Rokugan edition

Rokugan edition
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Best campaign you ever played in?

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So me and my party, after campaigning for roughly a year and a month, have finally cleared up Hoard of the Dragon Queen. Feels so good, man. Now I need to start prepping Rise of Tiamat, but I'm really really happy.

Rolled 4 + 1 (1d4 + 1)

Huh

Due to a "trading incident", a yorimoto courtier come into possession of the top 100 GOAT pieces of gaijin litterature. He intent to translate and "rokuganise" them. How much time would it take to be discover, and how embarrased would be the cranes, if they had enjoyed them?

If they were properly "rokuganized", probably never.

Well, what I have in mind is something like Moliere's plays. I guess I will just have to avoid staging "the Miser" at a Yasuki Court.

Reposting because I'm an attention whore/want feedback

I was actually considering making a Barbarian "Not-Monk" Primal Path, with something like "survival of the fittest" as the theme and refluffing Rage as entering a battle trance/fighting stance/heightened sense of surroundings type deal.

Still really rough but something like
>3rd level- Unarmed damage die, (Maybe with scaling with level up), proficiency with improvised weapons; as a fluff thing "you won't get sick from eating raw meat"
>6th level- Unarmed attacks count as magic damage, use STR for ranged improvised weapon attacks, maybe "when holding no shield and no weapons you get +2 to AC"
>10th level- Still undecided since I can't think of something balanced around the others; maybe "you don't need to eat or sleep" or something, or maybe that one user from the other day's "GWM for Unarmed" feat but as a Path Feature
>14th level- Something strong enough to be a capstone but not too overpowered. Mobility seems like a good option but that'd be more of an actual monk thing while this is the equivalent to a tank-monk.

Basically while a normal monk is the main character from Kung-Fu movies this guy is the super stronk badguy mook who tears up the environment and uses it as a weapon in combat.

Probably one of the games when we were still learning and no one was autistic about rules.

Why the actual shit have the last 3 /5eg/ threads not had their fucking title?

Hey fags

it sucks

No one competent made threads before the incompetents got to it.

The fuck is the 5e thread called Rokugan edition? L5R was never a 5e setting...

How did the White Dragon fight go? What did you change to fix the retarded encounter difficulty in some parts of the Adventure, like for example the Vampire in the last chapter?

What is the worst Adventure released? No one really talks about Elemental Evil, so is that it?

are we posting L5R things now?

Out of the Abyss or Horde of the Dragon Queen probably. The first has a lengthy underdark survival section which most groups probably don't care about, the latter has a months long escort quest where nothing happens.

From a design standpoint HotDQ. Its written extremely linear with almost no freedom whatsoever.

Also some encounters are impossible if you play them as written and don't use the errata. For example a Roper and a few Guard Drakes against level 3 characters, or insanely overpowered assassins against a level 4-5 party or a Vampire in the last dungeon when they are level 7.

This is d&d /5eg/. OP was a dumbass and left out the thread title. Take it to the actual /L5R/ thread.

Axe of Shadow
You cannot hold this unless you are a shadow.
If you attack with it, it does fucking nothing because it's a fucking shadow.

That's too bad I was looking forward to underdark.

>Out of the Abyss
What? OotA is one of the best releases so far imo. Only because you don't care about the survival aspect doesn't mean the book is bad. It has by far the most interesting NPCs and some really cool and different locations and encounters while having a good semi-open world structure.

Agreed. The opening is 10x more interesting than any of the dragon stuff.

>no thread title

i want to make a fiendish warlock but my DM keeps telling me devils are nasty, want me to do evil things and the pact implies me selling my soul forever to them(while archfey just want me to entertain them when making a pact).
I'd like a slightly longer leash than that.
in which book can i find devil's lore for D&D? even previous editions if it isn't out.

I agree, especially the opening for PotA is the weakest of all released modules so far. You have absolutely no reason to do the main quest unless you're in a faction, and you just get thrown into the setting with way to many NPCs to interact with.

Personally I let players choose no patron if they want and basically refluff Warlock into a separate school of Wizard from a distant land or some bullshit, it lets them play what they want without worrying about selling their soul if they make their backstory like that and means as a DM I don't worry about tying it in to the story, however they miss out on potential bonuses and boons from their patron since they have to learn all their invocations and shit on their own.

>Personally I let players choose no patron if they want

If it works from a character backstory then I let them do it, if they just want all the power with no drawbacks I don't. (Or make it so them trying to siphon power from hell draws the attention of it's inhabitants)

I see no reason to punish players trying to make interesting backstories, or making them jump through hoops to make a multiclass warlock work without selling their souls, ie; once had a EK who took a few levels in Warlock, I let him say it was him learning self taught magic from some old tomes in an ancient library since that's how the character learned magic in the first place.

Your DM's a fag
The archdevil might use you as a pawn for a plan that will take millenia to unfold. If so, why would you care honestly?
He might imbue you with power so you can stabilize a rough-and-tumble place. Imposing law and order on Phandalin, for example, is something that people might find good and would align with a Devil's point of view
He might use you to fight another threat, like the devils that oppose Tiamat in her campaign. That's hardly something nasty.

...

In the MM, page 66 it says that all contracts with Devil's are enforced by Asmodeus' will, and breaking one forfeits the soul. Also most devil's are only interested in souls as what they get out of the deal. Most but not all.

What cool encounters could you have in snowy mountains?

I already have Babarians, Yetis, Remorhaz and Frost Giants+Winter Wolfes planned, but I need one or two encounters more.

Also what hazards could there be? I will have my Party climb a wall and there will probably be a landslide.

>encounters

Elsa, a Bard who specialises in Ice spells

>hazard

GEYSERS!!

rape yetis

Ice elementals or bears

What are you guys expecting for the Druids UA? I hope there is more than 2 circles, I want more options, we only have two right now

A tribe of Goliaths migrating to a new area after their previous village was destroyed by monsters/an avalanche/shit weather or just moving because there's no game left there/lack of resources like wood/they're just a migratory tribe so it's what they do.

PCs can barter for supplies and gain their respect by being big niggas and helping them fight off hungry mountain critters or end up with a tribe of angry giants if they piss them off somehow.

I hope for Circle of Swarms which can turn into swarms of creatures, and Circle of Plague which is based on spreading diseases

Something bug related, something gish related are pretty much what I'm hoping for.

A hermit with a story that gives an interesting perspective of their quest.

Strong winds
Lightning
Snowstorms
Crevasses
Avalanches
white walkers

thats kinda the point of being a warlock though

they are aware of the risks of making pacts with fiends and fey but they have a goal that they want to achieve at any cost

An axe that allows the wielder to extend their own shadow 30 feet as a bonus action, which rises from the ground at the selected spot and can take any actions the wielder can.
The player needs to be at least in dim light. Recharge on long rest.

Not necessarily.

>Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it.

It's also stated that GOOlocks can enter pacts with space squids and said Old One isn't even aware of it, either because a human using it's power is completely insignificant to it like a single bacteria cell in an elephant or because it's not even a sapient being and doesn't know it's being used.

Can someone explain how the hag coven spells works? Green hags btw.

While the three hags are alive, they have a special pool of spells to draw from (sidebar on the first hag page). The slots for these special spells are shared between all of them. So if one of them casts eyebite with that coven slot, neither of the other two hags can cast that spell.

Outside a coven they wouldn't be able to use those spells right? That's the advantage of use covens?

>yeti looks at you
>paralyzes you
>crit rapes you on the same fucking turn because paralyzing you was practically free
>you lose your virginity

"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves"
that's it

Each one can cast one spell at the same time right?

Yes. Just need to follow the slots accordingly.

Tell him to reread the book. It makes only the most vague implications about the nature of your relationship to your Patron. No where does it say "you have to murder babies or you lose your class features"

My DM is about to run Curse of Strahd for us and seems very unsure of our party composition for some reason. He won't say why, but he's recommending we reconsider.

Without spoilers, can any of y'all confirm or deny if our party is shit for this campaign?
>Half-Orc Barbarian (probably Bear totem)
>Half-Elf Rogue (probably Arcane Trickster)
>Forest Gnome Druid (no idea)
>Variant Human Warlock (probably Chain)
>Human Fighter (no idea)

By default, the pacts have no specific terms. If your DM refuses to let you play without doing that, then either press them to reconsider that in their setting, accept it and move on accordingly, or leave if you think it's a bad sign.
Oh, and remember that Warlocks have no way to "fall" and lose class features, since their patrons teach them powers and how to tap into them, not give them out by permission each time.

Total lack of healing and anti-undead stuff probably

He probably thinks you're in need of a Cleric.

Cleric is SUPER useful in CoS

The half-orc and gnome might be considered freaks since only humans and a handful of elves are natives, and you lack a cleric or paladin for consistent radiant damage, meaning you have maybe 1 or 2 macguffins and the odd druid spell to utilize. Spoiler alert, in a gothic horror adventure full of undead, a bearer of holy light is valuable.

You REALLY want at least one source of radiant damage for CoS. Either a light cleric, paladin, or sun soul. Ideally one of the first two.

if it's adventure league curse of strahd, you get super screwed on magic weapons and armor, you don't come across things in the actual book

How do 5 people get together with the goal to beat up a vampire in his spooky vampire gothic realm and not a single one of them decides to pick a cleric or paladin or just literally anything with holy light and radiance and shit?

What is wrong with all of you

Party has a fighter, paladin, and wizard.

What do you add to round it out?

CLERIC!!

WHY DO YOU PEOPLE FUCKING HATE CLERICS!!!

White Dragon Wyrmlings, Polar bears, Blood Hawks, Giant Owls, Sabretooth Tigers, Crag Cats from Stormkings, Ice Mephits.

Wouldn't a druid or bard do the trick?

rogue. maybe bard.

Druid or Ranger, got nobody with nature skills and magic

That party already has a wizard and a paladin, so it has pretty much everything it'll need.

However, a wisdom-based caster would be a good idea.

Druid if you want to be a meatshield caster.
Cleric if you want to actually have fun.

Where do I find stats for Ice elementals? Or how do I refluff Water/Earths elementals to fit the ice typing?

Oh, alternatively, a wisdom rogue with expertise in perception, high wisdom and the +5 to passive perception so that your party will never, ever be ambushed.

We play by what kinda characters we wanna RP, and try to make whatever abomination of a team we create work somehow.
Cheers mates. WIll talk with our druid about us maybe going cleric/paladin.

noone wants to be the healbot

Make a custom elemental. Give them the Earth Glide thing, but only on ice/snow. Change the Water elemental freezing to Ice melting. Then give it multiattack and slam like the others.

Archer cleric of War?

>Change the Water elemental freezing to Ice melting
So would they get faster or slower if hit by a fire attack?

I would just like to say, over the past year or so, the 5eg has had some of the best OP art on Veeky Forums and I've regularly saved and used it for my online campaign. Personally, I don't care for 5e, but honestly, you guys have some damn good taste in art, and it has benefited me and my players.

Thank you. I mean that with genuine gratitude, and no intention to start any sort of edition war, I'm over that.

Could reduce their speed since they are mushy. Or to make it unique it could lower their str bonus a bit.

If you want to hurt stuff, you should probably just go tempest cleric.
Archery would be MAD with needing both dex and wisdom, and even more MAD if you want to lose only 2 AC instead of 3 AC from not wearing heavy armour unless you're a dwarf.

Not to mention, I just don't think that sort of cleric works well. You can just use 'spiritual weapon' as a bonus action instead of having a limited ability to attack as a bonus action.

I've thought about them turning to water elemental temporarily if they take fire damage instead. So they would gain access to the whelm ability and turn to ice after their turn again, trapping everyone caught in the elemental.

When it comes to bugbears

how do I adjust CR for the fact that they tend to employ surprise tactics and traps as well as being strong brawlers

Ice Mephits, or just grab a Earth Elemental and call it Ice elemental.

If you want to tweak it, remove resistance to bludgeoning, give it vulnerability to fire. Immunity to cold.

Since it loses more than it gains, throw in a cold aura effect, a breath weapon, death burst or some other cool ability, maybe deals 1d6 cold damage to attackers.

Depends on the highest passive perception of your party.

DMG pg. 281.

how do I make pdfs like you guys do in the style you guys do?

You mean the character sheets? OrcPub has a character builder.

So i announced to my group that I wanted to start DMing a campaign. Reactions were luke warm.
Basically:
>Oh, thats cool.
Then i wait to see if any of them ask about setting or anything. No one asks. I ask them if they would actually be interested in playing in a second campaign. They answer in the affirmative. Then we proceed to play D&D in the current campaign.

Sent them all an email with setting information and clued in newer players about all the additional options i am providing in my setting via UA and other Wizards supplements.
>If you guys have any ideas for characters or requests for what you want to play, we can work something out

No one responds to the email.
Couple of days later i ask people if they got my email. They all confirm that they did.

Tried today to ask when people would be available to run D&D what would work for them. I said it might be good to have D&D on the off weeks of our regular sessions(since we run that campaign every other week)
One guy said
>we're gonna have D&D every week?
Another one said
>I'm good whenever, but i might not be able to make it to a session on a moments notice
The third was just quiet and was on his phone.


I've talked to them about character ideas a bit now, but overall they seem very uninterested to me. Maybe I am just being self conscious, but when I talk to my current DM about D&D i have to hold back because i overwhelm him with things to say about my character, ideas, directions i want to go in, general discussion of the game.

Part of me is thinking "If they aren't interested, whats the point in running the game?"

Thoughts? Advice?

Run it with different people. There are always more players and not enough DMs

Just tell them it's important, and judge their reactions. You can't force a time commitment on them.

If they're not interested, they're not interested. You can't force people to play a game you run, even if they are part of your existing group.

no i mean like when you guys make archetypes and whatnot

homebrewery.naturalcrit.com/

I thought this was an L5R thread. I'm disappointed.

...

Actually both fights went pretty well. Firstly, the party kept Jamna around, and I "leveled her up" to accompany the party, so they had essentially 6 PCs at level 7. They also had a few more magic items than there are in the book, some extra potions and a couple of permanent magic items that I brewed up. Since they killed pretty much every single cultist aboard the castle except for the vampire and the dragon, they were able to forge an alliance with Blagothkus (since he wasn't so keen on the cult's plans anyway), who gave them free roam of the castle and offered to cast Fly on one of them to help in the fights. They also have both Hazirawn and the Black Dragon mask, which are incredibly powerful. So they actually did fine against the vampire. There were a few clutch moments, when the fighter's life was barely saved by the wizard using a portent to make her miss her Bite attack. They also were clever, polymorphing into a Giant Ape and pummeling one of the tower walls, eventually breaking it and allowing sunlight to enter the room, which fucked her up entirely.

For the dragon, I actually had to up the difficulty a bit, because they were fully rested and had time to use all sorts of buffs before going into that chamber. Stoneskin, 2*Protection from Energy, Warding Bond, Fly from the giant, and one of the first things cast on combat was Bless. They also played well, offering the dragon a massive amount of food (Create Food and Drink flavored with Prestidigitation) on which he wasted his first breath weapon, cause you know, they like to eat it cold. And then it took him 4 or 5 fucking turns to recharge it, god I almost regretted rewarding their planning. Either way, it made for a very climactic, fun, and challenging fight, they were all really into it and a bit scared of dying and we were all feeling awesome when it ended. I'll chalk that up as a success.

One of the key things of being a DM is working out who's interested and who isn't.

Since D&D is quite a time commitment and tends to rely on people being eager to play, you should try to avoid people who aren't eager to play.

If people aren't eager, don't drag them into it.


The difference between asking somebody to play a game with you and asking someone to join your DnD campaign is that playing a video game with you is a single thing that requires no preparation, only so and so much participation and after that you don't have to play again.

>Post a game in roll20s lfg
>make a thread for people to reply to if they want to join
>only get private messages and people making new threads
How do I know these people read the rules if they cant even read a website?

That's just what people usually do on the site. You shouldn't take it as any indication of whether or not they're read the rules because of course they haven't. You're lucky to have someone even familiar with their own class abilities most of the time.

People who don't follow your instructions for applying can be immediately ignored. It's like the first layer of Roll20 vetting: can they follow simple instructions? If no, don't even give them the time of day.

Yea. Maybe i will send out another email confirming the schedule and asking something like
>Just want to know who is all interested in playing so I have encounters and shit tuned properly.

Any recommendations on how to gauge them on actually being interested?