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Previous thread: Topic starter: What roles, classes, and/or archetypes do you want to see get added to 5th edition? Doesn't just have to be new classes all-around, it can also be ports of classes from other editions turned into archetypes.

Other urls found in this thread:

en.wikipedia.org/wiki/Primus_(Dungeons_&_Dragons)
updatedmyjournalblog.wordpress.com/
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Can surprise rounds chain? Like if my party ambushes some Kobolds and kill them in one round with some good roles can they walk to the next group with a surprise round?

Don't see why not.

There's no such thing as a surprise round, and a surprised creature loses the surprised condition at the end of its first turn.

Better role/class of a necromancer, like from Diablo 2. I don't really like the necromancy set up, unless one of the UAs or other books have stuff on it that does change that

Thanks for your help!
In the mega trove, what are the documents relevant to Forgotten Realms that I can give my DM to comb over so they can start building stuff up? And other than the obvious DM manual, any other good resources for a first timer?

What are some tips for new DMs? How do l not fuck this up?

Sword Coast Adventure's Guide is useful for DMs and players, mostly aimed at DMs to help provide interesting plot hooks for them to throw out in their games.

Other options would be to look at Curse of Strahd, if the DM wants to run a grim/macabre/horror game.

Other than that you have to go to other games (usually prior editions of D&D) for various setting expositions.

Eberron and Dragonlance are mainly from 3.5, Dark Sun is 2nd and 4th edition, Greyhawk used to be the generic adventuring world D&D was based in until 4th edition.

Not sure where Mystara and Ghostwalk are from.

Involve as many of your fetishes as possible.
Homerule everything and give your favorite players ridiculous benefits.
Involve themes like rape, child abuse, and such in your campaign as often as you can.

Read the PHB and DMG multiple times, don't be afraid to ask for help. Look at various adventure modules in the Mega for ideas/inspiration.

Don't straight up say 'no' to your players. If they have an idea that - in your mind - seems feasible, make up a random DC skill check for them to attempt it. If the idea is just dumb then say no, but explain why they can't do it.

Most important: have fun with your players.

>Sword Coast Adventure's Guide is useful for DMs and players, mostly aimed at DMs to help provide interesting plot hooks for them to throw out in their games.
This sounds perfect, thanks.

I know the DM already has a couple of plot lines decently planned out. Does anybody have any tips for how to integrate homemade storylines with the "premade" stuff?

Also I'm incredibly ecstatic to play. Any first timer tips?

>Any first timer tips?
Yeah, have fun.

Trying a short module or something similar may help you anticipate player actions when you're making a campaign yourself. Decent odds they will attempt to destroy the module and go off the rails though, so be prepared to show them that actions have consequences.

Sadness consumes me as I don't have a related pic.

Y'know, I've been wondering.
How, in 5e, would I be able to play a Dark Souls pyromancer?

Where can I get links to some short modules?

(same)
In the Mega, obviously. But what files are the short, one session types of modules?

What do they do? Other than fire I mean.

I'm going to try playing a Paladin in my 5th Edition campaign. What's the best way to go about this? Whenever he prays to his god, what sort of things should he say? How should he structure his sentences?

Depends on the god.
Depends on the party.
If you're lawful good in a neutral party.
"Dear god, please grant me the strength to live another day without striking down my comrades like the godless, cowardly, sin riddled heathens they are. Amen."

Advice on RPing a fiend patron warlock after a dip? I'll be going warlock next level but I'm looking for advice on RP flavor for how to actually go about gaining the patron, how I should handle it, etc. Is this actually like a deal with evil? How can I justify this to to the party paladin?

One handed weapon and a shield, whatever armor you want and have a few fire spells to use a day.
That's about it.

Various primitive magics performed by harnessing what amounts to the flame inside all humans.

Don't justify it, tell him to deal with it.

Talk to your DM and have the party beat the demon up. In an attempt to save itself it binds its soul to your body and attempts to take it over but loses and you gain weirdo demon powers.

I suppose I should have been more specific.
The god my character worships is named Dronimus. He's like Primus if he wasn't lawful stupid.
So far, my party consists of a goliath barbarian and a half-oni fighter who, for some strange reason, is neutral good and is in a perpetual state of calm. We might also get a spellcaster or two, probably a wizard or cleric.

I forget where the fuck I read it but there was something for good warlocks.

>For every warlock that turns to otherworldly powers for personal benefit, another does so as a last resort, a play for survival, or a selfless sacrifice of the soul to save others.

Sounds like Eldritch Knight

Don't be lawful nice.

New DM here. Give some exciting adventure hooks so I don't bore my players out.

So how bad would dumping str, int and wis fuck me if I'm going as a somewhat martial sorcerer?

To -2 or -1.

If they've been playing for a long time, use something basic like saving a princess from a dragon's tower or save a town from a lich.
If they're new, save a dragon from a princess or save a lich from a town.

Pretty bad for wisdom because of how many magicky saving throws/perception throws rely on it. Strength won't matter, and int won't matter unless you want to make the occasional arcana roll.

And I wouldn't really recommend the build, it can be done but the best martial sorcerer is just a novelty as far as I've seen.

Escort a Caravan of Kenku traders to the Underdark to do business with Deep Gnomes. However, you have to take a pit stop with them to the Elemental Air Plane to pick up some sort of macguffin.

You should ultimately be nice. The difference between some evil asshole and a lawful good one is that when they purge some cult of demon worshipers the lawful good guy did it because that village over there needed him to, were as the asshole did it to sate his erection for sadism and murder.

Both can be paid.

A lonely, disheveled wizard hires your crew to retrieve a golem that was stolen from him. He hands the most trustworthy member of the party a small piece of paper detailing the exact nature and purpose of the golem, and tells him not to tell anyone else about it.

>A stranger walks out from the alleyway and grabs your arm, he speaks out from under his hood "canyou help me? i think... i think ive been murdered."
>As you eter the city a group of people suddenly recognize you, then shake you hand and thank you profusely for how much you've helped them despite this being your first time here. and as the crowd finishes and disperses by chance you lock gazes with a stranger. a stranger who looks just like you. they take off into the streets.
>An arrow whizzes past your face and embeds itself into the nearest surface. as you look at it you see there's a not fastened to the shaft. you unfurl it and it reads "you have trespassed against the Great Dragon for the last time. Prepare for judgement soon"

Far, far to the north, beyond all life, there is only the blank. It is a land of ice and nothing. (It's basically a lovecraftian arctic with absolutely no life) at the final reach of the living, a lone pine tree in the tundra, there is a sign. I want it to read something like
>beyond this tree, there is no life nor death. If you can read this, you are trespassing
>the land beyond this tree belongs not to the living nor the dead. If you are, you trespass
Or simply (favoring this one at the moment)
>if you are, you trespass

What words would be cool on the sign and would convey the idea that sentience is not welcome in these lands? Any ideas are more than welcome

>not being a murderhobo

Oh you can, that just isn't lawful good.

>Stolen shamelessly from greentext

A man approaches, offers to buy their bodies for medical research post Morten in exchange for a large fee. They must sign a contract.

A necromancer offers the adventurers a reward to find his father, he's quite dead but his animated corpse managed to wander off out of his control. He'll gladly pay for his safe return, be gentle with him he's quite brittle.

A fistfighting tournament in the town slums offers a huge pot, it is actually just a very large pot.

*postmortem

>Level 3 wizard
>10 HP

Ever had to marry a nubile young girl to protect her from exploitation? Did you consummate the marraige eventually?

There's a situation in town, a father has gone crazy and taken his kids away, offering their safe return for a large fee from his wife's very well off family.

Turns out the wife is in on this, and the kids aren't really in any danger. He sent them to his mother's about 2 miles down the road.

Giant.
Not for lack of trying.

Hah! This is great.

>level 3 sorcerer
>20 HP

What did you do wrong?

Dump CON, most likely.

Not me, just a player I used to have.
Draconic sorcerers have that feature to make up for shit hit dice anyway.

It's nothing like eldritch knight, and there are many more pyromancy spells than just ones that deal with fire, like is implying.

What are hit dice?

>Level 3 wizard
>can prepare 1 spell

Honestly, after some thought, the closest thing I can image would be some kind of fire domain cleric. You'd need to homebrew it, obviously.

Level 3 orc wizard with 8 intelligence.
>Me smartest in warband.
>I will show you power of arcane!
>Orc casts magic missile

>8

What? They're the dice your HP advancement is based on.

A level 3 Wizard with 10 CON should have 14 HP by taking the average, which the player should do.

As a level one monk, why the fuck would I ever use a club?

>with 10 CON
There's the problem, he had 8.

Would I be able to run an ambassadorial relations game in 5e?
Each has an embassy in a nation-city and will become involved in intrigue, trade, murder and international relations between nations.

They play heads of missions or are consul-generals and have a retinue of staff, that they can personally oversee or could delegate tasks to.
They can run their own tasks as well as engaging in the overarching plot.

If he took the average, he should have 11, which is not that much compared to 10, but a little better to make up for his stupid decision to dump CON.

Sure, but you'd probably have to have some hard DC's on hand for diplomacy, and have the ambassadors constantly travel with wizards in case of suggestion shenanigans.

Also come up with the goals, basic culture and values of their representative nations, city states, or claimants to the throne, however you want to do it.

Must have rolled for it at some point, then. Anyway, yeah, 10 HP.

Keep in mind that you should have some combat in there, are they all going to playing diplomats, or is one like, head of player 1's security. While another handles magical threats, the assassin on the payroll, etc etc.

Anons? Can anyone suggest class features to give to a Warlock patron themed after Shub-Niggurath, Lamashtu, Coatlicue, and any other "Dark Mother"? This'd be a creepy dark healer with some conjuration/wilderness mastery elements, I feel, but I can't think of how to represent that in terms of subclass features.

Primus like the fucking Transformers God/Cybertron Primus?

Fucking pray to that motherfucker to grant you a body that can fly, requires low energon consumption and is only ever a head/control unit in any gestalt configurations.

Nope. They literally gave Monks weapons that are in no way better than just punching people.

Great Old One pact and thematic spell and invocation choices aren't enough?

This just scream 8-grader syndrome but in a fun way.

>If you are reading this, it is too late.

Uh, no... Primus, the god of the Modrons.

en.wikipedia.org/wiki/Primus_(Dungeons_&_Dragons)

Sweet, thanks heaps dude. Yeah, that's definitely an idea to prevent mental domination shenanigans, although I was thinking of giving them anti-magic amulets or just having the embassy itself have an antimagic aura.

Yeah, definitely, I was planning on getting the players to come up with the basics of their respective countries, and working with them on how they'd like to expand or develop their character and nation.

Yeah, definitely dude, thanks heaps. I was thinking of creating some npc statblocks that they can take control of if they wished, ie head of security, majordomo etc.
I'm also planning on giving them the choice, in secret, of being something else in addition to being a diplomat.
So, a pc could be a really shit ambassador and keeps delegating tasks but is actually a top assassin.

The oni sounds like he achieved enlightenment, or is at least pursuing it. Not really a game thing mechanically or otherwise, but it fits for an asian related theme.

I need to write a campaign pitch for a college group, after the players I rand a one-shot for basically forced me to start running a regular campaign.

Is this at all appealing?

>You are a young adventurer in the land of Spirals, which pushes the limits of the fantastic to the extreme. For one reason or another, you have traveled up the Pacca Tendril, one of several giant, floating landmasses that twist and turn into the sky. Perhaps you were seeking fame, or trying to find fortune, or merely hoping you could disappear into the dreary rain, safe from former enemies. Unfortunately, there's some sort of plot afoot involving vampires, medical experiments on dragons, and possibly an ancient evil, and you should probably handle that before it gets any more out of hand than it already has.

>Put on your armor, take up your arms, and hop on your flying motorcycle—things are about to get weird.

Boring.

>Is this at all appealing?
For me?
Somewhat, but not particularly.
For college kids?
Almost definitely, especially if they enjoy marijuana.

He acquired a powerful magic club?

Considering "Dark Mother" is an entirely different archetype to "Great Old One", as exemplified by the sample patrons I listed include an Outer God, a Demon Princess and a Goddess? No, they're not really enough.

There is a Shub-Niggurath Warlock up on the net, but even so, it's a little too Mythos focused to be 100% what I'm after. Potential there, but it's not quite there.

Just go full Naked Lunch and set the whole thing inside an enormous giant that's eaten the party.

They have to travel through the various civilizations that have arisen in the giant's organs. They have to work to balance the giant's humors so that he will cease to rage through the Cosmos and they can make their escape.

>Potential there, but it's not quite there.
Then add in whatever isn't there and be done with it.

We'll let's do the math. A club deals 1d4 damage and is a monk weapon. An unarmed strike deals 1d4 damage and is a monk weapon. So no. There is no basic difference between a heavy piece of wood or steel held in a monk's hand and the monk's hand itself.

you don't have to home brew that at all The domain of light is really easy to bend this into it alternatively you could go into arcane warrior and just get all fire spells Feats and Items should be able to do it well but if you want to get something perfect i would base it off something more along the lines of a Pali or Cleric

Flavor.

>flying motorcycle
>college group
It was good until these two parts

I need a quick decision guys. Two options.

A) The caravan that the party is guarding reaches the town safely and they spend a day getting used to the people, the area etc. I'll throw in some daily encounter like things to do. Hopefully some RP. The second night the attack happens and raiders invade the town. Beginning of HotDQ.

B)the caravan reaches the town in the middle of the night to see the town under attack. They decide if they want to help or not. Beginning of HotDQ.

I was thinking of getting Linene from LMOP involved in the caravan so she can be some sort of an anchor/ guide, but I might not do this if I go with option B, because well liability in a very dangerous situation.

its supposed to be dramatic, ideally its after a bit of low key play. and also supposed to be a little vague so the DM can do what they want with it

What do you guys to do to add fun and challenge to your dungeons, even if its only for you like themeing a character and getting spells they would get not because its useful to the party at the time but because they mean something to him, for instance I made a halfling mage that was very defensive. He was forced to leave home and never return so he often dreams of his old home and wife and childgren, these dreams manifest in his magic as images of his old front door and other comforts of his old house.

I've read through Kono suba and similar parodies during the last few weeks so my sense for fantasy worlds and entertainment is tainted with the desire to twist everything.

One of my players started keeping a journal style blog for the campaign we started a while back. It feels pretty weird to read the stuff you've made but from the player's perspective, but it actually helps a lot to see the other side of the game.
I'm pretty new to being a DM and to these types of games in general so this gives some nice insight on the player's view of the game.
updatedmyjournalblog.wordpress.com/ for those interested

Why are the dates all fucked up?

I do this by asking someone to recap the last game when we are about to begin and then I continue that description and then just leave it to the moment.

No idea.

Stealing this. Thanks.

My party likes solving puzzles, killing monsters, and acquiring treasure. So my dungeons and a lot of the first two and enough of the third that I can put bigger monsters in the next dungeon.

Can someone reply please? I cant bring myself to choose one over the other.

The adventure as written is Option B but to accommodate for the lvl5 party I already homebrew/changed a lot of things.

Does anyone knows any analogs for Realm Works app, please?

Has the PDF for the Adventures in Middle-Earth Loremaster's Guide been released yet?

There's a cubicle7 The One Ring system file in the Mega but I'm not sure if that's what you're looking for

Just use OneNote.

Not yet, no.

Do whichever you think your party will respond best to.
Do they complain about railroading?
Choose option B
Do they often fuck around and actively avoid doing anything related to questing?
Choose option A.

OneNote doesn't have flexibility and good navigation (I don't know if Realm Works has too, but I tried OneNote and it's not what I want).