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D&D 5th Edition General
Spooky Edition

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Previous thread: What's the spookiest character you've played?

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Warlock who ended up going to the great old ones plane at the end. All I can remember.

What mapping tools are people using? Mainly looking for dungeon scale stuff, but world mapping utilities are welcome too.

Anyone with experience playing a Lawful Evil Paladin (Oath of Vengeance)?

I want to justify flying into the air and letting my mount fall to its death on top of people, and being a wrathful and mean guy in general.

Is that guy stepping in shit? Is that why he's squatting? Did he take a nasty shit and then step in it?

No word on the UA? There was a lot of speculation that there was to be a sorcerer one out today

It's awkward, being hit with water like that is more likely to result in a 5 foot move than a knocked prone, even more so when actually in water, which a Triton should be built for.

The trident is flavorful, but its overall power is typically low, so its ok to have a mechanically useful shield.

>Barricade of the Reef
>Shield (Attunement)
>This magical shield was formed from coral off the shores of a distant land, and gifted to a Merfolk King in hopes of peace. Originally a light pink color, it is now perpetually the crimson of shed blood.
>While wielding this shield you have advantage on Concentration checks.
>When you are dealt damage by a melee attack, you may use your reaction to cause the enemy to make a DC:13 dexterity saving throw. On a failed save, they take 1d8 piercing damage and have disadvantage on attacks against you until the end of their turn.
>While submerged in water you can use a bonus action to cause the shield to animate. It floats around you, protecting you from attacks as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield slowly floats to the surface, or into your hands if you have one free.


Reposted for request from last thread.

moved again to the 6th, but word on the street is that it might be pretty hefty.

Alright, I got some classes, some races, some items, and a variant spell point system.

Hit me. I need to cull the weakness from this homebrew.

Thanks to a kind user, a zip of the image assets of the Roll20 version of Lost Mine of Phandelver (tokens, art, and maps) has been added to the Mega.

>I want to justify flying into the air and letting my mount fall to its death on top of people
Mario isn't always an asshole, but when he is, he'll drop a Yoshi on you to save his ass.

The what? I don't see any fuckin' discord here chief!

Never played 5e before, but I wanna create a pyromaniac sorcerer. Is it a viable build?

Best class to represent a witch doctor?

If you pick up the elemental adept feat, you'll be able to ignore fire resistance, but you'll still be fucked over by immunity. Besides that dragon sorcerers are pretty good for what you're looking for and perfectly competent.

Yeah, no way Mario was Lawful Good with all the shit he did.

And to be fair it's a Find Steed mount, not a real live horse. So it's not entirely sadistic. I'm just planning Variant Human at this point, I'm going to MC and VHuman is at its strongest when multiclassing, and it's a very open-ended race.

Land druid, cleric, or potentially even a warlock.

Just go find a homebrew and ask the DM if it is fine.

Divination wizard

What about the Elemental Evil book? Anything I should grab from that?

How would you play a Tempest Cleric + Storm Sorcerer? I want to be a geatsword wielding, fullplate wearing guy who shoot lightnting out of his ass.

>Anything I should grab from that?
Create Bonfire. There's probably others you'll want to grab but shouldn't because they are bad, like immolate.

Come on, no one wants some more items? No one wants to play a Dromite?

Maybe control flames cantrip. It's not as good as its water counterpart (because fire has less utility than water) but it's would be good for you.

That is honestly so very lovely.

Sorcerer rework!? Sorcerer rework!!?

Pyrotechnics is a lot of fun if you actually keep track of all the fires you're starting.

How often do official print supplements release?

When can we expect the final Revised Ranger and Artificer?

>playing oath of vengeance PAM+GWM

I feel bad for the DM as he got annoyed I keep blitzing his encounters and bosses. The other players now are more bold in confrontations due to I. Hell I feel they are now creating more scuffles due to it. Of course that will backfire as he will now push things to be a bit more brutal. I didn't think it be so amazing.

Refluffed Alchemist Artificier also an option.
Depends on exactly what kind of witch doctor you want to be

>oath of vengeance PAM+GWM

Embrace it as worst case the other PC's die rather than you.

Bard works well too, just refluff various effects to be da voodoo.

Speaks with evil spirits and demons

I'm thinking more along the lines of Mystic, but it could be a Sorc/Lock/Wiz combo.

Why do people play as Sorcerer instead of Wizard?

Monk

Then Druid, Cleric, or Lock would probably be the best classes.

>That feeling when the new UA is going to bullshit overpowered psio, err "Mystics" instead of a sorcerer rework
>That feeling when sorcerers are still going to be inferior wizards with less spells known and a worse spell list
>That feeling when nobody will care because they're have overpowered psionics to play with
>That feeling when the UA after that just skips aheads to warlocks and wizards
>That feeling when sorcerers are forever doomed to the same kind of mediocrity as Bladelock and will never have a reason to exist except cross-classing bait.

Seems odd to be a Princess and a monk.

Flavor is the only reason to do so once you dig into it, but on the surface you have wild magic and/or the draconic bloodline features, both of which seem more interesting/powerful than they actually are at first glance.

What are top 5 best monks feats provided you aren't compromising any ASIs?

Better than being a fucking nerd.

Only reason to take a Monk is to be naked and still have godly AC

Which is better; Pact of Chain or Pact of Tome?

There there. More time for us to make our own shitty homebrew sorcerers.

If i ever had a player who really wanted sorcerer, most of my effort would be on taking various existing spells and changing them enough to have a somewhat unique spell list.

But thats on top of my current plan of
>Spell points, progression as normal for spell+sorcerer points up until level 7 spells
>instead of gaining level 7,8,9 spells, you choose one when you would gain them, you can cast it once per long rest for no spell points

Well, there's always

Princess monk is the best monk. Dragon quest 4 agree.

Tome, by miles. MILES.

Tome.

Why?

>1. Mobile
>2.Lucky
>3.Observant
>4.Tough
>5.Sentinel

I don't know much about dragon quests besides what hentai I masturbate related to it.

Depend on your party. If you don't have other ritual caster, Tome is better.

You want the extra capabilities if you can get them for the Lock.

Versatility is far better than
>When you take the attack action you can donate it to a weak ass familiar
and
>Invisible Familiar
which are all you get over Tome.

No need to bog yourself and your players down with homebrewing if they were willing to play a sorcerer as is. They really aren't that bad.

Chain is more fun for roleplaying, there's all sorts of cool stuff you can do with a familiar, especially one who's eyes you can see through or whom you can talk through to communicate with other people.

That being said, mechanically, Tome is better by lightyears every time your party doesn't have a wizard.

invisible scout, thief, and touch spell delivery service.
I don't think that you know what you're talking about. All that at 3rd level, not to mention the help action from the imp familiar on a variety of checks.

Mechanically more fun to play. Wild Magic is a hoot, and Dragon bloodlines let you come close to being a fucking dragon.

So... tome with raven familiar? Find familiar is a ritual casting and raven can speak.

Let me rephrase, the bottom are already assumed to be true for the games i run, the top is something i would do if a player wanted me to for a specific campaign.
Admittedly, i haven't run a game in a while though, so i've yet to actually use the 7 8 9 spell level part though, but spell points has been a hit with the 2 players who tried it.

I already covered invisibility, but you seem to not realize that Find Familiar is a ritual, and as such is something a tomelock can take. Meaning that the only benefits are the attacking, and the Imp/Sprite vs Owl. Mechanically, it doesn't change much.

Which help action can the imp do that normal familiar can't? I suppose there are a few but probably enough to justify losing fun stuff like Phantom Steed (free Dash and Disengage in combat? why not?)

Been fooling around with pyromancers.com/dungeon-painter-online/

It's pretty fun.

>Start with a new group
>Everyone seems really into it
>Get excited and prepare a rough campaign outline
>Get to character creation
>Three murderhobos and a catgirl
>Tear up notes
>Cry
In all seriousness, it's been a blast so far. Even though they're playing terrible characters they're all good players and are actually roleplaying.
I just should have listened to Veeky Forums more and expected this to happen.

I realize that find familiar is a ritual, but you don't seem to realize how much more often an imp familiar can provide the help action than an handless, low int owl.

I think Dromite and Half Giant might be a shade on the strong side when you compare them to things like Dragonborn and Goliath.

Xeph is out to lunch though (IMO). Strong Willed is "I'm fucking the DM" good.

Also I think climbing speed should be moved from the feature to just being under the Speed category (that's how Triton is done anyway)

You're assuming that it's going to be easy to find rituals to add to you book of shadows. A bad DM can gimp the tome pact severely.

>catgirl

My only issue, but that is a personal one. I like murderhobo's if they are good at RP.

I'm spinning up a homebrew revised Sorc just because I know we're all going to be fucking disappoint when WotC doesn't deliver.

Shit is going to be a little crazy and maybe OP, but that's how homebrew is done.

Alright I've got it. Vengeance Storm Sorcerer Paladin, I don't need to be evil, because THUNDER is wrathful enough, and it fits thematically to frequently attack from the sky. Thunderous Smite is awesome and so is Booming Blade. I can use Quickened Spell to cast Booming Blade as a Bonus Action, allowing me to retain my full Multi-Attack.

Tempestuous Magic is basically lost because it must be used as a Bonus Action, and the Lightning/Thunder spell of 1st level or higher I would be using most frequently would be Thunderous Smite, a Bonus Action. But I would get a little something out of Heart of the Storm.
Of the sorcerous origins, storm is the least-shit anyway.

IF you want hilarity. Get the murderhobos go near murderhobo on each other.

A bad DM will regularly kill imp by "accident" too.

>terrible characters
Being a good player and roleplaying are the definition of having a good character.

I feel dumb

How the heck does a hand crossbow work?

If I need two hands to reload it and reloading is part of the attack. can I fire it with one hand at all?

A bad DM runs a bad game anyway, tomelocks versatility is much more broad, and thus harder to fuck up, than a slightly better familiar.

Now I'm thinking whether I should just present Savant as a honest Sorcerer rework rather than trying to tiptoe around it.

Like, I know I say it's a rework, and it's meant to be a rework, but as long as it doesn't say Sorcerer on the tin, it isn't really a Sorcerer rework.

I feel like sorcerer was fine until they decided that the dragon magic bonus damage had to be shit instead of awesome

This is what happen when you don't do session 0. Player will create murderhobo for a loose plothook, if they had no idea what to expect from the campaign and other player.

You can fire it one-handed, but if you don't have a hand free it won't be reloaded until you net have a hand free

Familiars are chumps that die easily. Too bad I guess.

I've got a party of different vocations and races across the globe-

What's some good intros that aren't 'You meet in a tavern' or 'You're all in jail'?

You can't dual-wield it.

Princess Alena is pretty fuckin awesome.

For the first campaign I ever DM'd (not D&D) a couple of years ago, I actually used craftdesignonline.com/pattern-grid/ for mapping.

Dunno why, when there's better tools out there. But it worked well.

It becomes so edgy that it just works through magic.

Session 0. Work with the player why each of they character know one another.

You wake up in a mass grave in the process of being filled.
Or you could just have them start out in a metropolitan city I guess...

Up to you. I think there are like 3, maybe 4 of us in 5egg who have been dicking around with Sorc reworks. Whatever, options are good.

I feel like Sorc is just lackluster compared to Wizard. Metamagic is supposed to be their bag but it's kind of half-assed and poorly balanced. Past that Wizards just crush them with sheer number of spells known and their school specific tricks.

You can pre-load it.

>You wake up in a mass grave in the process of being filled.

War. War never changes.

Imagine giving a PC a +1 returning darts. I would this require attunement since they return automatically?

Meta-magic also tends to be less powerful than a wizard's specialty school anyway, with the exception quickened spell and twinned spell... which unfortunately are so much universally better than all the other meta magic options that they seem to be the ones people pick almost universally.

Sessions 0 is optimal, let the players help you decide who they are and how they met.

If you want more generic options, and a 0 is impractical
>Conscripted
>Frontier town
>Caravan
>Boat
>Underground casino
>Called together by person of authority
>Town needs help!
>Amnesia/How did we get here and who are you?

Mysterious letter from their future self

A prophetic dream

A crazy wizard summoning spell. totally not isekai.

Next one-shot I play I kinda want to make a QT Swashbuckler who runs around with a rapier and a trio of hand crossbows strapped to one leg, and just uses them one after one until the 4th round. So many combats are nearly over by then anyway

I haven't actually seen those other sorc reworks (I'm fairly new to 5eg), how do they fare?

What's yours like? What are you aiming to do with it, strictly speaking?

My own thing was to focus more on making the Sorcerer a class of its own rather than a shittier wizard, removing spell slots entirely, for example.

We had a 0 but unfortunately ended up not being able to establish connected backstories before calling it a day.

These are good ideas, though.

Yeah I started out changing the metamagic stuff but sort of got sidetracked with another concept I'm liking.

But speaking of Metamagic, would a Metamagic that lets you change the shape of an AoE spell be interesting to anyone?
Like turning a line spell into a cone, or a cone into a sphere... I sketched it out but it looks unwieldy as fuck (Line to a sphere/cone is like 1/6 length to radius... and who the fuck wants to calculate that?) but I'm not sure there's good clean solution. Possibly restricting conversions although that gets messy in it's own right.
Also, I haven't even sanity checked it all against the sorc spell list to see what kind of things you could make. Meh.