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D&D 5th Edition General Discussion

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I constantly hear or read about Eberron. What's so good about it? Tell your stories.

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twitter.com/matthewmercer/status/681950486291824640
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am still looking for help/inspiration
maybe it should only be a puzzle/trap room with Light and Darkness as themes

any good ideas for this?

tfw no grup

>I constantly hear or read about Eberron. What's so good about it? Tell your stories.
Eberron is post-war setting with emphasis on sociopolitical intrigue and world-spanning adventures.

There are tons of factions both in the public spotlight and almost unknown, with some influence and tons of influence, competing with each other (and within themselves) for their own goals. Nations, merchants, demons, dragons, noble houses, cultists, and more have a billion and one plothooks to build off them. There are also huge mysteries left open on purpose, such what caused the Day of Mourning, for a DM to fill in as the plot desires. The intrigue basically builds itself.

The world is big, fleshed out but not *too* detailed, with a variety of different areas and ways to get there. Airships, magic trains, and teleportation circles make getting across huge distances rather easy. An adventure in the depths of Sharn might lead you to the rainforests of Q'Barra, which you can reach in less than an in-game week's time. You're completely expected to cross continents and oceans.

any sort of alternate weapon/armor material and breaking rules for 5e for my homebrew setting?

Seems pretty cool.

I wish there was a good way to "get into" Eberron. I've tried the settings books but I just can't read them.

>cant sort roll20 games by group size
>cant sort by new campaign or in media res
>cant sort by homebrew or not

the only filter should be
> DM accepts revised Ranger UA or not

If there were more boxes to check or fill for making a game, most people wouldn't fill them out and you'd be left filtering through shit anyway.

Do you live in some hodunk town with no LGS that you can't just game with your fellow friendless nerds in person?

half that shit could be sorted by the search engine though

I'd honestly suggest against allowing the stoneskin to be concentration-free. Concentration is kind of akin to action economy in 5th edition where it's a bit risky to mess with. Letting them stack Stoneskin with other spells such as Blur will cause a lot more balancing issues than just letting them avoid a 100gp cost every now and then.

I'd also maintain the +1 to saving throws, if only to retain the cloaks position as "A legendary cloak of protection."

I'm also a bit unsure of the Mage armour, seems a lot of "If's and Buts" to add for such a minor bonus, so I'd still say leave it out and let her cast Mage Armour herself, a 1st level spell slot won't kill her.

Hell, one of my casters basically turned around and bought 20 scrolls of Mage armour and Longstrider once since they were spells they cast every adventuring day but wanted to keep slots open for other things and were happy to invest in the 30-50gp per scroll to keep the healing words flowing.

yes :( only 30k peeps

Dwarf Wizard, Hill or Mountain?

Hill's +1 HP is great obviously, but the +1 wis don't do shit for me.

Mountain Dwarf's light and medium armor is pretty fantastic, 17AC (halfplate) with only 14 dex investment? +2 STR does actually help as I'm going to be using Booming Blade/GFB with my warhammer.

Probably going to be an Abjurer, will have 16 con out of the gate. Pretty solid no? I'm leaning Mountain.


Revised ranger is so good man, we had a big trek across a long distance in my last session and I was MVP by a country mile

Deepstalker is also crazy with it's free attack and bonus to movespeed + 90ft darkvision

>Tfw you live in a town of 800 in bumfuck Idaho but would rather eat glass than use Roll20.
Lower your standards, or get used to vidya.

Still no Eberron campaign book, two years later, is a fucking disgrace.
>mfw

I'm playing a 3rd level Diviner as a Mountain Dwarf with 16 STR/16 CON. I'm playing him as a shaman with as many rituals I can put my hands on, and a Raven familiar whispering sweet things to my ears.

It's pretty dope. Abjuration was a big temptation but I really wanted to scratch the shaman itch. Plus, my DM seemed reluctant at the idea of Alarms as a ritual working with the Ward. So instead I'm turning his 20s into 3s and he can't do shit about it. Go figure.

Mountain Dwarf, if you're willing to live dangerously, spend your first feat on Heavy Armour training for +1 Strength (To get STR18), dump dexterity and then put the rest of your ASI into Intelligence.

Run around in Platemail two-handing a Warhammer while dropping anvil-shattering hammerslams onto people and being the manliest dwarvenest wizard around, when someone tries to fuck with you calmly say "Counterspell.

The only risk of the build is you're at 14INT until level 8.

14 INT isn't that big a deal early on thanks to Magic Missiles and the general utility you provide. Still your build is a bit reckless. I'd only go for it if my DM gave 1 extra feat @LV1

>tfw live in city of ~1 mil
>only LGS that does DnD nearby has terrible DM for new players

>forge cleric has two very interesting features at the start, and then passive overload for the last three features.

This is both the best and worst designed cleric option.

You don't go to LGS to actually play, you go to find more of your own kind to hang out with outside of mtg pitstain hell.

Don't act like you ever play past lv7 :^)

I wish i was enjoying my Wizard this much. Not in my comfort zone with this character, i just want to sudoku and roll a Paladin.

But i'll stick it out. Actually I am almost level 4. What is a good Feat for a Divination Wizard? Everyone says Warcaster is amazing, but i am an arrakocra and just fly away from enemies in melee.

>paladin
>enjoyable

I'm playing a transmutation wizard, and while their level 2 ability is way to restricted compared to what other schools get their higher level stuff is a lot of fun. The transmutation school in general has a lot of fun spells, including two of the best 9th level spells if you ever get that far or find a scroll.

What isn't enjoyable about Paladins? Alot of people on here always comment on how amazing Paladins are. This seems like an uncommon opinion. Explain plz.

I basically never get to roll my d20s for Portent. 2 Warlocks in my group

>Hey you guys wanna take a long rest?
>Nah, let's just short rest, don't want monsters sneaking up on us
>Oh...okay.

I've got the Lost Mines of Phandelver module on Roll20 and a few hours to kill.

Any interest in some folks who want to group up and run a quick and dirty group for the night?

You might want to check the Discord, there are always people looking for games there.

Outside of that: think you could give someone access to a copy of it to rip the tokens and maps for the Mega?

there u go then, just ask your DM to give you a feat to use Portent on short rests

> 2 warlocks
or reroll a martial

i wish i could

Idle curiosity here;

What's your favorite class and why?

I like paladings because I like aiding others and reinforcing group cohesion, and shit like Oath of the Ancients means I don't have to be a stick in the mud to do it.

First-time DM here.

I'm not keen on 'video gamey' resurrection (and it's also not possible barring divine/devilish intervention in my setting). Is permadeath for dropping to zero HP and failing death saving throws too harsh? Should I maybe adjust the ruling of resurrection spells to make them usable only within minutes of death, like a resuscitation spell instead?

>still no Mystara campaign book
>21 years later

Cleric. Domains are pretty versatile, and I like having that deeper connection to a setting's lore via the deity.

Is your campaign starting at level 1? Then your players probably wont make it to a high enough level for the players themselves to cast a resurrection spell. They'll all die before that happens imo.

Ressurection means that players don't have to play the game and then worry about losing their character forever due to one botched roll. If you do want to do that, you should be very generous with magic items when they roll up with a new level 8 or whatever. Personally I think perma-death is only appropriate in campaigns trying to be tough and gritty rather than the normal spell-slinging, power fantasy D&D campaigns.

The DM from Critical Role has a resurrection ruleset that might interest you here: twitter.com/matthewmercer/status/681950486291824640

But it's your setting. So long as players know what they're getting into, you can change it how you want.

Resurrection spells are often so expensive and have such rare components that players rarely have access to them, anyway.

Outside of getting dark gifts in CoS, I've never seen resurrection magic used in my games.

First game ever coming up.

Gib advice pls

>need a diamond worth 500gp, not just 500gp
>10 day time limit
>need to cart a body all over the place in the mean time
>need a level 9 fucking Cleric (or Druid, but you also need materials worth 1000gp now), already past the high end of what groups will reach
>also "divine/devilish intervention"
>videogamey
The only raising spell your group is going to encounter is Revivify at level 5, if they have a Cleric (or Paladin 9), and that already has a one minute timer on it like you want.

You're concerned about something that's pretty much not going to happen anyway.

>Player puts a 15 on Str and 12 on Dex
>Champion fighter
>Uses a longsword one handed with shield
>Refuses to spend ASIs on Str or to deal more damage
>Complains about other people dealing more damage than him
Should I kill him or kill him?

...

Probably but I'm not sure. I do have low-level stuff planned out but it might be a bit dull for first-time players.

It's a bit tough and gritty. I'd like the players to exert themselves and there are some setting-based caveats - magic isn't something any Joe can use and the threat of death is supposed to be tangible.

Thanks for the advice, fellas. It helps.

OBJECT / ENVIRONMENT INTERACTION

Forgot
>Doesn't pick dueling Style

I really like Paladins too. Oath of the Ancients cause i really like a more Nature Themed Paladin. I really enjoyed it in WoW when Taurens became "Paladins" and their "Holy Light" was supposed to be like...Druidic Sun Magic because the Sun was an eye of the Earth Mother. It kind of all went downhill after that, but the idea of this sorta...savage warrior of the light was really cool to me.

I am trying to make an Oath of Ancients Paladin who is like...a Beetle Knight. Race is unimportant, but aside from being related to Nature I am having a hard time thinking up not stupid bullshit backstories that make him Insect Themed.

I was thinking of maybe some kind of "Way of the Mantis" Monk monastery and he applies that to this Paladin training, but at the same time I am not a huge huge fan of making my own bit of World Lore and sticking it into the DM's setting.


I also really like Revised Ranger (Deep Stalker) just because of the theming. Though I have grown to dislike characters with Dark Vision, it makes things less interesting.

not that user, but I'm playing a Paladin for the first time atm.

I had a pretty bad time last session because I have NO RANGED besides 30ft range 1d6 javelins.

We were fighting goblins and they can bonus action dash or disengage. I was basically useless

everyone else in the party has ranged ability (wizard monk ranger) so I have a pretty rough time honestly, they can engage from fucking 120ft away and I'm stuck moving 30ft a turn.

Seriously considering MC'ing or taking magic initiate for eldritch blast or firebolt or fucking SOMETHING. At level 5 though I'll be able to summon a Warhorse with 60ft movement so that should help alot outside of dungeons

I have it too, not really worth doing. The maps included suck, you can literally google "LMoP Maps" and the like third result are these gorgeous hand crafted maps made by some guy that just shits on WotC's maps for it

Palocks or Pasorcelocks

what an assclown, doing all that because you don't know what the fuck you're doing is fine but complaining about it is retarded.

Kill him

saw this posted, and thought id see what you guys have to say about it:

reduced savecount:

fort=str/con
ref=dex/int
will=wis/cha
you use the higher of the two statmods.

either each class is proficient with one of them (still 1/3 of the saves), or each class is proficient with 2 of them (for a game with tougher pcs).

what are your guys thoughts/comments?

What would happen if we run an all NPC/monster party? without PC creation rules.

Pointless shit that doesn't fix or add anything to the game.

big effect: everyone has way more hp.
small effect: they do a bit more damage

attacks would be more likely to hit a save youre good at, because youre using the better of 2 statmods

You'd see alot more Beholders in your games.

But also i want to look through MM and Volo's to pick a monster to play now. Leaning towards an Umberhulk because...Giant bug monster.

Reposting this. It's a minor rebalance of the last D&D Next version of Four Elements monk.

Grapple them, then shove them prone. Not only is it incredibly effective, it's incredibly embarrasing for "Thulgar, despoiler of cities" to get suplexed to the ground, pinned by a dwarf and then shanked to death by six people unable to shake off the dwarf and stand up.

All solar party. Fuck yeah!

In the tradition of settings like Ravenloft, Dark Sun, or Spelljammer, Eberron is D&D blended with another genre. In this case it's pulp novels, radio shows, and movie serials. If you want a capsule idea then check out movies like Indiana Jones or The Mummy. Read up on the 20s and 30s. Listen to some old time radio adventure shows. Read some Doc Savage. I could go on.

Splelljammer is blended with crap.

>be level 1 barbar
>group has a druid, ranger, rogue, and bard
>get attacked by wolves and a dire wolf
>4 fucking wolves and dire wolf
> I get pounced by 2 of em get reduced to 5 hp
>2nd turn
>Druid pissed off dire wolf and gets knocked prone
>attack and miss
>get healed in the nick of time to survive at 3hp
>3rd
>Druid who is halfling starts getting swallowed whole by dire wolf panics casts thunderwave
>realizes what he just did
>3 members of the party get knocked the fuck out including me
>Rogue dies and we all think we got struck by lightning

>get 100 xp for surviving that shit Q_Q


oh and we all realized none of us had medicine trained so rogue bled out infront of us as the bard saved the ranger who was his friend ingame

I see what you mean, but it just seems like concentration is broken way too easily. I understand that is part of the balance, but they can't seem to maintain concentration after being hit two or three times. Besides, since I lowered it to 7 charges, they can only do this once per day at most, and it'll depend on how well they roll on the recharge. All in all I don't think an hour of Stoneskin will break anything even when stacked with other concentration spells, not in a campaign where I use a lot of non-physical damage.

A middle ground I could use would be to keep the concentration, but give the mantle some buff to concentration checks made to maintain stoneskin.

The Discord server sucks dick.
It's just a bunch of vile assholes being rude to each other.

Oh right the rest of the wolves fled after the dire wolfs jaw blew out of its fucking mouth and they all got hit by thunderwave

Welcome to Veeky Forums faggot

It could get stale after a while, since no character progression. But I can see this made as a one-shot, easily.

You don't need to have proficiency in Medicine to try to stabilize someone. You just need to make a DC 10 medicine check, even if untrained and with shit wisdom.

I think it's homebrew rule. He seems to have come from 3.5 but it's rather fun great roleplay and shit. Also he seems to have a system where if you get hurt.

I'll ask but that seems to be the case.

I'm keen.

Oh i forgot to finish like damage to enemies resulted in shit like lower movement speed and shit. Not sure if it goes any deeper

i miss Eberron

i find the /5eg/ thread relatively civil

They use the discord because board rules 1 & 2 doesn't apply to them there.

I know that feeling user. Been waiting for Eberron a while now. It will probably be the only thing that will get me into 5e honestly.

It never left, and it's not that hard to adapt it to 5e. Don't just have a dream; live it.

Remember though, Stoneskin by verdict of halving the damage you take against most things, will reduce the DC of your Concentration saving throws, but I do understand your concern.

How about this, taking a leaf from the Conjuration wizards book. Although do keep in mind that when you're giving a player a clearly tailor made "Legendary" item like this, the other players will potentially expect something for them at some point but one cool item each isn't a big deal and makes memorable characters if you space them out.

How about this, a little streamlined, short and sweet but still giving substantial, memorable and powerful bonuses both passive and active.

"Stonemantle, A heavy blue cloak adorned with arcane runes, once worn by the legendary dwarven abjurer Nimena Stonehammer."

While you are attuned to this cloak and wearing it, you gain a +1 bonus to AC and saving throws, your Arcane Ward is increased by 15hp and while you are concentrating on an abjuration spell your concentration cannot be broken by damage.

The mantle has 7 charges, which can be used to cast shield (1 charge) or stoneskin (4 charges) without using material components. Every day at dawn, it regains 1d6+1 expended charges."

Takes elements from obviously Cloak of Protection, offers a similar ability to the level 10 Conjuration school ability, boosts the characters most thematic ability (Arcane ward) and offers some nice spells. All while being short, compact and sweet.

This was fun working on, what do think of this version?

What if there is progression?
ie, as a spellcaster, you start as an apprentice, become a specialist then become an archmage or something like that.

With monsters, it'd be you'll start off against easy prey than gradually progress onto stronger enemies.

just tested it on monsters without reducing their number of proficient saves, just to see what the math look like.

it has a mild effect on their best save, (+0.8) and drastically shores up their weak saves (+6.7). I expect it would have a similar effect on PCs.

if you wanted a less drastic difference between your good and bad saves, it might be a decent optional rule to use.

>I have grown to dislike characters with Dark Vision, it makes things less interesting.
Dis. My Minotaur is the only member of our party without dark vision in a setting with mysterious fog everywhere, ashfalls, shitty little Victorian streets, old sewers, and crypts. I get literally towed around like an asshole until we jump something and I can finally light a torch to throw on the ground.
OC related.

the thread is more civil than most, user.

what do yall think of this

personally think that the "you can make an attack when you roll initiative, for free" is fucking ridiculous but everything else is ok

minotaur.
no dark vision.

thats as bad as the drow with no spell resistance.

Looks good! I also have fun building magic items, have already made a good number of all kinds. It would make her absurdly good at maintaining abjuration spells, which I guess isn't all that bad, considering these protect her allies instead of fucking up enemies. Protection from Energy, Stoneskin, Banishment, Globe of Invulnerability, even Antimagic Field... Considering this campaign will go at least to level 15, all of those become stupid good in her hands. Antimagic Field does concern me a little bit, but that's a long way off. It was my intention more to make a very rare item rather than legendary, but anyway. All the party is getting a big load of magic items, as part of this huge hoard guarded by a dragon they're going to try and defeat, so I hope none of them feel left out.

The only change I would do is exchanging the +1 to saving throws for resistance to force damage, because I don't want to undermine the only other person in the party who has a Ring of Protection.

does anyone have a PC illithid template that isn't completely broken or isn't complete shit?

>dragonborn
>no dark vision

Well you said you're throwing a lot of treasure at em, why don't you make sure they something cute as well. Nothing quite legendary, but something to make sure they have something shiny to look at. It's hard to care about "Man that cloak does the same stuff my ring does I'm sad now" when you've also got a new toy to play with, everyone knows rings of protection are smalltime anyway.

I understand this item did end up being a bit over the requested power level, but I think it is better to filter the "Strong/Legendary" items in gradually, than just give everyone something powerful at level 14. Let them have her couple levels of awesome having a high powered item before the others get a hold of their "Legendary" gear piece, especially since this is mostly utility and defensive boons, particularly one that aids the other party members. Although I'd suggest that when you have two guys left, give them theirs at the same time so there isn't a stage of one player being the only one without.

As you said, the abjuration spells that she will be able to maintain incredibly well are mostly defensive in nature with the exception of Banishment. As for Antimagic field, as you said will be level 15 before she can cast that, and secondly, the effect would supress her cloak making her vulnerable to losing concentration on it from damage, the problem solves itself.

The biggest risk to balance I see is her dropping leveled up banishments, dunking a couple guys out of a fight without fear of fumbling a saving throw and getting unexpected combatants rejoin. But hey, awesome magic items gunna awesome magic right?

What other characters in the party are there? Gnome Abjurerer QT sounds cool.

Make one yourself my dude.

...

There's a also a general lack of creepiness and fetish-shit we see in other threads.

wasnt a 4e guy. dragonborn were something else entirely in 3e and didnt exist in 2e or pathfinder. no idea what they are or are not supposed to be able to do.

Schmeh I don't think it's super hard.

Illithid:

+2 int

+1 wis

med

30ft move

darkvision 60

Psionics: at 1st level: command 1/day, 2nd: suggestion, 3rd: fear, INT is the casting stat.

Telepathy: an illithid can psychically communicate with one ally if they are within 30ft of the illithid.

Tentacle strike: An illithid can make natural attacks with its tentacles. These unarmed strikes deal 1d4+dex in damage.

Cantrip: All illthids know the mage hand cantrip.

>Monks that follow the Way of the Bow find serenity in the prefect, precise arc of an arrow's flight
>prefect

have you been gone a while? the creepy fetishists on pfg have startef playing 5e

the fetishists don't actually play in any games, they just hang around to talk about their shitty fetishes

>undead female art
>most have skin and moderately-toned abs

ugh

>the effect would supress her cloak making her vulnerable to losing concentration on it from damage, the problem solves itself
Huh, I hadn't realized that. You're right. And I guess unbreakable Banishments are right up an abjurer's alley. As for other party members:

>half-elf diviner (she's the one with the Ring of Protection) who's sure to take the Staff of Fire, since she's more blasty;
>human champion with 1 level in barb who just got an awesome greatsword;
>aaracokra life cleric with a magic shield that can cast absorb elements a few times and, upon being critically hit, allows the wearer and allies within 30ft to immediately expend a hit die;
>wood elf moon druid who gained an item that gives a +1 to attacks and damage from natural weapons
I'm thinking on some upgrade to this last item, since it's an insignia that shows Tiamat and it'd make sense (kinda) for it to get more powerful upon being bathed in dragon's blood. Nothing major, since it'll keep upgrading after each different chromatic they kill, just to let them know it'll get even better later.

Rise of Tiamat?

What are some good high fantasy books to read for inspiration ? Good being the key-word. No cheesy young adult tier crap or 20 book series.

Stoneskin isn't that great in 5e, I don't really see the problem with an improved version. If I was worried about it being too powerful, decreasing the duration would do a better job. Something like 10 or 30 minutes would do.

If anything, it's the permanent resistance to force damage that raises my eyebrow, since force resistance is rare.

Yeah if she got a Staff of Fire, no room to complain about her ring.

I like the natural weapon item, how do you plan on scaling it up? I'd say something to the line of "+1 to hit and damage for natural weapons, after killing an adult dragon, gain resistance to that dragons element. After three dragons are killed, grants +2, after five, +3."

Ending up as an item that gives +3 to hit and damage, resistance to Acid, Fire, Lightning, Cold and Poison.