/5eg/ D&D Fifth Edition General: Shadow Pupper Edition

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Give me the highlights of your last session, /5eg/.

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>party is looking for some missing rare books
>go to a gang's hideout
>clear out what few are there, including some zombies the bandits had
>unlock a chest in the back room
>open it
>bones rise out of it and form some skeletons

The group struggling with a corridor of pressure plate traps/puzzle. Thy never did solve the trick to it but they came up with creative ways of getting past the corridor. Quite simple but it was a delight to see them get worked up about it.

Also as it dawns on them what the room full of statues actually might signify.. Simple little things that's so rewarding just watching them squirm. Most of them have not played much RPGs befor so it's fun just watching them take it all in and get lost in experience and having their characters react to things.

Oh and that player who has a character actually collecting cursed items.. Which he some times whispers and talks to.. That gnome has some serious emotional problems (barbarian, or rather a shoe-maker with an impulse control problem).

>party goes to neverlight grove for second time
>torch some mushrooms
>torch some more mushrooms
>confirm that everything is exactly as fucked as we thought
>NPCs finally agree, yes everything IS fucked
>Give NPCs a big fat "I told you so."

Alright, /5eg/. In five words or less, what's a good hexcrawl encounter?

I need some advice. My character is a level 3 wizard with 13 con and 16 int. At level 4, should I pick Resilient (con) now and bump up int at levels 8 and 12, or should I focus getting my int up ASAP and saving Resilient (con) for level 12?

Animated tower. It's an herbivore.
Gnolls camped inside colossal corpse
Village of insomniacs.
Pond full of wizard lizards.

INT up. You're going to be more of an asset to the party that way, and your power progression wil up your survivability anyway.

Some homebrew for you, 5eg.

So, I wish to DM a campaign soon. I like the idea of using models, and have a pretty vast Warhammer Beastmen army to draw enemies from. Are there any good stats for D&D beastmen enemies, or if not, a good statblock to just attach to the model?

Rule of thumb: always bump your attacking/spellcasting stat until you hit 20. Taking feats can wait.

So I started playing with a new group and the DM doesn't really have all the rules down. Mostly he's been referencing stuff from when he ran 3.5 edition campaigns, like 5 foot step and the like. What's the best and most accurate cheatsheet that I can get for him so I'm not always reminding him of the rules and how they apply?

>party decides to take out a vampire, heads into her decrepit tower
>after she grapples the fighter and bites him once, the polar bear/druid grapples and drags her into sunlight, though she eventually breaks free
>use their Horn of Blasting to damage both her and the tower wall behind her
>gnome wizard polymorphs into a huge giant ape and pummels down the wall, letting the light shine upon the whole room
>after she drops to 0 and Misty Escape kicks in, the mist has to go back to her coffin, where she reverts back but is paralyzed
>everyone joins forces to push her coffin into the sunlight, as her eyes desperately dart around and her mouth opens, a mute scream never to be heard

Shit was awesome, yo.

Party decides to camp out above the crypt they were raiding. Some of the bandits held up inside come out to stab them in their sleep, fail.

Just before sunrise, screams come from inside the tomb. A feral vampire runs out, scares the hell out of them, then steps into the sunlight and explodes.

They failed to identify the vampire in or out of character, hilarity ensues.

Holy mother of options, Batman.
I get the appeal giving the player a lot of freedom to choose, but my god those archetypes are overloaded.

The actual rules of the game are like, 30 pages, 40 for the specific spellcasting rules. If he's not willing to spend the 30 minutes max needed to read those, he's not a good DM, period.

Bloated

You should pick whatever suits the characters development at the time. Ask your GM what for some input. 5e is not about min-maxing anything. It's not a boardgame, it's a RPG.

Ok, I'm seeing two calls for too much shit. Any chance I could get some specifics out of you guys? Does the druid have too much shit? Redundant stuff in the lists or just trying to cover bases that aren't there?

Paladin with mounted combatant and lance charges an orog on top of his find steed warhorse and proceeds to stab the CISorc repeatedly with his extra attack.

>Give me the highlights of your last session, /5eg/.

>Playing male minotaur barbarian.
>Get arrested by town guard for previous encounter running from the law when I fail a disguise check to continue to pass off as a dire bull.
>In court.
>Paladin order is trying to press for charges for property damage and assault on guard I had to ram through to get away.
>Try my damnedest to keep up appearance of dire bull, ala sir Bearington, to get a plea for being too incompetent to stand trial.
>Judge casts zone of truth, I fail save and have to tell the truth.
>Judge asks if I did hurt the guard and say yes.
>Jury seems angered at me.
>Judge asks why and I tell him I was running for my life as I had previously been raped by 99 cows.
>Judge and jury are shocked because this actually happened in a previous session and I’m not lying.
>Court brings in cows for questioning as judge speaks with animals.
>Cows try to use estrus cycle as excuse.
>Rancher horrified that all his cows are now pregnant with minotaurs instead of dire bulls.
>Fairy dragon lawyer convinces jury my actions were justified because of what happened to me made act in a panic as I feared for my life.
>Judge finds me innocent and charges hapless rancher with fine for 99 counts of sexual assault and pay for property damage I caused in previous escape.
>Get off scot-free and don’t have to pay child support for 99 children.

Which would be the alignment of a militarist kingdom that wants to take over it's neighbour without any provocation? They just want expand

>alignment
Why bother with that?

Curiosity

u wot m8?

...

>militarist
Lawful
>the rest
Neutral/Evil

Hitler

>Want to help DM improve
>"Reee shit DM reee"

C'mon man, I might be a walking encyclopedia of the 5e rules but it's nice to have a quick reference of the more obscure things.

The thing is: There is only one forge of Magic items in the entire region and it belongs to their neighbour, they want it.

>Previous session our cleric rents my character to rancher for breeding without my character’s knowledge.
>Just tells me to go play in the field with the nice rancher.
>Continue disguise as dire bull so paladin order doesn’t murder me because I’m a fucking minotaur.
>Once inside pasture cows begin to surround my character.
>My character wants none of this bull shit and tries to escape.
>Swarm of 99 cows knock my character down and proceed to to commit snus nu against my will.
>Manage to escape climb and climb a fence.
>Just want to go to hotel to get some rest.
>Fail disguise check on one guard.
>Proceed to be chased across half the city as paladin order is trying to slay me.
>Get away.
>Get arrested last session.

Nobody knows of any beastmen stat blocks? I've tried googling, and going to the DnDwiki, but aint found shit.

Gnolls, or use any of the NPC stat blocks.

What are lizards doing in a pond?

Wizarding.

Oh, ok. It makes sense now.

...

>try to make map
>looks like a dog dick

I'll never dm

>be gnome wizard
>get into a city and find out some girls are disappearing from nearby boarding school
>talk to people for info
>bartender lady say this already happened in the past
>talk to school director
>she says girls just wanna have fun and run away with bad boys from time to time
>use detect magic on school, every single entrance is loaded with powerful warding sigils
>party paladin senses that great evil lurks on the nearby woods and some of it still manages to get through the wards
>party barbarian gets into fist fight in a bar with local barbarian for money
>wins fair and square, becomes local celebrity
>I send familiar to get an aerial picture of woods
>find some clearings, send paladin and barbarian to check it out
>they get charmed by some water-fey thing and paladin nearly drowns
>meanwhile I'm searching for old lore in the school's library, with the aid of a halfling waifu

I'm pretty excited desu

Theatre of the mind

Keep your shitty map on a grip paper pad behind your screen so none of the players have to see it, use it for referencing distances/cover.

Highlights?

>Guk the Orc Monk Wrestler with a gentle and kind heart
>Buck the Wood Elf Rogue, wrestling manager
>Guk renowned across land for his undefeated 64-0 wrestling record
>enter town of Orwic
>Buck tells the rest of the crew that Guk should perform
>could get free lodging
>all agree
>incite a Half Orc, down on his luck family man at tavern to take challenge
>first to give up or knock out
>unarmed combat only
>Buck is a faggot
>wants to take bets and rig the fight
>douses dagger in sleeping poison
>tries to sneakily cut him
>fucks up and misses chance
>flavor up unarmed combat as wrestling moves
>ding ding ding
>tough battle with lots of punches and body slams
>both fighters are worn out
>Half Orc goes for uppercut but misses
>Guk grabs him and puts him up for a piledriver
>drops flat on his head
>its a crit
>audible neck cracking
>Guk has committed murder
>party takes the body away
>bury him in the woods before guards see
>party ponders morals

I used the boat map from the DMG, one player laughed at it and called it dick shaped ;_;

Name the ship "The Captain's Pride" and own it

Well, my 7 ft tall human warlock caused a forest fire and piledrived a water elemental over a waterfall. Everybody else did pretty much jack shit because they're newbies to DnD, which is why I try and do entertaining shit.

The party tries to get help with an orc army and instead gets a sidequest.
The party moves to clear a farm of zombies and immediately splits into four groups and alerts five groups of zombies.
Nobody takes more than a tiny scratch, but dear god we'd have been fucked if these things had been an actual threat.
My int14cha10 rogue gives an angry lecture on teamwork and nominates himself battle leader. No objections are raised.
We fight a muckthing in a decaying watermill. The monk risks his life to rescue a corpse and pockets the coinpouch. We OOCly let it slide because the GM screwed him on money.
The session ends as we begin laying plans to clear out the farmhouse.

Speaking of which, does anyone have high res images of those maps?

A big arc of the campaign ended last night and the players thwarted two different enemy faction plots in the same encounter. They got into an encounter with the king of Karrnath and his necromancer advisor who are both vampires in Eberron canon and party figured it out in-character and revealed the man using the Wand of Orcus to control the king and his advisor before causing major damage to either of them. They then got to fight 2 high-powered minions of the Lord of Blades who were also plotting to get the Wand of Orcus and stopped them due to having the king's assistance, since his custom legendary and lair actions were built to make him warlord-like. Now they get to figure out what to do about the Wand of Orcus.

I suppose Gnolls could work. Thanks.

>dragon asks party to clear out a temple long abandoned and overrun by dinosaurs
>party asks to peruse her hoard for useful objects, luckily I had a table made up with some stuff, mundane and magical, for them to find with some investigation checks
>including a ring of three wishes with a DC 30 as a joke because I didn't think anybody was capable of rolling that high
>someone rolls a 28 and I start sweating, realize he put his rogue expertise in investigation

>reveal to the dragonborn warlock he's a clone created by the dragon as an exciting thing for his rare session with us (he runs a lgs nowadays and has less free time)
>think of a brilliant way for his character to be out of the picture when he can't play, he is asked to escort an npc to a faraway country
>couple days after session player then says his schedule is cleared up and he can play more often
>luckily, he's a clone now and there's and lot more of him where he came from

>temple has a big pipe organ, players fuck around with it and it makes an extremely loud, extremely deep noise, which is answered by two similar noises from outside
>barbarian/fighter and druid decide to go take care of the mated pair of t-rexes by themselves while the rest of the party fucks around with a fountain/puzzle/secret entrance to a tomb containing a nest full of velociraptors
>surprisingly, the barb and druid manage to kill one Rex themselves, the other, badly wounded, drags its dead mate back to their nest to mourn... while the three guys in the raptor nest get their asses kicked by pack tactics

>clear the temple, one guy has made it his goal to tame a quetzalcoatlus as a mount, and this time he has the druid who can speak to animals for help- they convince the quetzalcoatlus to let him on, but as it takes off he spectacularly fails an animal handling roll and falls thirty feet

>received a book of maps written in code and decide to go to harryhausen island for the next part of their adventure

Hey, user who was looking for the sun soul reworked into throwing weapons archetype for monk the other day here. I didn't check back before the thread 404'd, cause I'm a retard, could someone help a brotha out?

sounds exciting in a different way for your paladin and barbarian

>last session
We completely destroyed a fire giant's sanity by ganging up on him in the dark, ruining his meal, stealing all his shit, climbing on him, slowing him, confusing him, blinding him, knocking him up and down, mind-controlling him, and yelling psychically in his brain. Poor guy went catatonic before he was even reduced to half health and we tied him to the ground.

> sun soul reworked into throwing weapons archetype
that's pretty smart

Kingdoms don't have alignments. But its inhabitant would have lawful neutral/evil tendencies, going toward evil if they're cruel in their takeover

One of my players weebed it up and describes it as stretchy limbs. His searing sun burst is him enlarging his foot and stomping onto the area he's hitting.

Don't really care as long as he's not trying to change the mechanics on the stuff.

...

That's not how cows work. Not even Dire Cows.

Minotaur?

This is a situation where you shouldn't let alignment dictate stuff because all the people involved probably don't have the same motivation for the common goal.

14 14 11 10 10 5

Are my stats playing a barbarian half-orc.

Considering 1's in a stat are near useless in 5e should I just go

16 str, 14 dex, 12 con, 10 int, 5 cha, 10 wis? Post +2 str and +1 con of course.

I get higher Ac than just putting 14 in con and 11 in dex of course i lose out on that 1hp

Damn, the last two perks need changes still, but i can work with this. Thanks user!

...that's not how crits work.

Also, you can literaly decide if you make your attack lethal or not.

Hey Veeky Forums I'm pretty stumped on how to design good dungeons (aside from coming up what it's there for).
I've tried the "5 room model" before and it works fairly well for something quick and snappy to throw into a session, but it's terrible for an actual dungeon to explore.

So now I'm sitting here with the layout, monsters, and loot that I want to be in there, but I have absolutely no Idea what else to put in there.

Traps? It doesn't make sense that there are any.
Puzzles? I had mostly bad experiences with them, so I don't use them anymore.
What I want is there to be choice for the party with some consequences for the further dungeon experience, but I don't know where to start.

Is there any rule of thumb for these sorts of things?

It's a partially flooded old temple in ruins thats deep underwater, and it's used by a sea hag to corrupt villagers and meerfolk with a mcguffin in it. If that helps.

>5 cha

... yeah, no

>changing anything
It's literally just Sun Soul with all instances of fire replaced by daggers. Perfect balance maintained.

>roving band of cannibalistic carnies
>orc attempting repairs on spaceship
>ancient shrine, birthplace of religion
>town built from gelatinous cubes
>undead plague asylum, insane overseer
>cave leads party to beginning
>haunted gold mine
>plateau cursed by extinct natives
>labyrinth, already disarmed by minotaurs
>sentient rainstorm hates your party
>theatrical vigilante lost in desert
>rival party races towards goal
>recluse elf tamed hellhound pack
>giant ants invaded next town
>devil appears, duel of skill
>housecat starts following warlock
>dining room, middle of nowhere
>intelligent dinosaur lost in time
>rains jellyfish on coastal town
>gigantic bird spotted, public skeptical
>prison break for criminal's boyfriend
>insane wizard in shitty tower
>trespassing on king's hunting grounds
>lizard with delusions of grandeur
>gatormen slaves escaping to safety
>gnome inventing drag-racing
>pigs have taken over farm
>giant's ghost haunts friend tree
>primordial ooze refuses to evolve
>ruined building actively fights back
>paleontologists competing for more skeletons
>sorcerer is an asshole neighbor

If it's a partially flooded temple, why aren't there some traps in the dry areas where Merfolk would have little reason to go. If there's a room that's mainly useful for catching your breath after diving along a hallway, that's a prime spot to put a trap.

Likewise, a room rigged to flood would be a similar posibility, as that would handily deal with any surface dwellers while not affecting the merfolk if they accidentally trigger it.

Put traps in areas that are low-traffic, or high importance.

Why doesn't it makes sense that there is traps?

A sea hag would probably love to see people die/suffer because of her tricks or weird magic she cooked up.

That sounds great actually. That character's intimidating battle cry will sound like the zit-faced teenager in every menial job from the Simpsons.

That's assuming that Sun Soul is decent & balanced in the first place.

Well the thing with traps is that it's so deep underwater, that even getting to it is a challenge in and of itself.
But I guess traps for the meerfolk would make sense.

Hey guys, I got the full Volo Giant cover art. Might be cool as a wallpaper.

Str 14 (+2)
Dex 11
Con 14 (+1)
Int 5
Wis 10
Cha 10
At level 4 you increase both Dex and Con for more AC and HP. But damn, you have shitty stats.

i asked in an ealier thread but im looking for some more angles:
Will Critical Roll work as an audio only thing? i was gonna DL and convert it for work, especially since im working black friday and could use something to listen too.

It's already available on WotC's site as a wallpaper. dnd.wizards.com/articles/media-resources/wallpapers

Y-yeah, well... shut up

honestly didn't know

Apparently the stats were done 3d6 and made into one big ass pool. Apparently the guy who had to drop got the best stats because he took the 5 for team.


So yeah average of 3d6 is 10...

Yes. Sometimes you wont understand why they're laughing, or you'll miss a few jokes, but most of Critical Role's humour isn't visual.

>rogue's parents want quality time
>messenger delivers urgent news incorrectly
>swords, buy one get one free*
>seer dies before finishing prophecy
>worgs decide party looks tasty
>tax collector army shows up
>ancient boat on dry land
>the rocks are spreading gossip
>inverted pyramid with inverted mummies
>gut wrangler needs fresh guts
>party stalked by bumbling bandits
>abandoned pickaxe won't shut up
>owlbears make way for bearowl
>swamp becomes deadly maze
>procession of candles in darkness
>stars disappear, one by one
>mad cult turns into trout
>unorthodox local cocktail, party mocked
>party crashes fancy masquerade ball
>bridge over nothing, troll depressed
>king leprechaun offers three wishes
>horse knows secrets of universe
>man cursed to dig forever
>witch looking for good time
>pumpkin patch tended by scarecrows
>unaccredited university of salt miners
>windmills looking to joust knights
>fight club in ancient temple
>cat people declare party "gods"
>pilgrim devoted to wacky church
>accosted by misinformed paladins
>free-standing door, bucket of water
>town celebrating thinly-veiled Christmas holiday
>splinter cell of anarchist monks
>miles-long queue of people

Started posting it at the start of last thread, but here is an idea I had when user asked how to get light in the Underdark.


[1/4]

>Kobold Candlemaster

>"Light be bad... but Surfacers needs it, and so it's power for us. And power be good."

> Small humanoid (kobold), lawful evil
>Armor Class 12
>Hit Points 13 (3d6 + 3) Speed 30 ft.

STR 7 (-2) DEX 15 (+2) CON 12 (+1) INT 8 (-1) WIS 7 (-2) CHA 8 (-1)

>Senses darkvision 60 ft., passive Perception 10
>Languages Common, Draconic

>Skills Perception +0

>Challenge 1/4 (50 XP)

>Pack Tactics.
The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

>Sunlight Sensitivity.
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS
>Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

>Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (ld4 + 2) bludgeoning damage.

>younotakecandle.meme

[2/4]

>Torch: Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (ld4 + 2) bludgeoning damage + 1 fire damage


>Candle mastery:
The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:

>1. Oil.
The kobold hurls a flask of Oil. Ranged Weapon Attack: +4 to hit, range 20/60 ft. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. The kobold can also pour a flask of oi!lon the ground to cover a 5-foot-square area, provided that the surface is leveI. If lit. the oil burns for 2 rounds and deals 5 tire damage to any creature that enters the area ar ends its turn in the area, A creature can take this damage only once per turn

> 2. Alchemist's Fire.
The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1 d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

>3. Basket of Glow Worms.
The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (glow worms) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses. As long as the swarm doesn't disperse, they emit a light equivalent to the one of a torch.

>4. Spiked Lantern
The kobold hurls a burning lantern, specifically designed to hurt in those case. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) piercing damage + 3 (1d4) fire damage.

>5. Frigid Blue Crystal

Among the strange territories of the Underdark, it is not always wise to rely on heat sources to see. Kobold Candelmasters use those cold blue crystals, found in dark caves where Brown Moss abounds, as alternative and sometime as emergency weapons. Although they lose their power quickly when in contact with heat source. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) cold damage.

When not used as a weapon, or for one turn after being used as one, the frigid blue crystal glows like a candle.


>6. Failed Alchemist's Fire

Testament of the kobold's bumbling training in alchemy, this disgusting brew is the mix of their failed attempts at creating Alchemist's Fire. While it would seem logical to simply throw it away, the travelers in the Underdark are often too low on ressources to allow themselves this luxury. And, after all, they do throw it away, after a fashion.

Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. If hit,he target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw.

>7. Midnight Oil

The Candlemaster adds a special kind of oil to one of their lanterns. A cloud of thick smoke pours out in a 60-foot radius from the lantern. The cloud's area is heavily obscured. Last one minute. Creatures with unprotected eyes within the radius must make a Constitution save DC 15 or be blinded for 1 minute. If they exit the radius, they can do a saving throw at the end of each of their turn,

Yeah, but knife burst makes 0 sense.

>Knife Burst makes no sense
>Not a radius of sunlight coming from knives

>DMs who enforce 3d6 stat generation
Ugh. Seriously, even the standard array is 15 14 13 12 10 8, and it already seems low for me. If I ran for a group using point buy I'd give them at least 30 points to use and spread.

The game he is running is based off an old 2e module i really don't mind.

In my other game I'm playing a half-minotaur with 33 strength

>That's not how cows work. Not even Dire Cows.

Tell that to my DM.

any possibility you could turn this into a stat block?

>a half-minotaur with 33 strength
what the fuck

>giant worm eating area livestock
>dying race stealing health textbooks
>goblins amassing hoards of pillows
>bored golem ruining people's lives
>tower preventing disaster fallen over
>massive bunker holding nuclear waste
>discover apocryphal text in cave
>countdown clock displaying year remaining
>ancient meditating prophet, left forgotten
>sacrificial altar calls for gems
>woman in pond distributing swords
>telescope only shows pursuing demon
>meteor lands, something steps out
>massive earthquake unearths evil idol
>disputing couple asks for advice
>old lady makes living killing
>run-down shack houses ghouls
>otyughs under public outhouse
>mechanical monstrosities terrorize loan agents
>local teens encounter hideous blob
>rogue theater troupe's secret show
>abandoned "smart house" fucking sucks
>misanthropic artist has shitty gallery
>depressed beholder maybe not perfect
>pirate captain smuggling counterfeit artifacts
>ancient tomb turned local attraction

I remember a 3.5 half minotaur template that had some busted strength modifier. He's most likely not talking about 5e unless some DM gave him a huge supple of manuals of strength.

Anyone in the greater Pheonix area starting/planning on starting a session and need players? My group of friends think tabletop gaming is shit and my group i played with in highschool all left for the millitary or college and I havnt played in a year. Would be nice to get back into it. Just want to be a lawful neutral pally smiting heathens.

Oh no wait 34 strength.


Its 3.5

Level 8. +2 strength item.


I get +10 in strength alone from being Orc and Half-Minotaur

I get -4 to all mental stats though.


I had an 18 in strength.


Oh right and I'm going to be allowed to have my bard research enlarge monstrous humanoid...

Did i mention I'm a hulking hurler?

GEHAHAHAHAHAHA
I wrestled a huge sized rhino into submission the GM didn't think I was going to do that. I have a bard cohort that can grant any allies within 1d10 miles 8d6 sonic damage. I'm level 8 bard is 6.

I have the leadership feat and am the warchief of a tribe of former slaves and orcs living in shrublands. When i level up i'm going to be able to throw my wrecking ball and any person i pin 150 feet.

Don't worry user, yours is better because all the wallpapers at their site have stupid huge logos and names.

:')

I'm about to run Chapter 4 of SKT for my group and I have a question about the wording for one of the traps.

>The effect also occurs when a non-giant touches a rune.

So fundamentally this will happen whenever they just poke one of the 6 runes. Triggering massive spell traps right?

[4/5]

*turn, the effect ending on a success


>8. Flint & Sunsteel

The Candlemaster uses a special flint & steel. Creates an intense flash of light on a 60 ft radius Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 7 (2d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. Undead, oozes and creature with Sunlight Sensitivity have disadvantage on this saving throw. A creature blinded by this action makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.


The lands underneath the surface is a world where light is scarce. And what is scarce and needed is valuable. Maybe it is in basic greed that the existence of the strange kobold sect of the Candlemasters is born. Perhaps is it an expression of a faded memory of their supposed draconic nature. Or perhaps it is a sign of manipulation by a more obscure power. But the Candlemasters care little for their origins.

Sometime, a kobold find themself thinking of something more than work, traps and the community. And sometime those thinkers will find the path of the Candlemaster. Taught their trades by higher-ranking members called Flintmasters, the Candlemasters are the apprentices and disciples of a strangely philosophical of a tradition, which will transmit to them many ways to find and create light. According to the Flintmasters, light is power, especially in the darkness, and every single Candlemaster desire more power.

if they poke it without the correct weapon or with their bare hands, yes.

Thought so. Time for that TPK.

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