/5eg/ D&D Fifth Edition General

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How stupid is this Op

Other urls found in this thread:

youtube.com/watch?v=3Oe7Q8OCm5I
youtube.com/watch?v=QoELQ7px9ws
twitter.com/NSFWRedditVideo

Continuing a discussion from the other thread.

Is it acceptable for a fluff change to have a mechanical benefit as well? If so, at what point is it too much?
Have you as a player requested a mechanical refluff? Allowed it as a DM?

The example from the other thread is downright awful. Mechanical refluffs are ok in my book, as long as everyone's okay with it and it doesn't break a character.
I don't know if this counts as one, but a refluff that had mechanical changes that I played with and everyone seemed to like was that my arcane focus was a tattoo on the back of my character's hand. Of course, this would mean that it can't get taken away were we to be captured, so we had a couple workarounds so that it wouldn't be overpowered and the DM could still work with it. As long as you can get everyone, particularly the DM, but players too, to be alright with it, it's fine.

No. Fluff has no mechanical benefit by its very nature. There are circumstances where it MIGHT help you (" I cast light on my sword. The light is red. I attack this orc." "The gets nausious at the color red. Roll with advantage."), but fluff should never ALWAYS get a mechanical advantage.

>How stupid is this Op
my OP rules
urs drools

You can take people's hands away user. In fact, this would ensure that anyone who cut your hands off to stop you from using somatic components would also take your arcane focus.

Would it be possible to build a level 20 Magic User with this kind of power in 5e?

youtube.com/watch?v=3Oe7Q8OCm5I

You can ignore the song and whatever, just focus on the magic parts.

woa

I encourage it. If my player is a storm sorcerer, why should he be limited to like 10 spells? Make firebolt lightning damage if he wants. Maybe swap some mechanics a little bit on other spells to be more in line.

It quickly becomes apparent when refluffing becomes a matter of power gaming. When it happens, talk to the player and tell them that its a privilege that can be revoked.

>put a tribute to D&D
>ask if its posible to make the same in D&D

What do you guys think the UA:Rogue will bring? What criticisms are there that could warrant a new option or some changes?

I feel like all 3 options in the PHB are fine.

No. If you have a mechanical benefit, it's homebrew, not fluff. Use the label correctly.

Fey rogue, anti-undead rogue.

cosmetic change = fluff

mechanical/rule change/addition = homebrew

something dumb like an archer rogue that can attack with a longbow as a bonus action

Some nature rogue. Best way to bring in a spell-less ranger without making a new class I think.

>caster_supremacy.mp4

Shadowfell rogue, pro-undead rogue

tumbling rogue
evil soulstealing rogue
divine rogue
invisibility/illusion rogue (can be same as fey rogue)

Actually, this doesn't sound so bad!
Get a life-steal ability, special cast of raise dead as a ritual for zombie flanker, advantage on death saving throws, etc...

>flanker
lel

You think a rogue with the ability to give himself sneak attacks is a laughing matter!?

You mean swashbuckler?

or any rogue with find familiar

So which of the Warlock options are the best?

Tome is the best mechanically, but chain and blade are fun for their own purposes.
Fey is probably the worst patron, then GOO in the middle, and Fiend as the strongest.
In terms of chain familiar strengths it goes Imp>Quasit>Other little cunt>pseudodragon

Magic initiate (cleric) on a non-caster seems like a fun idea.

>sacred flame for a reliable radiant damage source for those zombies/vampires
>guidance or spare dead for support, or thaumaturgy for swagger
>a little heal, or guiding bolt for ranged damage and situational help, or bless for frontline buffing

Healing word to wake up the healer is really really handy

So what's the consensus on Sorcery/Cleric for the purposes of healing?

Does the theorycraft hold up?

Sorc is strong on heals
Twincasting/quickening in combat higher leveled resto or cure spells allows for conserving slots/massive bursts of heals, respectively.

We already have:

Assassin

Thief

Arcane trickster

Swashbuckler

Mastermind

I think we may be getting a rework of the Mastermind.
Maybe a rogue specialised in fighting outsiders or fleeing.

Thank ye kindly.

A serious rework of the inquisitive rogue would be apreciated.

Also, some sort of tinkerer/medic/artisan dependent character, that works that niche Thief has to fill for every body who wants to use Object as a bonus action

Missing that, whatever the rogue's response to the gunslinger should be

I'm opposed to Gun subclasses. In a game where they're featured, just make them varying degrees of simple and martial weapons depending on tech level. Let ranged attack folks attack at range, period.

Alchemist?
Seriously i see Alchemist best used as a rogue subclass instead of a shoddy mage.
Bombs everywhere!

Also, multiclass them.
They really aren't a strong primary class, given the nature of just how limited the spell slots are.
One of my favorite characters is a Swashbuckler/GOOChainlock, with a homebrew feat that lets me use my familiar as a spellcasting focus for additional effects.
Honestly, warlock is as good as your DM will let it be, given limitations on the warlock spell list and how much they rely on cantrips. That's often why tomes are thought of to be the best.

Swashbuckler in generall is one of the best multiclass options for any Cha based class.

>Bard, Warlock, Paladin and then the best one Dragon Sorcerrer who get most out of it.

Indeed, especially with how strong panache and rakish audacity are.
Also, on the topic of Cha multiclasses, can anyone tell me why you would ever take warlock levels on a pally instead of sorc?

>Also, on the topic of Cha multiclasses, can anyone tell me why you would ever take warlock levels on a pally instead of sorc?
Better ranged attack and more spell slots. Different spell selection. More HP.

The spell selection and amount of slots on warlock is godawful though. I'll acknowledge that you get EB and a d8 hit die though.

Mostly short rest warlock spell slots which are spent on smites.
Pact boons, cantrips, invocations which get them nice features (Go tomelock PAM and use a quarterstaff using only Cha through Sheilgah).


Sorcerrer is better if you want to go Dex based or unarmoured when you pick Dragon Sorcerrer.

Ah, right.
My DM isn't too fond of passing out short rests, so I always feel a bit short on spell slots.
I want an expanded evocations list though dammit, given that there's literally only one or two deviations you can take from the always-taken invocations without sacrificing character strength.

>I'm opposed to Gun subclasses.

That's just unamerican right there

>Sorcerrer is better if you want to go Dex based

>dex based Multiclassing Paladin


Ouch

Short rest smite.

If you want combat to be a bit more complex, finding it more and more simple and boring as you play more of the system, this is for you.
youtube.com/watch?v=QoELQ7px9ws

Yup, I forgot about that.
I'm not used to getting too many short rests a session, so I forget about the raw amount of slots you can actually get if you do the 2 a session recommended.

user, all classes should have the right to gun use. You're the Unamerican one that wants to make it Class-based privilege!

Enhancing firearm use should at most be feat-based, so there's still opportunity for all!

Then go with sorcerrer since you can convert the higher level slots and cast spells mostly as lvl 1 slots.


Yeah i know you have to have 13 in Str/Cha as a Paladin.

I did a Swashbuckler/Vengance Pally one.
Was pretty sweet.
Had to play a Half-elf to patch it up with stats tho.
Went with the 10,10,12,12,14,14 array so at the start i had:

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

Too late for that now, I'm already four levels deep into rogue and warlock. I've taken pretty much exclusively utility spells and become the giga skillmonkey.

Did you take the Eyes of the Rune Keeper and Otherworldly Skill invocations or something else?

Find a way to get Rope Trick spell, then laugh at your DM and take a short rest during combat

that's not so bad. I guess CON isn't as high up of a priority when you can ad your charisma to your concentration saves

While the enemies fill the area underneath with spikes

I've got voice of the chain master and just swapped devil sight for mask of many faces, because sharing my pseudodragon's blindsight doesn't take an action so I can use it in my own darkness casting.
My statspread is 6S/20D/14C/10W/10W/16Ch, so I have to rely on party members a wee bit in matters of physical aptitude.

We're in a seafaring campaign, so it'd be more likely for there to be a cannon waiting when I left.

>6 strenght
>20 dex

So you are the guy in a wheelchair who plays basketball?

Tiny half-elf actually. Any muscle on her body from her miniscule diet went straight to her legs from running from guards as a little street rat.

Again i'll say
>6 Str

She shouldn't be able to walk at all.

If you say so, my dude.

A baboon has STR 8. He'll be fine.

Kobold Sorceror has a strength of 6.
That penalizer is hell.

You can walk around just fine, you know, you'll just get encumbered if you so much as pick up a coin from the ground

If Dexterity applies to Initiative why doesnt it apply to speed?

> why did they make Dex this good?

>Add your strength score to your Speed.
It's a thought.

>why did they make Dex this good?
Every game that has stats that are given equal weighting (points are equally easy to acquire) and has a system where players must roll stat + skill in some way runs into the issue that a generic physical stat becomes the stat in every stat+skill roll where no other stat was obvious. This is true of DnD and everything else. Dexterity is the God Stat. Agility is the God Stat. Coordination is the God Stat. The God Stat shall reign supreme as long as we continue to have fantasies where the agile hero beats the hulking brute.

Strength characters would, assuming rounded down, have about 10 ft. higher movement speed than non-strength characters that didn't dump it entirely. No one would anymore probably, as you get +5 ft just from going 8 to 10.

I feel strict encumberance rules are better than making people variably gotta-go-fast.

Why did they make con generally good?
Why did they make wis generally good?

I have a (physical, not online) group and i'm looking for something thats basically a joint folder, something we can all put descriptions, character art and stuff like that in, and I can put in maps and stuff. What can I use for this?

It would be nice to have something like Apocalypse World so you can use other abilities in place of the normal ones. Playtest Paladin for example didn't need Wis because he could make a Charisma saving throw in place of any other saving throw IIRC. Doing Perception with Int, using Str to power through a fire breath, distorting a spell to block it with Cha, etc.

Hm

>Add twice your STR mod to your move speed

I'm gonna institute this for playtesting

working on my 5e port of the 4e warden. it's going to be so much better than the one available, that half caster shit just doesn't fly with me. But I'm wondering if I should make font of life level 2 rather than level 1, cause that shit is strong, but is still a premier feature of the warden

So you want to make a heavily-armoured martial-weapon-using full caster?

Why aren't you playing a nature cleric again?

Someone suggest a name for a weapon shop, and who owns it. I'm shit at names.

wardens only went to medium armor, and there will be no spellcasting, yet will have many spell like abilities, I think you might actually be impressed when I have enough to show!

Google docs, man. You can actually make a folder, and everyone can add stuff to it.

Ford's Sword & Board
formerly Fitch's

Oh. So ensnaring strike and stuff like that. So a paladin of the ancients?

Well, do share asap. I'm pretty confident it wont be as good as you think

no, it's using the daily form powers of the warden and turning them into something like how the barbarian rages. A warrior that transforms himself and the terrain around him.

Fucking done.

Its run by the cranky Ford who, somehow, makes muttered references to something about a "plane".

i'll share after i get back from lunch, i woke up too late so didn't have breakfast and now i'm starving.

Stablemaster name in a hill dwarf town. Go!

Hrurist the Horsemonger

So there's that dual-wielding hand crossbows build, right? How do you get past the issue of not being able to reload the crossbows with both your hands occupied? Doesn't that entirely void the build?

Fuck off.

Yes, it does. However, you can wield a single hand crossbow and deal the same number of attacks as if you were dual-wielding if you have the crossbow expert feat.

Additionally, fuck off, because dual wielding hand crossbows is cool.

Doug, of Dull Doug's Destriers; prices so good, he must be stupid!

Oin Horseloin

You mean just the hand crossbow and nothing else?

Yep

>Group shows up with two tabaxi, two kenku
>Tabaxi have a joint backstory, two kenku weren't planned at all
>Game instantly devolves into Og-like shenanigans, half of the party is incapable of comprehensible conversation and put the party in danger with every social interaction
As fun as that was, I get the feeling multiple kenku don't really work well in the same party. Has anyone else dealt with a similar problem, with multiple kenku or anything else?

>Not having a session 0
You have already failed.

What did he mean by this

That's a weird answer to my question, user, but thanks for the reply I guess

Session 0 is where the group gather together and make their character together.

This way you will know the character dynamic before the campaign actually start, and you can have a neat idea why each character want to work together.

It also encourage cool tie in between each character (brother, same enemy, etc.)

Why did you call it something stupid then

This, my group always does this, leads to way better player interaction.

He meant the group should have worked on the background together so shit like this doesn't happen

He meant you should have collaborated on character creation, set aside a session to make sure that your characters work well together rather than being four random dudes who are bound together by fate.

Only slightly on topic, but has anyone else read Fafhrd and the Gray Mouser? Two adventurers meet while ambushing the same guy at the same moment, and decide to be friends based on similar interests, combat skill, and sense of humour. I do prefer it when the PCs like each other rather than competing with each other.

Not him but my group calls it the exact same thing. It takes up about as much time as an actual session and we all have to be meet up. It isn't session 1 because the adventure hasn't started.