shift ability on themselves. What plane would they go to?

That's why I said for a social game, since in my experience you have more in-game time at your disposal to set things up. Tome does make you more well-rounded though, especially if you take the ritual invocation, which can be used to net a less abusable familiar.

Because people are lazy, don't like walking too much and certainly don't want to build walls that don't protect anything and are costly as fuck.
All premodern cities were dense, defensible, often initially build on some grid. City like that just makes no economical sense.

even in a social game tome can often win out

D&D cities aren't based on historical cities, they're based on fantasy cities.

Question about illusions:

Physically interacting with an illusion reveals it to be false, since physical objects pass through it. As an action a creature can make an investigation check to discern that the illusion is false.

That means than in combat, if you create some sort of terrifying illusion, then enemy creatures either have to try to interact with it, or else use their action to make an intelligence-based check.

That's pretty neat. It means an illusionist can run rampant with an illusion that changes enemy's behavior, or at least cost them an action. Making every enemy waste their turn rolling intelligence is pretty good for an action and a spell slot.

Yes - illusions are good.
Ignore the idiots who are about to complain to you about them. How you just described them is exactly how they mechanically function.

So I panicked and thrusted my players into a time traveling adventure to save an NPC from death.

Session ended on a cliffhanger so now I'm gonna borrow a page from Harry Potter and the Prisoner of Azkaban since looking at it now, the NPC they want to save is in a similar fashion.

But yeah, I feel like shit will go down and I'm dumb as fuck for making this happen. Players are excited though and they are all bound to not fucking up the space-time continuum.

Now, this one makes some sense. I don't know why are those perfectly rectangular spaces, but I guess it can be justified.
This city is quite dense, has well-defined quarters, roads make sense. Just unlike the OP image.

The reason it kinda worked in harry potter is that events didn't change from their perspective, just the actual nature of them.

They heard the axe fall, but didn't actually see Buckbeak die, which it because they traveled back and released him, and the executioner guy just chopped a pumpkin instead.

Time travel stories are hard, because of you go back and change something, you would have never had a reason to go back in the first place.