would a level one fighter, adding up the +3 from 16 dex, +2 from the archery fighting style and +2 from the proficiency bonus have a +7 to hit?
that seems like a lot
Leo Green
We charmed a bugbear, had an impromptu doggy funeral, and hugbeared it out.
Benjamin Miller
Yes. And it is. But it's OK. Have fun hunting.
Tyler Cook
It is a lot. It won't go up that fast, though.
Chase Lee
Yes, it is. They get to be super accurate snipers, enjoy.
Christian Lopez
What significant differences have you portrayed between hill and mountain dwarfs?
Cooper Turner
Hill dwarves are the public face of the dwarven nation of Gandoone, given where they live and mountain dwarves only tendencies for isolation and secrecy. If you cut out most of the Scottish stereotypes that you get with dwarves while leaving the Jewish stereotypes for their deep-dwelling brethren, you get the hill dwarves. They're amenable folks who live relatively simple lives out of their dugout sod houses and are also who handle all of the trading and bartering of dwarven goods with the outside world.
The average person might still think of seeing a mountain dwarf as a special event unless they live in particularly large cities where there's a local dwarven presence, and even then it's never a common sight. Hill dwarves, however, are far more common and far more outgoing.
There's a reason that mountain dwarves are so reclusive, though. Dwarves were originally crafted out of stone and metal by the giants' Titan lords. The slaves rebelled in the dawn of the world, and they managed to overthrow their masters. However, while the giants themselves were easily slain, their Titan god-kings were too powerful to be slain, and thus in an act of vindictive irony, the dwarves imprisoned these elemental lords deep in the bowels of the earth. Mountain dwarves maintain these vaults to this very day, safeguarding the prisons that hold their creators in chained torpor.
Thomas Lewis
I love your take on that.
Any other aspect of your world building you'd like to share? Elves or any human realms?
David Phillips
Bread user here I can't report on the next session at all My dm and close friend passed away last night I'm taking up doing dming for our group from now on (I'll be running some by the books stuff to get started) Any suggestions I'm a fucking mess right now We've been bros for 18 years He died in his fucking room We didn't find him till the next day Fuck this shit Fuck
Connor Johnson
i like how you guys already secured the DMing spot like it's a priority
how did he die tho
Angel James
fucking weird to see this when I just finished DMing a game in that exact area, and the wizard wouldn't stop hugging the dead bugbear for some reason.
Jack Rogers
Heart failure at 21 years Me and the other roommates didn't know he died till his mom showed up for his doctors appoingment. She found hem bent over on his desk Dead as a doornail I was asked by the rest of the group to take up the mantle of dm
Carter Adams
>Any suggestions Lost Mine of Phandelver is easy to run but a lot of people have already played it. You could use it for some ideas.Alternatively do something a bit more heroic fantasy and light-hearted to start with, something as simple as "the princess was kidnapped by a dragon and only you can rescue her."
I'm sure no one will blame you if you can't DM right away, though.
Anthony Morris
Sure. The setting itself is a Wild Western Fantasy game that's set a hundred years after the discovery of a continent to the West and roughly a quarter of a century after a particularly violent war between the two major human nations. Lorne was a simple theocracy whose lives were defined by their devotion to the King of Life, a nature-sun god who was said to live in a holy mountain in the center of the state. Carska next door had long been an ally, a magocracy whose citizens were sharply divided between the magisters at the top and lowborn, magicless individuals at the bottom.
Less than a century ago, Carskan magisters managed to create a device that allowed them to exploit the power found in nepenthite, a mineral believes to be crystalline mana. This revolutionized things in Carska, as the College of Artifice quickly began to use the remarkable power source to drive a wave of magitech innovation that quickly led to the magisters looking for additional sources of nepenthite. Diviners found that the King's Mount in neighboring Lorne was practically one massive lode of the stuff, and the assholes at the Colleges of War and Business began to forment false-flag terrorism on the Lornish side of their border, using it to make the case for invasion under the guise of a peace-keeping force.
The result five year war is known by Carskans as the Unification Crisis and by Lornishmen as the War of Carskan Aggression. It was a violent, nightmarish war in which the various Colleges bid for contracts with the College of War to turn the battlefield into a laboratory. The Peacemakers -- artificial soldiers with a roughly humanoid look, designed to be emotionless soldiers and vigilant peacekeepers -- first appeared on the fields of Lorne, and the College of Medicine's experimentation with prisoners of war led to some rather grisly creations. In the end, the rural farmers could do little to stop their industrial neighbors, and Lorne forcibly to kneel.
Carter Watson
I'm sorry for your loss, bread user. My suggestion is to take a day for yourself before getting full-swing into the DMing. Get some food you really enjoy. Drink, within reason. Whatever you gotta do to get yourself to a surface-level normal.
Anthony Harris
The Treaty of Rathnagan formally made Lorne a Protectorate of the nascent Carskan empire which soon began muscling control of much of the Old World. Now, having your most sacred mountain strip-mined to fuel your conquerer's arcane lamps doesn't tend to go over well with most people, and thus the resettlement programs began. Rather than deal with more guerilla resistance than they still have to deal with, they shipped the firebrands and revolutionaries across the ocean to the untamed west.
Given relatively little direction and even fewer supplies, the refugees struggled in the new world. The Lornish people are a hardy lot, however, and while the first few years could have led to disaster, instead a growing, tightly-knit state began to grow along the Bainne River. The West, however, was not an empty land, and Lornishmen quickly came into contact with the native peoples. Conflict with the People of the Boar was quick and vicious, though they found hesitant allies and friends among the People of the Owl. Twelve years ago under increased strain with the growing Carskan territory of Sonaugh, the Treaty of Five Nations was signed in the capital of Bainnesborough, formally bringing four of the largest tribes of the Owls into a single, unified state. Today, Bainiter is a quaint frontier land dotted with homesteads and villages that exist as tightly-knit communities, bound together by mutual needs and faith in the King of Life.
Landon Cook
As far as Carska, well, it wasn't long before prospectors began to report back of substantial deposits of nepenthite in the West. And as such, Carskan turns it attention to what it had simply passed off as useless frontier and began to settle the arid badlands along the Fodina River and the Greaty Stony mountains. Mining towns sprang up overnight, as a network of railways began to link together the growing territory. People flooded from crowded Carskan cities to the West, for a variety of differing reasons. Disillusioned veterans whose patriotism had soured at the sight of the atrocities they'd committed, the struggling poor seeking a fortune and their own land in a distant wilderness, and scheming entrepreneurs looking for a massive windfall at the expense of anyone else; all of these and more hired passage to the West, watched over by the often-corrupt Carskan Territorial Authority.
There are plenty of other cultures back West that have also made themselves known in lesser amounts in the West. Sprawling along the southern rim of the Sea of Ancients, Marifah is a network of city-states and desert nomads. From the seedy pirate-towns along the Cape of Kahtan -- often hired by Carskan magisters as privateers -- to the ancient temple-fortresses of the dragon-worshipers whose lords are said to gain their patrons scales and killing breath, Marifah has no true leader. Instead, it has a twisted network of alliances and agreements between the city-states tie them together into a cohesive unit, however, and any attempts of aggression towards one quickly draw the animosity of others.
>tl;dr Fantasy setting set post-!Civil War with elves, goblins, and orcs taking the place of Indians while Confederate Mormons and Nazi Victorians struggle to survive in a brand new world. Games never have and never will take part in the Old World.
Christopher Phillips
Odd question, would it be considered reasonable for a devil to have antipathy towards a demonic weapon? I mean, devils are LE, but they're still Lawful.
Gabriel Richardson
Of course. Standard lore dictates Devils and Demons horrible enemies/rivals
Jaxon Price
I mean more along the lines of a Detect Evil sort of effect, where they can 'smell' the taint of Chaos. I suppose you mean that as well, but the party is carrying one they know is powerfully evil and they haven't figured out a way to safely destroy it yet.
Zachary Sanchez
I hope if we ever get a 5e inner planes book, they make them work as implied by this picture, with the regions "near" the material plane seeming almost normal, but getting weirder as you go "deeper" in.
Carter Clark
I decided to try my hand at my own Homebrew of a Monk/Barbarian.
>Path of the Fist (Name pending)
Fluff bits-
>Those who follow the path of the fist have undergone strict meditation which honed their rage into a highly focused state and use it to their advantage even while not raging, ignoring weapons which can break or be lost and choosing instead to fight with their own body and the surroundings as their weapon. This approach to fighting is akin to the Monks of other cultures; Barbarians who follow the Way of the Fist however are often self taught, meditating alone in the wilderness and hunting game with nothing but their own hands, and as such lack the formal training to use Ki strikes and instead fight with the vicious ferocity of a wild animal, making up for the disciplined and precise approach to combat used by Monks with a wild, unpredictable fighting style and brute force.
The goal being making a proper beefy brawler who's benefits exist even without Rage.
I feel it might be too strong as it is now, so any feedback is welcome since I've never tried making a full class archetype homebrew.
Cont, obviously.
Justin Sullivan
3RD LEVEL-
Strength of Bone
Starting when you choose this path at Level 3, you gain the Brutal Martial Arts style.
Brutal Martial Arts: At 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes, however the time spent training in this style has resulted in your ability with other weapons declining from lack of use. (You lose Proficency with Martial weapons, however if another class or a Feat would give you it you gain the ability back again, and training to learn a weapon style takes one quarter the time and gp (still 1/day) as you had previous experience*) You gain the following benefits while you are unarmed or only wielding Improvised weapons and you aren't wearing armor or wielding a shield:
*See the Training section in Chapter 8- Between Adventures
You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain barbarian levels, as shown in the Brutal Martial Arts table.
Brutal Martial Arts Unarmed Damage Table- Level 1-4: 1d6 Level 5-11: 1d8 Level 12-16: 1d10 Level 17-20: 1d12 When you use the Attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike as a bonus action.
Also at 3rd level, your training allows you to move at incredible speeds. (Note that this may need balancing)
Unarmed Movement Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield or weapon. (This includes Improvised Weapons that are larger than 1 square foot or heavier than 10 lbs) This bonus increases when you reach certain Barbarian levels, as shown in the Unarmed Movement table. At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move.
You also won't get sick from eating raw meat, if it's not rotten.
Juan Wilson
6TH LEVEL-
Strength of Iron
Iron Body Beginning at 6th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Barbarian level.
Cold Iron Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
10TH LEVEL-
Strength of Steel
Steel Body
At 10th level, your inhuman strength lets you shrug off certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You also become immune to Disease and resistant to Poison.
Steel Mind Starting at 10th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Dominic Bell
Gay. Don't post stupid shit like this ever again.
Julian Brown
14TH LEVEL-
Strength of Adamantium
Adamantium Body
Your link to the Wilds has become strong enough that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you can go for extreme lengths with no food or water, up to 10 days without water and 30 days without food before suffering from Exhaustion.
Adamantium Fist
Your fists have become harder than stone, and can deliver devistating blows. You gain the following benifits: On your turn, when you score a criticai hit with an unarmed Strike or reduce a creature to O hit points with one, you can make one Unarmed Strike as a bonus action. Before you make a melee attack with an Unarmed Strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. 20TH Level- Barbarians typically don't get a Path Feature at 20 but I feel it's too strong to be 14th level
Strength of The Planet
Your ties to Nature have grown strong enough that you become immune to the ravages of time; your body stops aging at 55 and you do not need to eat or drink, however still still get hungry and thirsty
Anthony Collins
Theoretically, could Lolth turn other races into Driders?
Could she give a spider the body of a drow and make a drider that way?
Cooper Ward
In 3.5 the fang of Lolth prestige class had characters turning into half spider beings because they used a Lolth artifact. This class wasn't race restricted so yes.
Samuel Baker
So its basically literally a 1:1 Monk Barb.
Getting rid of Martial proficiency seems pointless since everyone with half a brain is going to use the Unarmed anyway for the extra attack.
Id say get rid of the Improvised Weapon part of martial arts, improvised weapons deal different damage depending on what they are anyways.
Free GWM seems too strong for having a higher unarmed damage than a Monk in addition to Rage damage.
If you really want immortality slapped on for no real reason just change the wording on the 14th level ability to "at level 20 changes to blah blah" instead of having a special tier for it.
Brandon Williams
Yeah we all listen to The Adventure Zone, buddy
Jackson Perez
Good point.
The Martial Weapons shit just takes up extra space with pointless rules anyways, might as well axe it. The Improvised Weapons damage isn't changed by the table, you just get your Bonus Attack if holding one. Free GWM does seem a bit strong, but it's a level 14 ability so you can't just dip to get it. Maybe change it to-
Your fists have become harder than stone, and can deliver devastating blows. You gain the following benefits when both hands are free (so you can't use it while grappling or holding something): Before you make a melee attack with an Unarmed Strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add another damage die to the attack's damage. Alternatively, you can push a creature up to one size larger than you back 10 feet when you hit with an Unarmed strike.
Also holy shit there's a lot of typos in those posts. I guess I don't notice how much I use autocorrect when I'm typing in Notepad.
Carson Phillips
does anyone have some tips/tools for drafting a map of an island nation?
Cameron Rodriguez
There's several tools for it online, but I've never bothered to use them to see if they're any good.
You could probably google "map painter" or something and get something at least a bit workable.
I was considering making a Hex based overworld map system like in Civ games since the existing rules for exploring on a large map seem underwhelming at best to me.
Josiah Kelly
So I basically made up a NPC spell on the spot to serve as a plot device, but now I'm curious. How would you stat this in terms of spell level, school, etc? And what would be a fitting name for it?
>Up to 5 creatures of your choice within range gain the benefits of a long rest. You gain one level of exhaustion per creature chosen. All I know is it'd have a Casting Time of 1 or 10 minutes. Maybe it should have some costy components, too?
Lincoln Anderson
im new to 5e for number of spells available the PHB says "choose a number of druid spells equal to wisdom modifier + druid level" so if my wisdom modifier went up from +4 to +5 would i also gain another spell? or is this only used during character creation
Ian Hughes
I'm pretty sure that can be infinite-looped. So don't make it a ritual unless you're willing to deal with the repercussions.
Ian Stewart
Add a clause that you also gain any Exhaustion stacks the ones you use it on have?
Josiah Sanchez
I'd probably make it a level 7 transmutation spell, with a casting time of 10 minutes.
I don't have my PHB on hand, so it depends on how it's worded. If it says "at level 1..." then yes, it's just character creation.
It could only be looped with the help of a lot of other creatures, you only remove one level of exhaustion per long rest, and can only take 1 long rest per 16 hour period.
Lucas Bennett
it doesnt say "at level 1" i actually just read farther, and it says that you can change your list of prepared spells when you finish a long rest, so i think that means that increasing my wisdom modifier does actually give me another spell still not 100% though
Jeremiah Campbell
It does, and when you reach higher levels (like 10 for example) you will have a very large amount of prepared spells.
Alexander James
Ah if it's for prepared spells then yes, increasing your wis modifier increases the number of spells you can prepare each day. I thought you meant spells known.
Joseph Butler
Level 3 - You do less damage and run slightly faster. Level 6 - You get some monk abilities that aren't really awfully useful, but rather necessary to catch up with anyone fighting normally.
Level 10 - Why are you not a barbarian-rogue yet?
Level 14 - You finally get something that actually gives you any point at all to taking this path! You're finally as strong as a greataxe wielding barbarian with GWM! Oh, but wait - Greataxe wielding barbarians actually get class archetype features like bear totem or wolf totem?!
You see, there is absolutely no reason too go this path unless you want to gimp yourself and go fast with +30ft speed.
Jason Thompson
that is what i meant sorry english isnt my first language either lol
Nathaniel Rodriguez
Hey it's no sweat! Enjoy your adventures in D&D
Cooper Campbell
That's your available spells, yes it changes when your wisdom increases. You recalculate it every time you go up a level or something else happens to affect your wisdom stat, but you can only make use of the increased number when you take a long rest to prepare a new list of spells. To be clear, your list of prepared spells has no bearing on your number of spell slots.
Also it's okay to just say "I'm new to DnD" instead of "I'm new to 5e", Veeky Forums is newb-friendly.
Austin Howard
thanks for your help im just not used to Veeky Forums actually being helpful i guess lol
Matthew Martin
What would you suggest to make it worthwhile then? The idea is to be more of a battlefield control pseudo-monk that's hard to kill rather than a damage shitting GWM Barb. Some kind of stunning attack with an easier DC since there's no resource spent to do it?
Like I said I've never made a full class archetype, and this one is pretty much just stealing Monk abilities so it's not even that great.
Also it's worth noting that other Paths only get their combat benefits while raging, which is either not even something to consider or actually significant depending on how often your DM lets you rest.
Dylan Davis
Other paths do get some benefits while not raging. I think the level 6 ability tends to be a non-raging one.
I think by the time you insist on unarmed strikes and not gaining any special ability to your rage you're pretty much saying that you should just play monk instead, and give the monk some sort of rage-like ability. Or just multiclass barbarian1/monkX.
The real problem is that level 3 only enables you to fight with unarmed strikes, which are worse than fighting with something such as a rapier. Both unarmed strikes and rapier can be used alongside a shield, but... Well, of course, one does better at higher levels. But, you don't really give any special feature other than 'move faster', which isn't really so interesting, especially when barbarian already gets that at level 5.
Something like a stunning strike certainly might work, or something like 'While raging, you can once per turn attempt to stun a target instead of attacking them' or something. .. But copying the monk abilities just seems to be further falling into this 'play monk' well.
I think it'd be good to overhaul the entire monk class then make a strength-based brawler archetype gained at level 1.
Adrian Martinez
"You gain the BENEFITS of a Long Rest" would get rules lawyers up in arms if ever published by WOTC, but I get your point. In any case, the more important bit is that if you get six clerics in a circle, they can do the following: >Merry cleric band spends 8 hours adventuring, every cleric keeps Fastsleep prepared >Cleric 1 casts Fastsleep as a ritual, gets 5 levels of exhaustion (but still alive) >Now every cleric has all of their spells back >500 gp of diamond dust for greater restoration means at the cost of 5 fifth level spell slots a run, you can adventure forever. At high levels, where this is affordable, the option to nearly instantly refresh the spell slots of a full caster is busted. Full stop.
John Torres
Actually, that's not completely accurate, I forgot to mention the part where one of the refreshed clerics casts the spell on the cleric that cast it originally, but it still costs the same amount.
Charles Lewis
>While raging, you can once per turn attempt to stun a target instead of attacking them' or something. Giving them a bunch of "not ki" abilities to use while raging isn't a bad idea, maybe something like
>Stunning Blow >While raging, you slam an enemy with all your weight and follow through with the attack, dealing less damage but knocking back and potentially stunning them >On a hit deals 1d4 damage and pushes the target back 10 feet, plus the target must make a DC12 CON save or be stunned until the beginning of your next turn
>Retaliation >While raging during an enemy Melee attack, you can use your Reaction to look for an opportunity to counterattack. If an enemy attack roll is 5 or less than your AC, you can make one Unarmed attack as a reaction. You must use this reaction before the attack roll.
For this one I'm not sure if it should be for only one attack or all attacks until you get your counterattack in.
Some kind of Rage specialization would be good too, and not to copy Bear too much but the "Resist all but Psychic while raging" might be a good choice. Maybe keep the "heightened focus" theme by saying you can use your STR score for any DEX checks or saves while raging? Or would that be too strong?
Kayden Nguyen
Is this the goblin cave in LMoP?
Jonathan Morgan
The effects should still scale. Damage should be following unarmed strike damage (or 1d4 might be fine on grounds of 'improvized weapon', could be a 'tableflip stun attack') and DC shouldn't be a specific amount. DCs caused by a creature are always the creature's save DC, and never with any sort of modifier or the like, it would appear. So, it'd be better to make it something less strong than a stun, Prone sort of fits, I guess, but stun might be okay if you lose all your damage that turn, considering you could attempt 10 stuns every rage.
The retaliation one is fine and fits with the 'make lots of punch attacks' thing but is a bit fiddley. The reaction would have to be triggered by something (Say, being targeted by an attack) and I guess it might be better as something like 'If an enemy rolls a nat 1 trying to attack you, you may make an unarmed strike attack against them in reaction'
I'm not sure if you intend for all unarmed strike users here to use shields, but right now I think they'd all benfit from using shields since that doesn't interfere with any ability. But that's probably fine.
Str score instead for dex checks should be fine, too. Just ability checks? That wouldn't be too strong. Dex saves as well would make it more versatile.
Chase Watson
So what a good way to build a rogue lock? I'm Rogue1/Warlock2 atm.
Juan Jenkins
just keep adding rogue levels
Samuel Morgan
It seems utterly bizarre to me that a Neolithid is so tremendously powerful. Like I know it's not a perfect measure but it's a useful metric, and the Mindflayer shit from strongest to weakest in terms of Challenge rating is like Illithilich Elder Brain Neothelid Alhoon Ularithid Mindflayer Arcanist Mindflayer Mindwitness Cranium Rats It's like they're the strongest when things go entirely outside of what they plan or want. Like, damn, sure it's taboo but you'd think if they were so damn smart an Elder Brain might go "you know, I'll sacrifice a tadpole or two, let them grow massive, and then let them loose on some gith or something." Sure the Neolithids are uncontroleable but you don't have to worry about then once you make it someone else's problem.
Is there a template for Ceremorphosis? I think I might try to make some non humanoids all mindflayed as enemies. Like some elder brain has come up with this scheme of ceremorphising en masse with budget tadpoles and saving the actual good tadpoles for shit like bahir or cloakers or something, maybe even a dragon
Tyler Cox
Yeah I should have said the DC was 8+Prof+STRmod like most other save DCs.
Maybe something like "knocked back and knocked prone on failed save". Basically sacrificing some damage for crowd control.
The Reaction one might seem a bit strangely worded, maybe it'd be best to remove the burn your reaction before they attack stipulation. So basically >Retaliation >While raging, you can make an opportunity attack using your reaction on any attack aimed at you which rolls 5 or less than your AC and if the attack is 10 or less than your AC this attack does not cost a reaction.
So basically if you have 20 AC and they roll a 15 or lower you get an Opportunity Attack using your Reaction, and if they roll a 10 or lower you get a free attack, and removing the Melee stipulation means you can make a ranged opportunity attack with an Improvised Weapon.
>I'm not sure if you intend for all unarmed strike users here to use shields, but right now I think they'd all benfit from using shields since that doesn't interfere with any ability. But that's probably fine.
I was considering making it so you get +2 AC while unarmed since the Unarmed style specifies no shields, and again goes with the "Rage as Heightened Focus" and tanky theme. Maybe make it unlock at level 6 or so.
As for the Dex thing, it might be easier to simply reword it to "While Raging your DEX equals your STR if it's not already higher", however that might cause some balance issues with things like Unarmored Defense scaling.
Also as a final aside, the inspiration for this Path came from the Theurgy Wizard basically being Wiz+Cleric.
Camden Bailey
That's part of the reason I posted this here, see how people would break it. Anyway, it's just a thought, a NPC-only spell. The intention is basically the caster refreshes a party and then is out for a number of days. To make it work as intended, it would look more like this:
>Up to 5 creatures of your choice other than you within range gain the benefits of a long rest. You gain one level of exhaustion per creature chosen. The exhaustion acquired through this spell cannot be removed by any kind of magic, only by taking long rests as normal.
With this, the only busted part I see is that gaining 1 level of exhaustion in exchange of giving someone a long rest is still a somewhat broken trade-off. Maybe reducing the maximum number of creatures to 4 and changing the second sentence to "You gain one level of exhaustion plus one per creature chosen."
Aaron Young
>The intention is basically the caster refreshes a party and then is out for a number of days. Alright, well, it should probably require some sort of focus that's not terribly expensive but cannot be carried around. Like an arcane circle composed of beds or something like that. On the RP side, that sounds like a weird job if it's used regularly enough to form a business. >Alright, Bill, it's your turn to pass out for four days so these chucklefucks can slay a dragon or something.
Jace Gutierrez
As nice as the free attack stuff sounds, it's very against typical 5e to give free potentially infinite attacks, especially if someone ends up buffing your AC to ridiculous extents. It also means you're thinking way too much about each specific roll ever rolled against you, when it's nicer to have a 'was it X? If so, do attack. After that, you can't attack again until you get your reaction back'.
Knocking prone would be fine, since it's an open hand thing and you can do a damage-less shove by default anyway. You could straight-up give them once-a-turn open hand use while raging if you really want, if you're not too worried with basically becoming a weird variant of monk and it balances out.
+2 AC but requiring unarmoured is probably fine, even if you also have resistance to physical damage while raging. But, there'd have to be a strong enough incentive to use strength over dexterity. I guess reckless attack and rage damage are still there, but... I guess they'd have to take an entire level of monk to get dexpunches anyway, so eh.
We don't speak about theurgy wizard. Some mistakes should never be brought to surface. We just pretend all is right with the world.
Henry Roberts
First-time DM here, I want to do a test-run for my new group of first-time players, partially as it's my first time playing online through Skype/D20. Are there any tutorial dungeons or short questw kicking around that I could use?
Thomas Cook
>Free attacks Yeah that could quickly snowball. Leaving it at a reaction for -5 seems decent, especially since it doesn't specify what kind of unarmed attack it is- you could use your reaction to knock them 10 feet away on their ass if you combo it with the punch, and Tavern Brawler might let you Grapple them as a reaction if your punch hit, though I assume you can't take a bonus action outside your turn even if you meet the criteria to do so.
>But, there'd have to be a strong enough incentive to use strength over dexterity. Well with that "While Raging your DEX equals your STR if it's not already higher" you'd get both. I'm still unsure if that'd be a good idea or not though.
Adrian Nguyen
Oh and I forgot to add- for the Knockback Punch rather than a D4 make it one die lower than your current Unarmed die. So at level 1 it'd be a d4, at level 10 it'd be a d6, level 15 d8, etc.
Jaxson Jackson
Why? I'd figure I want to hit warlock 5 for thirsting blade.
Camden Hernandez
Is the illithilich really a CR above the elder brain? That's bizarre and illogical.
You could fluff it so that a neothelid is what happens when a tadpole infests a dragon host or something like that, to explain its great power.
Christian Jones
A monster book about eating monsters called All the World's Meat when?
Michael Butler
I'd just fluff it so a Neothelid always prefers to attack other Mind Flayer creatures, Elder Brains in particular, since it recognizes their mental presence. So even if you tried to release it in an enemy lair it'd just do a 180 and charge straight back to your city anyway.
Grayson Roberts
Meant to also quote
Nolan Robinson
Uhh, isn't the Warlord everyone is crying after achieved by simply taking a Battlemaster, and replacing the maneuver list with ones that benefit your party instead of you individually? You could even "prepare" a certain subset of them each day.
Leo Myers
I'm sorry for your loss user.
Carter Lewis
Oh man, if Neolithids are colossal, overgrown mindflayer tadpoles, you could say that one that manages to totally consume an elder brain becomes this incredibly intelligent and powerful fusion of the two, and that's the real reason why Elder Brains imply that Neolithid are taboo since they're afraid of getting eaten
Christian Turner
So a member of party has already expressed his intentions to skin a dragon after they kill it.What would you recommend for dragon specific loot or dragon hide/scales? I can't find anything in the players handbook or dungeon masters guide.
Nolan Lopez
Do you think giving a ceremorphised cloaker greater invisibility or Invisibility as an innate psionic spell is too much?
I reason it's kind of like the Shadow, that old radio drama character? The Cloaker isn't actually invisible, just very good at stealth and now that's been all mindflayered it can use it's new brain powers to "erase" its visual self from the minds of those that can see it.
Jacob Hughes
Anyone have an idea when the PDFs for Epic Characters and Heroes of the Orient will be updated?
Grayson Turner
the lack of non-magical healing hurts a lot, it was a great mechanic that you could have fun with the fluff of it. being a screaming sergeant that insults you to heal you is great stuff.
pic related, kobold battlemaster
Julian Wright
An illithilich having a CR of 22 compared to the elder brain's CR 14 is stupid af. It should be the other way round.
Oh, intellect devourers should be within that list as well.
I like that neothelids are so immensely powerful, it's the ultimate expression of survival of the fittest and engorgement of the weakest by the strong. I would go one further and give the neothelids an intellect befitting their majesty, at least Int 13 or 16 on par with their Wis.
I would also give back chuul their average Int.
Alexander Fisher
>fighters can heal themselves by taking a deep breath >anyone can overheal anyone else by saying some nice words to get them pumped >book and those features point out that HP isn't just physical damage, but an abstract concept that also involves your mental state >only non-magical martial healing is PDK sharing Second Wind Lame.
Blake Richardson
Sounds like a cool idea. Greater Invisibility would be pretty much the cloaker now able to redirect light around his form to blend with the background. Even at disadvantage, AC 14 is not that high and he can easily lose concentration, so no, I don't think it's too much.
Easton Taylor
Have the PCs start on the road to a village. In the village are several power player NPCs who can give them quests. Whatever NPC they take a quest from, have him betray the PCs in some way, and escape.
Instant vengeance plot.
Brayden Hernandez
Yeah, so... you include a "maneuvre" that heals your allies.
Bentley Cooper
Yeah no kidding. Elder Brains should be the absolute ultimate expression of their power. Like foolish loners go out and become lichs. Elder Brains make borg collectives.
Can't believe I forgot about the intellect devourers. One of my favourite creatures to use. Having someone my player just killed's head start to twitch and a devourer burst out is great fun.
Oliver Ward
Yeah, damn straight, they're even CR 25 in 3e. Guess the designers didn't actually do their homework. Fuck that shit. An illithilich is great, but not that great and shouldn't topple the pinnacle of mindflayerdom that is the elder brain.
>Having someone my player just killed's head start to twitch and a devourer burst out is great fun. You evil bastard. I like it.
Gavin Long
I thought it'd be neat to make a ceremorphised Cloaker so I just sort of smushed the Mindflayer and Cloaker statblocks together, I was wondering if you guys with more experience with this sort of thing might offer suggestions or criticisms in terms of thematics, and if it seems like it's around 8 or 9 CR and if it should be higher or lower. I ought to give that DMG section a better read over in the mean time. pastebin.com/Xu8jbMVe
Hudson Foster
>Most of the time play a cleric, druid or ranger >Not a fan of elves >Finally get some new Wisdom races >DM says no Kenku, Lizardfolk or Aasimir a-at least I got one new race to play
Blake Taylor
I have a friend designing a campaign. Standard 5e he wants to involve sprawling winter tundras and dense rainforest (separate of course) How would he go about doing that. Have Any of you done things like this What world building tips would you give for those environments?
Daniel Nelson
Go and get Lost Mines of Phandelver form the Mega link in the OP. The adventure is from level 1-4 but you can always just take the first dungeon which introduces the game really well for first time DMs and players.
Have fun and remember not to be a rules lawyer. If you don't find needed rules in a reasonable time just make them up on the spot and tell your group that you will look them up later.
Thomas Sanders
i'm doing that in my campaign, cause forests are old hat
make perception and seeing distance a thing with the dense jungle and blowing tundra
lots of difficult terrain
cold and heat exhaustion probably. I don't know if you ever been in a real rainforest (i have), it's hot as all fuck inside, don't ask me how cause i'm not a scientist, but the moment you get in that rainforest the heat is trapped in and the humidity is pumped up to 100, I never sweat so much in my life from doing nothing more than just walking.
>no lizardmen >firbolgs ok Lizardmen have way less special shit going on, especially for a cleric.
Dylan Lewis
Does TFW work for the revised beastmaster? They don't require bonus actions (other than spells) and don't get multiattack, so I assume it would be fine
Jason Davis
Think its more he doesn't want them in the game than them being too strong or anything like that
Logan Allen
Thanks, bud. I've already started screwing around with the rules myself, seems like nonsense to me that Nature is an Int check and Medicine is Wis.
Camden Stewart
One of my players last night found the most brilliant solution to the death house basement. >I let him find a small lizard in the basement earlier, intending for the party to sacrifice it if they're clever >He befriends it with a high animal handling roll >At the altar he figures out that he could kill the lizard, just as the party starts considering killing a character >He refuses to, because he likes having a pet >He runs back up into the house, grabs a few bowls and rips a square of curtain >Squeezes the blood out of some of the ghouls they killed >Takes the cloth and blood to the altar, drenching the cloth in the blood then wringing it into the bowl over and over again until it's stained a darkish red >He proclaims "The ritual is done, I have dyed" I was so impressed I let him have it, he even searched the dais beforehand to make sure it wasn't in writing so he could technically comply with the chanting.
Ryder Gonzalez
Is this what the tabaxi looks like running at speed?
Jace Turner
How would you handle a player with sufficient carry capacity who wanted to pick up another consenting player? Would they move at full speed? Could they pick them up as part of an object interaction?
I feel like I might have gone too far with making it stronger how suggested.
Any suggestions? I'd like to get it as good as I can before making it a shiny .pdf to post here.
Jacob Lopez
No. I would recommend 3 levels of Warlock, to get Darkness spell + Devil's Sight, and chainlock to get an Imp pet, for constant advantage courtesy of your invisible drone. There's an argument that Voice of the Chain Master is better than Devil's Sight if you have an Imp pet, but some wrong people think VoCM's vision boost isn't on all the time.
Jayden Sanders
It was kind of cooler in my imagination
Lincoln Garcia
Is there a way for players to find out what a magic item is without identify?