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Previous Thread: Thread Topic: How do you do dwarves in your world? Do they build massive cities? Are they still inhabited? Are the ruins still intact? Are they just angry, bearded, drunk midgets? Are they (relatively) taller, much more stout gnomes, who aren't absolutely nuts, yet still craft intricate feats of engineering, magic, and tinkering? Are they just angry, drunk, bearded midgets?

What's a good motivation for a Druid? What's a good reason for one to leave his' forest?

Shit's on fire, yo.

Your home forest's already got more than enough druids, go find some new forest that needs protecting.

I can confirm that the forests all being of fire is a great reason for a Druid to adventure.

Not all druids come from forests

He recognizes that the greatest threat to the forest is unchecked human expansion whose root cause is actually wealth inequality and poor efficiency in traditional farming techniques. He sets out to improve the lives of the peasantry by clearing all the goblins out of their shit, teaching them sustainable farming practices, crop rotation, and so on, allowing them to produce more food on less acreage and with less waste, thereby eliminating their need to expand further and take up more forestland with farms and shit.

The number one driver of population growth is poor education and life quality. People with great lives don't need six children.

desert is on fire.

Alright, posted this last thread, only one guy replied but I ended up changing a few things to make it fit more in line with the rest. Is this too strong?

He want to catalog all beasts into his wild shape form bestiary. And become the very best like no one ever was *DUN DUN DUNDUN*

First time DM

Warlock has been using the spell scorching ray

That's not a warlock spell and I didn't check

How to handle this

>Ghostwise Halfling, 8, 17, 14, 10, 16, 8.

Are these set in stone? That's a lot of Dex for a moon druid. I'd be tempted to go 8 10 15 14 16 10 and just take the Magic Stone cantrip for a ranged option

Free unlimited invisibility at level 3 as a bonus action? Do you even have to ask?

Dorf fort+Warhammer Fantasy. Incredible prowess both martial and construction based but loony with their laws and grudges and general tendencies.

tara pls

Not him and while I agree with you that 17 DEX is too high... 10 is probably too low. You need some DEX for initative.

Arctic has frozen over

My dwarves are just as much a nautical, trading society as they are the underground, crafting society

A coming of age trial, going out on your own to learn enough about the world to protect your home from what's outside of it

l'm doing exactly that. He's a tribal shaman with a fascination with animal bones. He's more of a natural spirits lover than a tree lover.

Is he fiend pact? If he is he can learn it

Is that the only problem problem my homebrew has? Someone from the previous thread pointed out if it was just being hidden by itself, other creatures could point you out and you just waste an action for nothing with zero pay off. I remedied that, and additionally made it so you had to be right next to a creature. I think I did forget to put wording in there that made it so you couldn't hide from who you're standing next to.

Appreciate the input.

should I take it away or let him keep using it..?


I gave out magical items, one of them was bagpipes of invisibility. That character now makes that the staple of everything he does since apparently he's always drunk.

which brings me to my 3rd question...

if a character roleplays as being drunk all the time do I give him disadvantage on perception and attacks? He's drunk. Or do I just let it slide and ignore it.

Tell him to read the fucking spell list, don't let him use it anymore

I had the same issue with a warlock player fucking up when I first started, I think it attracts people who want to play a spellcaster but are too lazy to learn how they work

how come there were no rules answers for November or December?

If he's a fiend pact warlock, he can learn it.

>Playing a side campaign, the main one was on hiatus due to some players having to deal with some irl stuff
>friend who was with us at the start of the main one, but bailed due to lack of interest, decided to join this one
>rolls a monk
>party is a group of 12 initiates delving into other planes of existence to prove their worth
>Monk never pays attention, is always posing, smashing rocks and is otherwise completely ignorant to the story
>for two sessions he does this, non stop
>near the end of the campaign, encounter a huge multi-armed abomination, it grabs one of the party members and climbs up a stone pillar
>Prior to this encounter, one of the NPCs who was flirting with the Monk was melted away by a monstrosity, leaving behind her pair of ear muffs that helped prevent him from being put to sleep by the abomination who had knocked out most of the party except for the wood elf
>Monk decides to smash the pillar
>DM gives him advantage from all of his rock smashing
>entire party is cheering for him
>he tightens his ear muffs
>gives a hot blooded roar
>rolls double 1s
>he breaks his fist


>later on, after the multi-armed monstrosity was dealt with, encounter the final area before we return to the surface
>encounter an Angel
>The group was given one rule prior to the test, to not "break the angel's illusion"
>Angel asks a question
>we must roll a religion check
>Monk rolled the highest
>he responds
>"Why yes, I am familiar with these fairy tales."
>next thing we know, someone is missing half of their face, a severed leg, and there's blood everywhere as we run for the exit
>Monk has now been immortalized as the campaign's first ever magical gun, with an inscription that reads
>"I spoke of tales, and now I am one."

No, he is great old one.

Fiend Pact Warlocks get Scorching Ray

Then he messed up, just make him switch it out

A demon lord kidnapped his girlfriend.

maybe he misread the table, or the spellbook app which specified the pact

Please be nice and inform him to revise that shit

> regardless of actions from other creatures
pointing out can't help if you put that text in. And pointing out doesn't immediately clear hidden condition anyway. At most it let the enemy pin point your location.

Hmm, so should I make it something like

"Additionally, you remain hidden from that creature during your turn, regardless of your actions. "

My dwarves live mostly in the "underdark", which is almost entirely dwarf-made. Their surface settlements are little more than massive gates into equally massive elevators inside mountains, to bring merchants and wares down to the dwarf kingdoms and bring dwarven exports to the surface to sell to the humans and elves.
Over the past six thousand years, dwarves have been a constant. They have an extensive tradition with shamanism (clerics focused on stone), and only started developing technology and machinery after they encountered humans. Their population went through a steep decline during the "creeping plague" about a thousand years ago, but has remained stable since then. The abandoned underground cities and tunnels are what form the uncivilised underdark, while the areas still controlled by dwarves form a pleasant society underground. They operate enormous mushroom farms and also farm a form of algae in massive caverns flooded with salt water for that specific purpose. Their homes are illuminated by crystals imbued with energy to the point where they give off a decent orange light, with more powerful variants being used in the algae farms and as a form of border defence against certain underdark creatures.
After they encountered humans, their technological development took off, and in short time they'd used their advanced metallurgical and stone-o-mancy skills to figure out a way to "charge" energy into metal. Basically, magitech coils that can be wound up to an extreme level without breaking, with only very slight energy leaks. These coils power everything from automatic machine-crossbows to mechanical trains that haul cargo and passengers between settlements. Almost all dwarven outposts are built around either a cave water source or a heat source. The former power dams that recharge coils, while the latter power very simple steam engines to do the same thing.

Dwarves are fairly isolationist, but also prominent traders. They prefer simply caving in an elevator over fighting back surface-dwellers in a war, but since they keep to themselves even fairly hostile surface nations are usually content to leave them be.
The creeping plague was released from "The Depths" after the dwarves predictably dug too deep, and released whatever the ancient elven empire imprisoned there. Their primary underground enemies are:
Goblins, who invaded the dwarven kingdoms after the creeping plague through suddenly unmanned surface forts.
Drow, descended from the ancient elven prison wardens in the vaults below.
Illithids, one of the races the elves imprisoned in the dawn age.
Duergar, who are pockets of survivors of the plague cut off from mainstream society for centuries. The years of isolation turned them insular and belligerent. Many were enslaved by Illithids. and even after rising up and slaying their illithid oppressors they've formed evil kingdoms of their own. Some still toil under Illithid enslavement.
Forgotten Ones, servants of the Forgotten God, who are a cult of many races that worship the monstrosities seeping out of the dark ore that can be found at the very bottom of the deepest vaults.
Kerat, a human necromancer-turned-lich who conquered a surface fort a century ago and established a short-lived kingdom. He was chased out of the fort by an army from his homeland, and formed a new kingdom deeper in. The dwarves have to fight off scouting parties of ghouls and skeletons every now and then, but he generally keeps to himself. Current BBEG for my party.

My Dwarves are Mexican.

Do you really need to be undetectable in a clearly detectable area?

mi amigo. Our group did the same thing once for a campaign. Best thing we ever did.

My dwarves are gauchos.

>Primevel Guardian
>We Ultraman now

SHAAAAAAAA

Same as normal except I loved copied some shit from 4e and they're all obsessed with ghosts of their ancestors and achieving immortality.

The idea I had when stealing this from the Ambuscade Ranger(and modifying it a bit) was that you're using combat and other distracting shenanigans to hide yourself in blind spots. Example, if a orc is lumbering down at you, and his orc friend is directly behind him, the feature would allow you to use that to your advantage and attack in a way the other orc wasn't expecting. Essentially using enemies or allies to block line of sight for you to quickly dash to the side and attack.

...

TES Dwemer are my favourite take on Dwarves, best take on dwarves. I honestly prefer that the tinkering be dwarven, and not having gnomes, or at least having them be related or closely allied with the dwarves.

What about bonus action, target an enemy that hasn't hit (maybe attacked) you since your last turn, reverse barb rage stipulation. You gain advantage.

If they ignore you/can't get to you/hit you, you get advantage. If they chase you around they negate it.

You could put something in about using people as cover (upgrade from 1/2 cover to 3/4), or do some kind of switcharoo check, contest against a creature to let them get hit instead, use your reaction, maybe X times/short rest.

Hell yeah. I'm making what is basically the post-Civil War Wild West period. Elves are French. Orcs are Native American. Halflings are Chinese. Dwarves are Mexican.

It's real easy because you turn every -ez in Spanish into an -az and boom, it's instantly Dwarfy.
>Dorn Rodrigaz

There's actually three groups of Dwarves:
The colonial "Spanish", who used to have all of "Mexico" and most of the west coast, but were chased off by a weird natural disaster and hordes of strange creatures, leaving all that space open to be recolonized by the Humans spreading West and the Orcs trying to reclaim their native lands. The Spanish Dwarves aren't really seen because the Mexicans serve as a big buffer nation between the last Spanish hold-out in the far south and where the rest of the action takes place.
The "Spanish" retreat and confusion also allowed the "Mexicans" to gain their independence and throw off the monarchy. They're in the process of getting all their shit together, but are creeping northwards and trying to reclaim most of the former Spanish territory. The humans don't really want to start shit with them, because while there hasn't been an "American/Mexican" war, they just got through with their own civil war shit and aren't really in a position to pick another fight.
And the Native Dwarves, who live in isolated communities in and around a huge gorge in the most inhospitable desert of the south and do weird shaman shit. They originally populated the southern half of the continent but interbred with and were summarily blown the fuck out by the colonial Spanish, so now they keep to themselves. Everyone thinks they're few in number and are a primitive, dying group, but they have a secretly thriving underground civilization hidden within the gorge that makes everyone else look like dog shit; it was only the weirdo outcasts that stayed up on the surface to get beat up by the Spanish.

New to DnD.

I'm playing a Druid as my first character and am a little confused on spells.

It says that I have 2 spell slots at level 1. Does this mean I have access to all level 1 spells and I pick 2 of them each day to prepare and use

OR

Does it mean that I just pick two of them and those are ones I have to use until I get addition level 1 spell slots from leveling up?

>His girlfriend kidnapped the demon lord

Shamelessly stealing these ideas

Spell slots in D&D 5th Edition are like a mana pool. You prepare spells per day equal to your Wisdom modifier plus Druid level. Then you can consume spell slots to cast spells amongst those you've prepared.

Been mulling over possible neat custom race ideas and recently was suggested trying Dullahan-

What would be the biggest issue? I think the idea that the PC basically couldn't touch gold (Probably take necrotic damage if they did or somehting) would be neat, but the whole head mechanics seems a little heavy to code into a PC race.

It varies from class to class.

Druids work like this:
You KNOW every Druid spell
Every long rest, you PREPARE a number of those spells equal to your Druid level + your Wis modifier (a level 3 Druid with 15 Wisdom [+2 mod] prepares 5 spells)
You can cast any of your prepared spells a number of times equal to your spell slots

What are the rules on circling an enemy?

Fighter is in front of a goblin, he chooses to circle around behind goblin and attack a 2nd goblin

as long as he doesn't leave the goblin's reach, he doesn't provoke an attack of opportunity

Go ahead, I'm glad you liked it that much.

Check out page 66 in the Player Hand Book, under the section titled "Preparing and Casting spells," second paragraph, paraphrased: Choose a number of Druid spells equal to your spellcasting modifier (Wisdom) + your Druid level.

In your case, I'm going to assume you have 16 Wisdom. You then prepare 4 spells off the Druid spell list to use that day.

You can then cast those four spells, in any combination you choose, using your two spell slots. For instance, you could prepare and then cast Goodberry, then cast it again. But if you do not prepare Goodberry, you cannot cast it at all. Whenever you cast a spell, it takes up a spell slot. A level 1 spell uses a level 1 spell slot, a level 2 spell uses a level 2 spell slot and so on.

>as long as he doesn't leave the goblin's reach, he doesn't provoke an attack of opportunity
Yes

Yup, if they don't leave their threat range they don't trigger an AoO. That can be interpreted as 'circling'

Druids prepare Wis Mod + Druid Lvl spells per day. Only prepared spells can be cast. Druids can change out their spells on a long rest.

Casters have spell slots that correspond to their level/the chart for their class. When you want to cast a spell you use up a spell slot of equal or greater level. Some spells might give you a bonus for using a higher spell slot, but even if it doesn't you can use a higher spell slot in an emergency.

You do NOT marry spells to slots, you use up a slot on cast.

You just answered your own question. Provided you don't leave a mob's threat space, you can freely circle around it. Bear in mind flanking doesn't actually come into play unless the optional rule from the DMG is used (which I wouldn't recommend to begin with since it's flat-out broken).

Instead of 3d6 or 4d6 drop lowest, how does 8+2d4 sound?

>literally can't have a stat under 10
I mean, if you're trying to let your characters build tiny gods, okay

I'd just say "32 point buy" though

>Not 7+3d3

Seems fine. Although, and I'm not even a point buy guy, with it in such a limited range why not just go with point buy anyway?

1. So at 3rd level you get the champion ability PLUS a bonus action hide. No.

2. "orotherwise"

3.Skirmisher's stealth is so poorly written I don't even know where to begin. Obviously overpowered, can I hide from the creature next to me? Can the choosen creature detect me afterwards? How does this interact with the Hide action rules?

4. Hard to explain why reinforced armor would allow to choose ANY kind of damage, but I could see it working with blud/slash/pierc and maybe cold/fire.

5.Blade cascade has also some terrible wording. "You may move up to an additional 5 feet away from the creature". Does this mean that if I have the chicken conga line I can move indefinitely? This reminds me so much from 3rd edition days. I see the point of it, it just sounds horribly complicated and weird.

"You don't provoke opportunity attacks from creatures you have damaged with a melee weapon attack this turn. Additionally, whenever a creature you haven't already damaged this turn with a melee weapon attack is within range, you can take a free melee weapon attack against it. You may use this only during your turn and only if you haven't missed any attack"

6. Oh boy where to start with infighter. First of all, you remove the attack roll completely, which sounds broken as fuck, you should give it advantage and call it a day. The exhaustion on criticals sounds cool but...

WHY ON EARTH WOULD YOU GIVE HIM TWO SKILLS THAT INTERACT WITH THE ATTACK ROLLS, THAT YOU REQUIRE TO SCORE A CRITICAL, AND THEN REMOVE THE NEED OF ATTACK ROLLS.

It sounds like you want your character to do a bunch of stuff bloodborne related, and just put it together without thinking for even a second, not only about how it interacts with the actual games rules, you failed to see how his skills interact within the class. This needs a complete rework.

Is that really that much different compared to say, something like this?

"At the start of your turn, if you're next to a creature, you may use a bonus action to choose a different creature within 30 feet of you. You become hidden from that creature until the end of your turn. "

Does flanking exist? Do l get advantage on an attack if a goblin just attacked an ally and turned his back on me?

Not a fan senpai

In my world Dwarves are the most common of the races ("Dwarvish" is known as Common and most folk speak it, humans speak Human)

Dwarves the most common form of the humanoids crafted from the elements. (Note that Dwarvish and all similar languages use the same script as primordial. All "planes" are on the singular planet, most notably the elemental chaos in the far north, each element differing itself from others until transitioning into "civilized land". Still working on worldbuilding etc(have yet to actually begin play)but the largest elements are hashed out. Each quarter of the planet longitude wise (each cut south from the chaos North Pole) is claimed by one of the four elements as well as one "extraplanar"/additional entity. The Holy Water, The Sylvan Earth, The Draconic Air, and the Infernal Fire, and most inhabitant's skin has a slight tint corresponding to their home element, all the way until Genasi. The default of course for them and any other half race is half Dwarvish.

I'd actually love to talk more about this/get feedback on it if anyone here cares enough

Just probing for new ideas. Arrays and 4d6 drop lowest gets boring after so many years

Anyone have better ideas?

>Arrays and 4d6 drop lowest gets boring after so many years
p o i n t
b u y

Provide multiple arrays.

Rules answer guy is helping with UA and the answer is always RTFM anyway.

1d20 for each stat, in order.

one of my players died.

Fighting near a cliff with 100 ft+ drop

Fighting a bunch of bugbears, the last one one grapples and picks up an unconscious player.

Warlocks uses eldritch blast... and pushes the bugbear off the cliff with the player.

What should I do with my now dead player? reincarnate or reroll?

Can they get the body to a sufficiently leveled druid who is willing to cast the spell in time? No?

Reroll.

Yes. It's based around observing something without them attacking you instead of hiding in plain sight. Maybe if you made it a blatantly magical archetype with uses per day.

Depending upon your group's level and the damage done to the body, they could try to track down a Cleric or Druid to revive the person.

Meanwhile, the dead player's soul can do a bit of solo roleplay as they travel about in the afterlife.

Forced movement ends grapples. RAW, the bugbear would have immediately dropped the player and flown off the cliff by his lonesome.

Nature being an int skill rustles my jimmies. My ranger should really be able to be good at that shit without going out of my way statwise. I can't even argue that it doesn't make sense as int, but I'm going to post about it anyway.

If the party gets the body and puts in the effort to revive the player, and the player doesn't mind having a temp character or sitting out until they revive him, let them.
If they don't (and since they literally shot the player off the cliff in the first place I doubt they will) have the player reroll. Death should always be serious.

>forced movement
Have you tried retcon?

I see your words user

what page please

My only issue with a planet with all of the 'planes' is it makes the planes really small or the planet really, really big.

I mean it shouldn't really impact a campaign but it does make the world feel kinda weird. Mostly in that global travel would be exceedingly difficult beyond just length and such.

Dwarves being common is cool, tho.

PHB. 290 under the grappled status condition.

lost saga is shit and you should feel bad for posting an image relating to it.

lt does make sense as an int stat. lt's a study. Survival can be used in a similar (and arguably better) way, as you usually don't need to care about the biology of bear, just that it is a big fat dangerous beast with sharp claws.

My brother passing by said 7+ flip 4 coins.
Heads = 1
Tails = 2

Thought it was stupid at first but it might have some merit.

Would there be a way to generate arrays with something like playing cards?

Brutal. Love it

I appreciate the critique.

>1-3
Currently that's the biggest problem right now, Skirmisher's Stealth. Looking into alternative ways to fix/rework it.

>4
Most of the damage types I can see ways to build/dress yourself up in to avoid realistically. Radiant and necrotic are iffy, such as maybe wearing blessed religious stuff.

>5
I have problems with wording things and getting my mechanical intent across, your wording works much better.

>6
My intent was to balance it out a bit, either the player goes for less reliable damage to wear their target down or go for the guaranteed damage. I suppose it wasn't a very smart choice as far as mechanics go.

To end though, you are partially right. What I do when I create homebrew is try and find interesting abilities to try and later shave down to be reasonable. When I get input/critique I adjust accordingly based on the feedback, and then double check with mechanics when the consensus says it is balanced/cool.

Gotcha, I'll try and find something similar to what you suggested in terms of mechanics.

Rolled 7, 18, 19, 19, 11, 9 = 83 (6d20)

Really shit stat gen makes me play Moon Druid/Ranger UA Beastmaster if it's available to skip the whole 'stats matter' part of the game.

I said (in a roundabout way) that it made sense as int. And it's not a huge deal, just gives me a bit of the feelbads when the ranger is told to make a nature check and gets a hot +0 mod. I should have at least taken proficiency in it.

Nope, you're a bladesinger now

They make good monsters not players

While kinda fun a 30% chance of producing a super crippled character isn't very fun.

It's an optional rule.
Doesn't seem to be very popular though because it gives advantage far too easily.

I'm a what?

I've found that simply replacing the Advantage with a +2 bonus to hit like a previous editions does away with how broken it is while still rewarding doing so.

Dwarves in my world are very closely related to gnomes, whom they both lived together in society. While dwarves more often held political, military, and mercantile roles, the gnomes were more often in working class roles, operating as craftsmen, engineers, tinkerers, and wizards. More menial roles were then held by slaves. They fucked up, had too many slaves, and they ended up killing the entirety of the dwarves and gnomes, who are know extinct, although most scholars believe that it was some sort of magical phenomenon that caused their extinction, the typical "they dug too deep" sort of thing, but that is not the case. They realized how fucked they were, since they were vastly outnumbered, so instead of letting their works get destroyed, they decided it was best to destroy everyone, and through some magical shit they genocided their entire race, and almost the entirety of the slaves, save a few, who devolved into bestial races which inhabit some ruins, albeit in very small numbers. Because the cities were left completely intact, and the work of various constructs, plus the masterwork of the dwarves and gnomes, the lost underground empire of the dwarves has managed to stay relatively the same for thousands of years, as if they had only just disappeared. The dwarves get avoided with a wide berth, since the constructs make trying to loot these cities suicide, with the few attempts to delve into these ruins always leading to death.

I'm relatively okay with large overland travel requiring either high level magic or long arduous travel or maybe a combination of both. Basically using tiers of play to gauge how far away from Starting Village PCs should be in general and I get to use it as an excuse for lack of racial diversity throughout the realms.
Which is really not too different from standard 5e expectations I think. Sure, the whole world of Toril exists, but every adventure takes place on a relatively small coastline and getting to foreign realms is about as difficult and expected as getting to Hell, maybe even less so.
It helps that most planes other than the important few are getting cut or cut into a much smaller area, and the ones left are basically getting stacked on top of one another.