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Previous thread: "tfw no alchemist class" edition.
Do you allow homebrew at your table? What are your experiences with homebrew in 5e?

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How do you play Strahd effectively? My level 8 party nearly kicked his ass, and this will not do. They don't even have the sun sword yet. To be fair, he didn't use most of his spellslots, but they still did unexpectedly well.

Always set up strahd to have the upper hand. Throw the heroes in a pit, cover the area in bats, give ways to get the jump on them. A good way I found to prolong his life is really spamming his transform to a bat form so he can hide away a few rounds and regen, then fling a fireball. Send some vampire spawns to grapple everyone, nothing scares the shit outta the party more than getting blood sucked.
Also remember to account for that secret weapon he has in the tower in ravenloft

>Do you allow homebrew at your table? What are your experiences with homebrew in 5e?

Fuck no. In my experience, Homebrew is universally awful. It's kinda like that whole thing where 95% of people think they're smarter than the average person... except in this case it's 100% of Homebrewers thinking their Homebrew isn't unbalanced, out of place, weeaboo, or just plain shit when 99% of it is. Kinda like how That Guys never realize they're That Guy.

Don't get stuck in, be mean with his powers, call other monsters, phase through the walls to escape and heal, scry them so you can attack when they're weak, charm losers and put them in the way, or get them to throw their weapons off the walls, suck their blood, don't let them sleep, take their stuff, kill their friends, get them lost in the mist, raise strahd zombies from a recently defeated encounter, etc

I'll homebrew my own stuff, but I think it's rare for DM to not make up at least something custom.

In terms of -other- people's homebrew, I've actually never had it proposed,but I'd likely turn it down unless it was something like one of the top ones from dmsguild.

Speaking of Alchemist, are there any good Alchemist homebrew classes for 5E right now?

Didn't you know? All homebrew ever is shit.

Is there a list of which Psionic Disciplines are worth taking?

So planning to join a game of Curse of Strahd and first time playing d&d after lurking for a year.

I intend to play a Variant Human Sun Monk with the Ritual Magic (Druid or Cleric) feat for utility and to relieve our caster an Abjurer wizards from having to spend slots all day for trivial things.

Stat spread is a standard array with the +2 used to patch up the negative mod.

12 Str
16 Dex
13 Con
15 Wis
10 Int
10 Cha

Skill proficiency in:
Athletics, Acrobatics, Insight, Medicine.

Tool proficiency:
Herbalist kit, Healers kit.

Backstory is:
Second son/heir to a merchant house who decided to live as a hermit while training in his schools arts, leaving the merchant house to his brother.
Got drawn into a portal during an acident while transporting goods to a court wizard on his brothers behalf.

yeah here let me type it out for you.

1. Psion is broken
2. It literally doesn't matter which you choose.

>homebrew

eh, yeah i actually do. I usually have to tweak it from being complete shit, but the players get to play what they want and it keeps me on my toes. I seriously dont understand the hate that homebrews get considering something like 98% of all games have houserules anyway, but whatever.

Play a transmuter wizard and use Catapult (from elemental evil) to fling vials of acid or alchemists fire.
Use mage hand when you don't have spell slots.

You could have 14 Wis and Con, that seems better to me unless you're taking Observant at 4 or something.

What options, other than negotiating with his DM to become a stitcher, do Necromancers have for creating abominations and other fancy, non-basic undead?

Honestly, it's not as if professional game designers don't come up with some of the most astoundingly stupid shit. I've seen plenty of bad homebrew, atrocious even, but amateurs are capable of making better design decisions than professionals. Remember, how many years did it take for Ranger to not completely suck ass?

Become a serial killer and start killing people. Some of them are sure to rise as revenants.

Does your character have a cool personal quest you will eventually get to do?

What's its scale an what do you need to do?

>Does your character have a cool personal quest you will eventually get to do?

No. Not every party member needs this forced shit too

> Does your character have a cool personal quest
Yes.
> you will eventually get to do
No. My DM is only interested in his plot.

Alchemist 5E homebrew, what do you guys think of this one? I have another Alchemist after this one, so we can compare the two.

Forgot to post pdf

Looking for some more feedback on a port of the Duskblade class from 3.5 to 5th edition. Let me know what you think, improvements to be made, balance adjustments, etc.

What homebrew, user?

Here's the second pdf.

Yeah it's the reason I don't hesitate to houserule buffs and nerfs to classes, sure they are all tier 2-3 or whatever but they are not that well balanced. Sorcerer is weak, Berserker, Champion and Wot4E are still terrible archetypes and then you have splats with PDK, Battlerager etc.

About pally's Divine Sense:
>Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
So it's only useful when they're already close enough that they'll probably be attacking you already. And limiting the scan to total cover makes it even worse, so you can't even sense what's in the next room, or if there's undead inside that sarcophagus. How do you use it then?

Spot disguised devils.

I always saw it as more for discerning creatures that are invisible or in disguise, which fiends and celestials are big fans of. And even some undead, when vampires and liches are involved.

This is in contrast to the ranger's Primeval Awareness, which is for tracking down and locating creatures over long distances, but can't spot the exact location (only general).

Too bad that every DM will pull the "They have a special, uh, magic item that prevents them from being scanned" card.

Have a bit more faith in your DM, homeslice

Yeah sure, why not add some homebrew? Playing straight out of the book is fun for a few campaigns before you start to learn monster blocks and shit.

Why not restat monsters and character archetypes? As long as it meshes with the world I am creating, I don't really mind what my PCs do.

If they want an anime moe piece of shit in the game, no, there are no moe anime girls in this universe. If they want to be, like, a Tauren? Sure, I could probably make something like that happen. Not too far fetched.

Fuck that, just say they are fey spirits or something, the ability is quite limited and works only on an handful of critters anyway.

Quick question: how does one destroy magical items in 5th Edition?
Rust monsters and oozes are out of the equation thanks to the fact that they only affect "nonmagical" items... So how do I relieve the party of their two elven chains....

Shatter and Disintegrate are the two simplest options, I believe.

But elven chain isn't even that OP compared to other stuff in the DMG.

I thought Disintegrate didn't effect magical items.

No, but with two of em in the party, it basically means both the two casters, the bard and the warlock, both manage an AC of 16.

Also, neither Shatter nor Disintegrate seem to affect magical items. They, too, only affect "nonmagical" items.

Throw them in lava or acid, maybe?

What would a high con, low strength character look like?

FUCKING PHAT

youtube.com/watch?v=OaFnANb8y30
Like this.

Long distance runners and ballerinas are what I'd describe as (relatively) low strength, high constitution IRL.

>If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration.

Dumb question, but does that mean if they get paralyzed if roll 6 or lower or if they roll 5 or lower?

FUCKING PHAT Ballerinas

6 and lower.

Is there a catfolk race in 5e?

10 is fail by 1, 9 is 2, 8 is 3, 7 is 4 and 6 is fail by 5. So six or lower.

Yes, tabaxi are in Volo's Guide to Monsters. They are sanic speed gotta go fast cheese race.

Found this alchemist.
Dunno how balanced it is.

drive.google.com/file/d/0B3iepHSsCJzuUWNuSzIwWVdmb00/view

New Player here. This is not really important because I am DM, but how is Eldrich Knight this edition?

either go figher either go mage

A real-world lumberjack.
A body ready to sleep all night and work all day, but doesn't need to be particularly strong, the power tools will do the hard work.

You wouldn't recognize him from an hipster, they'd look the same. The only differences are that one would drop dead after a day of hard work, the other puts on women's clothing. Both hang around in bars.

It's a fighter who occasionally casts spells to be a better fighter, not a anime protagonist who wields a sword and throws fireballs. That would be bladesinger.

It's a baseline fighter, that can cast
>a Concentration based buff (common choices: Blur, Haste)
>Shield every once in a while
Compared to other fighters, stronger on defense, but weaker on the offense. Often grabs an area spell or 2 to deal with massed hordes, but has too few slots to spam them.

EK is fuckin rad

So, my brother's been wanting to get into 5E for a while but has problems with two things: keeping to a regular game schedule and finding a group to game.

So for Christmas I'm gifting him with a nice little solo player session. It's coming along nicely but I'm having problems figuring out a good method of balancing the encounters.
He'd be 3rd level but has not told me what class.

Any tips?

Ask him for the class.

I just follow Baker's guidelines for cooking up an artificer, and fluff it as alchemy for any loser NPC that needs to be an "alchemist"

>seeking to purloin party valuables out of spite

Slay thyself, knave

Less spite and more balancing out my own Monty Haul-ish mistakes.

Really only getting rid of one would suffice.
If this was really out of spite I'd just have a big-ass powerful chromatic dragon swoop down and demand all their gold and platinum coinage as well as all their magic items in exchange for their continued existence.

It's just elven chain, a +1 to AC. Slow down with the magic items for a while, it will be ok.

+1 to AC and can be worn by anyone regardless of armor proficiency. So Warlocks and Bards and Wizards and Sorcerers can wear em and still spam their spells.

Still not something I'd call broken to the point where I'd want it taken from the party. If it really upsets you, give the monsters a secret +1 to hit to compensate, at least then your players won't know you're undercutting them.

How would you add horror elements into the game?

Bards can already wear studded leather so it's not a big thing for them anyway

Some undead, some evil unnatural things... and plenty, and I do mean plenty, of atmosphere.

Horror already exists in D&D. It's just a matter of using it.

Anti-magic stuff works very nicely for scary games. Nothing scares a player like their magic gizmos suddenly not working properly.

It's 14+Dex, compare it to the 13+Dex of Mage Armor, consider it has a cap... it's not particularly impressive.

I don't think I've ever seen someone cast mage armor. I think since the magic-users tend to stay behind the martials and the healers, they just don't find it worth wasting the spell slot.

I'm fine with the bard having it. She had decent dex anyway so it's basically a 1 point difference between studded leather and elven chain.
The Warlock, however, has a 14 dex, so this is basically the best armor he can have, and now he doesn't have to bother putting ASI into dex to boost it further if he wants to be hit less.

This seems a bit odd in 5e where magic items are entirely optional.

Well it obviously requires them having access to magic in the first place. Worst case, you'll scare the shit out of your arcane casters the first time they try to use fly or feather fall.

>they just don't find it worth wasting the spell slot.
Then your armor is giving them the equivalent of a 1st level buff they couldn't be bothered to cast.
>The Warlock, however, has a 14 dex, so this is basically the best armor he can have, and now he doesn't have to bother putting ASI into dex to boost it further if he wants to be hit less.
He made a character building mistake, a Warlock should have higher Dex. The Elven Chain lets you correct his mistake, that's good for the game!

What have the warlock done to not deserve having nice things? The class is not even that good mechanically.

It's how the dice came down. The +2 to dex is his second highest stat bonus alongside intelligence.

>5egmegaanon.github.io/5etools/

This site is fucking amazing, holy shit.

That's the point of the class, isn't it?
He had a nice, shiny bit of a soul, took it to the market and what he got for it? Unlimited cosmic powers?
Nope. A blast that isn't much better than what a trained archer can let fly, and a freaking imp to keep tabs on his ass.

How did you play Strahd and how did he go against the players?

>Rolls dice for stats
>Complains about game balance
Consider the chainmail a fix for the lower-than-normal dex, seriously.

The character hasn't done much, but the player has a tendency to get salty when things get difficult (not even deadly!) for the party.

Well this one's Undying Light so he does well with fire spells. In fact he doesn't even have EB, he uses Fire Bolt and Sacred Flame more.
Also, tomelock.

So I've been reading through Volo's guide to monsters and are all Bugbears just Garfield now?

Strahd isn't strong if you let PC fight him on. He use guile and trickery, weaken the PC first, kidnapped or separate the party member etc.

I'm about to be lore bard 4 and I was thinking of multiclassing into Paladin after. Would work flavor wise really well

Any way to do this with 8str 16dex 16cha?(about to be 18)

>In fact he doesn't even have EB, he uses Fire Bolt and Sacred Flame more.

Those still do less damage than EB with +CHA, especially with Hex on. They are also often resisted.

Multiclassing into Paladin literally requires 13 Str, so no.

I'm sure I could buy an item to boost strength, DM is kind

Does an archetype get class features in addition to the base features of its base class?
In addition to or on top of the class features it would normally get.

Yes. What kind of a question is that?

If he's kind, you could ask to ignore the prereq.
There's no real reason, other than to remove potential bad choices, to keep them.

Veeky Forums, my DM just allowed this in his game. Since I know shit about game balance, I need to ask you this - is it powerful? Is it good?

A pathfag question. Pathfinder "archetypes" are packages of class features you take as an alternative to those of the base class.

In addition to, this isn't pathfinder.

Shit, I remember watching a session where the party fought a couple of major villains with ties to Vecna, they were trying to summon him or something like that. At the end the party killed them, but a permanent Antimagic zone was established and, most importantly, one of the PCs was dying. You could see the panic in the players' faces as they tried to use healing spells and potions, Wild Shape to carry them out, all to no avail. They were so dependent on it they even forgot they could try to Stabilize with a medicine check.

Seems OP at higher levels, if you don't track every little detail. Because the Bombs don't use spell slots, you theoretically can make/use infinite per day and they are basically cantrips. Their progression is faster than caster cantrips, and only fighters on an action surge turn are going to do similar damage when you are in the 6d10 range.

Has any DM have any experience in turning Darkvision against the players? I'm looking to do the old 'Turn strengths into weakness' trope for an upcoming game

Thanks. On a similar note, how would you fluff getting cursed with mummy rot? I mean, if a player fails the saving throw, how would you describe what they feel?

>The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust.

Imagine every part of your body slowly drying up, if you were suddenly always thirsty, and no matter how much you drink it never goes away. I'd go so far as to say it makes your skin feel like sand. Obviously, you're not going to look too great, so describe the withering to people with particularly vain characters, or if it advances too far anyone can tell.

Other than fire Genasi, darkvision is all black and white, so I have two words for you:

Gray Ooze

So I have a player wanting to run a Warlock Gnome but his patron is going to be from the LN realm Mechanus. (Hopefully spelled that right) any ideas on how to run a mechanically focused Warlock?

what pact?

It is supposed to also be so you can't dip for features without having the thing you should have to get the class (e.g. action surge when you have 8s in dex/str) but they're fairly low and dex/wis are common ones and so good that basically any character should have them at 12+.

That sounds exactly right! I'm going to be running my party through the lair of a mummy lord, so I expect one of them might be cursed at some point. Interestingly, none of them have Remove Curse, but they're level 8 and the paladin will be able to prepare it once they level up, so I'm hoping I can use that for dramatic effect.