/5eg/ D&D Fifth Edition General

> New Unearthed Arcana: Rangers and Rogues
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Previous thread:What new archetypes are you hoping for the sorcerer and warlock?

Other urls found in this thread:

discord.gg/0rRMo7j6WJoQmZ1b
homebrewery.naturalcrit.com/share/rymjKpUjvx
dandwiki.com/wiki/Gnoll_(5e_Race)
twitter.com/NSFWRedditGif

Where's the discord link? I wanna join.

Alright, Satan.

>/5eg/ Discord server
discord.gg/0rRMo7j6WJoQmZ1b

Some kind of Sorcerer overhaul or variant would be nice but some subclasses are also fine. Djinn or any elemental type are always cool options.

an update for bladelock like they did for ranger

What are the best wizard spells that cause forced movement?

>Wanting an entire overhaul for the stupidest class option that they should remove.

wish is pretty good

There's not really any good ones anymore. A Warlock is a better "shove niggas with magic" choice.

Wizards get like Grease and Gust.

Watery Sphere

Is that Orko from He-man?

I'd be down for a new pact type and a few new patrons

Rogue advice? Starting a Storm King's Thunder campaign, transitioning from Mines of Phandelver and starting at level 5. Our DM is new to DM but has been doing a great job with these modular adventures at least.

Not interested in going ranged, and very tentative about multi-classing at least until much later.

I was running a Paladin through Phandelver but our party seems to really, really need a Rogue. DM loves to punish with traps.

Repostin from the last thread. Looking for critique.

Should I go Deepstalker or Hunter for my Strength Bugbear Ranger? Also is there any point it would be best to dip into Assassin?

Whoops I needed to fixit, forgot art credit.

I think not. It was just a concept image by the artist.

Meh, I find it tepid.

As someone who doesn't normally like Homebrew. It seems good.

I would would rename Wild Surge because of Wild Sorcerers and make it half level damage. It seems a little powerful as is.

Also Phantom Steed doesn't feel right on the spell list in my opinion.

Oh yeah, also looking for critique for this monstrosity.

xth for Eberron is the best D&D setting.

>advice

Don't play as a rogue.

Just buy a 10 foot pole.

So it's a sorcerer that's main trick is 'killing his own allies'? As you didn't make the surge ally friendly and a sorcerer isn't going to be wanting to be in melee range with enemies.

Resistance to Force Damage is also so very, VERY situational. It's just a really rare type of damage unless you fight a lot of low level wizards.

It's not all about the traps. Expertise into Perception is going to be important for the group as well. We're light as fuck on solid perception rolls.

Oh? I'd love to hear why you think so, and how I could improve it.

I felt like the damage was balanced against the tiny range and the possibility of friendly fire. And yeah...Phantom Steed is odd. Any good "Psionic-y" replacement at that level?

Force and Psychic damage feel very close to the original Wilder class. If I'm wrong, I'd love to know what others think I could change to make it feel closer to the original.

Hypnotic Pattern my nigga

Could give resistance to force and psychic damage. Make the Wild Surge like Storm Sorcerer: Half level, no save and no friendly fire.

Hypnotic Pattern's at that level I think.

The Wilder was never really tied to an energy type. They could be a pyrokineticist as easily as a telepath.

The main thing Wilders had was 'Risky but potent boosts to spellcasting' alone with an odd version of Rage (They got a boost to saves, attacks and damage for a few turns after a wild surge)

Cant decide what to play in an upcomming curse of Strahd campaign. Have 3 ideas and all the party "roles" are filled so I can do anything.
3 Ideas are
Gnoll Tribal Barbarian
Human magical girl-esk Fae Warlock
Kenku Illusionist Thief

What are you using for Gnoll stats? If they're decent always pick Gnoll.

The pdf completely eats the spell motes description for me. Can't really give feedback if a core feature is missing.

This sounds like a good couple of ideas. I'll be sure to make these alterations.

I meant to say that Psions in a very broad and general sense seemed to traffic in force and psychic. I'm not sure how to implement a "Spell-Rage" mechanic that doesn't unbalance the system though.

>I meant to say that Psions in a very broad and general sense seemed to traffic in force and psychic.

Not any more than any other element. If anything, psionics was about elemental versatility. Since they could easily shift the element of the spells they were working with (As elemental missile etc was all elements)

Oh shit, you're right. What the heck is going on in here!? ARGH.

Warlock or Thief.

Barbarian in Curse of Strahd is just asking to get fucking scrubbed out for being a retard.

Hm. Damn. Memory loss is a hell of a thing.

In that case, I still prefer Force+Psychic here because it's rather rare in the rest of the game. A niche to fill, I suppose.

homebrewery.naturalcrit.com/share/rymjKpUjvx

That version doesn't work perfectly with all the browsers, but partially obscuring a title or two is better than eating one of the core features. Goddarnit!

>I still prefer Force+Psychic here because it's rather rare in the rest of the game. A niche to fill, I suppose.

It does lead into the issue though that resistance to it is kinda worthless. As most mind-affecting things don't count as psychic damage and force effect are as rare as hen's teeth outside of magic missiles.

If you are using the homebrewery make sure you /page is in the right place. Also if you want to move something to the next column you can enter

```
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to shove anything beneath it across. The spell list is also missing.

Kenku

Well if WotC's talk about the Mystic pans out, that might not soon be the case.

The art I've seen of bugbears doesn't seem particularly long-limbed. Given they're described as lazy, they might make more sense looking like sloths.

I know that, it seems that there is some spacing discrepancy between the PDF conversion and the one on the web page, like one or two lines.

Frustrating as all hell. Probably gonna rework this shit in Indesign at some point.

What race should my Blood Hunter be?

Deus Vult.

I really love what I'm seeing here, great stuff. Just scanning through it the only thing that jumps out at me as OP is Spell 'Absorpsion', a reaction to reduce the damage of basically every spell that hits you for minimum 11 damage at the level you get it? I know this is kinda working off deflect missles but it might need some touching up. Maybe its only for cantrips? or a number of times per short rest? Maybe I am over valuing it, it might not come up so often. Regardless, i'll give the rest a thorough read later. This is a class that I would definitely play.

too high fantasy/sci-fi

Firbolg

dandwiki.com/wiki/Gnoll_(5e_Race) useing this place for gnoll and kenku player stats.

Made some light adjustments. Not a fan of Wild Surge's new name though. Any ideas on that? How is the archetype looking now?

Kenku have official stats in Volo's.

Mental Blast? I'm not good at names but it's better then it was.

Also with the last ability does it increase the range to 30 feet all the time or just when you spend the 5 sorcery points?

But worst for 5e.

It really doesn't line up with the 5e design ideas about heaps of magic items and keeping people low level as high level people are incredibly rare but basically unstoppable juggernauts, which were core for Ebberon.

The Gnoll honestly looks pretty weak. You could try asking if you could Refluff Bugbears from Volo's or Half-Orcs from the Players book.

Maybe but I can only really comment on what already exists.

Part of the issue is really 'How does Force differ from bludgeoning/slashing/piercing'. It likely should have just been folded into one of those three. It's a spell, so it's obviously Magic Bludgeoning even if you make it do physical damage.

Oh, thanks. The original intent was to make a sorcerer-type of class that was more definitely separated different from Wizard.

Spell absorption is a thing I will probably need to playtest to see how good it truly is. It's true that at later levels it might become overbearing (when most attacks are magical, more or less), so giving some kind of restriction would make sense, such as only being able to use it when your Conduit is not charged and "ready to absorb"?

I'd call Wild Surge "Eureka" but I'm a huge fag.

A small crafting homebrew and allowing uncommon magic items to be readily purchased fixes that right up and works great. And attunement still keeps players from getting too crazy.

Eberron is supposed to be about heroic action, anyway. Characters are meant to be strong, so a few +1s here and there from magic items hurts nothing.

>Mental Blast
Might go for that. Still feels off.

The ability increases the range of the psychic damage from 10ft when SP is spent, to 30ft when SP is spent. Since the increase in range is only relevant when points are spent, I'm not sure what the difference is?

Fair enough.

How so? The Eureka part, I don't doubt the fagginess of Veeky Forums posters.

Eh Im fine with it, I dont normally play races for the mechanics anyway and the +stats fall in line with the class well enough.

Well it's kind of a meme-y declaration for Inspiration.

Eh, I'd disagree. It's much more of a 3.5/4e setting, tied in with the design decisions of those editions. The sort where a guy could go silly with piles of magic items.

That and going by the Artificer, that's really not what they are intending to do. Since it takes multiple levels to create even the most basic of magic items with no provisio for replacing the item if it gets broken/stolen beyond 'Make another one in several levels'

>le memes
Oh, who cares?

It might not fit in that case though. If the ability granted Inspiration, that'd be funny. But as is something implying that the Sorcerer is causing mental damage would be better. Thanks for the thought though.

Not that user, but Wild Surge is a little too close to Wild Magic Surge, especially for a Sorcerer archetype.

Artificer is a thing, and it was actually pretty good.

For This warlock, how exactly do they play in 5e? Reading it they seem kinda limited to just casting eldritch blast +1 or two spells between resting. What makes them special over just a Wizard other then having a pretty good cantrip? And how important are the pacts? Blade seems fin, although youd need good physical stats to back and it, and chain seems fun for the roleplaying of having a familiar.

I don't deny it. I was looking for alternate names, but Wild Surge really is the best sounding so far. Damn them for using it on the Wild Magic Sorcerer.

You disagree, but it's working fine in the Eberron game I've been running, the one I'll soon be playing in, and the second one I'll be running here in about a month.

Warlocks are strictly a one trick pony in 5E.

They are long ranged high damage blasters. Nearly any other option aside from Eldritch Blast is the wrong option. You can also take stuff to let you cause forced knockback with your blasts.

The pacts are very important. Tome is the best, Blade is okay, Chain is a meme. There are more in additional supplements.

I dunno. There's nothing "wild" about it. It's pretty predictable and premeditated. Might as well just call it Psychic Feedback or some shit.

So a few things I decided on about my setting so far.

1 is that on top of the setting being post-apoc-but-still-fantasy, I am looking to maybe look for inspiration from Conan, as I want my setting to be more brutal and far less whimsical, an example is like dark sun. As such, I will be making a snake god as part of the man pantheon, and to top it off, there is very few actual gods if any because of the apocalypse the setting went through some centuries back. The majority of domain holders are more like living patrons. So an actual enormous sentient snake has some vestige of godly power but resides on the material plane, along with others of these pseudo-gods, this could mean many things, places of power are built around these figures, cults, etc. They are immortal but don't have the insane godly power as the actual gods did, so they are not nearly as invulnerable.

One last idea is that since I have seen the complaint about a lack of customization, all the playable races in my setting will be reworked to include a feat at first level just like the human variant.

Fair warning : With a free feat, there's virtually zero reason for anyone to pick human variant.

Human variant gets +2 stats and a feat. Every other race gets +3 to stats and no feat.

This would let other races have +3 to stats, and use their feat for another +1 or all kinds of garbage. It effectively makes humans the worst choice.

Sounds cool.

>>/wbg/

Sign me up for half-elf senpai.

>+2 cha
>+1 to any other two stats I want
>Darkvision
>Sleep immune, charm resistant
>Skill versatility
>Bonus language

>and now a free feat

do note i said reworking the races, they'll have to have things reworked or something or two removed to put in that feat. And yes, humans will have to be reworked a bit as well, but more changed rather than looking to straight buff or nerf.

I'd suggest banning Variant Human, allowing all other races you're looking to add (no changes), and then adding the feat on top.

But then ban feats after 1st level.

>ban feats after first level

Fuck you.

Fuck me? No no no no.

Fuck you.

Wait, why?

>i want to encourage customization
>ban feats after first level
you're achieving the opposite

>Banning feats after level 1
>"Customization"

The guys I was replying to wanted to give out a free feat to everyone. Give them their customization right up front so they can make the character they want to play. Who needs more than one fucking feat?

> too many character I want to play
> not enough campaign
how do you cope with this anons.

This has to be bait.

Fighter and Rogue. That's why they get extra ASI instead of a class feature at a certain level.

PAM + GWM + Sentinel

>getting feats
>not glorious ASI Master Race
No, THIS is bait.

By realizing half the characters I want to play are suboptimal trash and condensing them down until I have about three or four I want to play, and then play them.

>stats cap at 20
>WELL I'M A FIGHTER SO I GUESS I'LL PUT SOME ASI INTO MY SHITTY INT SCORE RATHER THAN TAKE A FEAT SINCE MY STRENGTH IS MAXED

For one thing, Warlocks recover spells on short rests, Wizards have to wait for a long rest.

Warlocks have better durability and are easier to gish than Wizards.

Wizards (as always) have a much better selection of spells. As a caster focused Warlock you're going to mostly be a blaster/debuffer.

Chain Pact is a trap though, go Tome (Find Familiar is a ritual) if you want a familiar.

But... all these Warlock build I will never get to play...

Knowledge skills are dope as fuck nigga.

So you have no idea what you're talking about. Why didn't you say so?

Because talking to a cretin is a waste of brain cells.

Warlock is a turret.

Tome Warlock is a walking turret. That can move at 100ft (or 200ft with dash) per round, shooting Eldritch blast at 600ft away and pushing enemy back 20ft at level 5.

Literally the least amount of builds imaginable.

*ahem* let me correct myself.

All these 2 level of warlock dip builds, I will never get to play.

Lol, the amount of denial here is hilarious.
>Posts shitty homebrew rules that make sense, publicly, presumeably for feedback
>Get told why shitty homebrew rules make no sense
>NO YOU GUYS ARE ALL STUPID REEEEE!

Acceptable.

whats the speed from?

I'm new to dnd s do /tg have a spellblade class, you know the ones who cast a spell to his weapon so it have an extra magical effect to its attack

Making the bladelock stronger wouldn't require that kind of overhaul.

Improving the entire warlock, though, might be a good idea.

Phantom steed as a ritual

Yes.

It's a Fighter-path in 5E called the Eldritch Knight.