/5eg/ D&D Fifth Edition General

> New Unearthed Arcana: Rangers and Rogues
media.wizards.com/2016/dnd/downloads/2017_01_UA_RangerRogue_0117JCMM.pdf
> Don't forget to rate the Artificer in the official survey:
sgiz.mobi/s3/9c17dda91a1d

>Official /5eg/ Mega Trove v4b
mega.nz/#F!z8pBVD4Q!UIJWxhYEWy7Xp91j6tztoQ

>Pastebin with resources and so on:
pastebin.com/X1T

>5etools
5egmegaanon.github.io/5etools/5etools.html

Previous thread: How do you capture how large and uncaring the world can be in your games? How can you make a roleplaying game feel sublime?

Other urls found in this thread:

pastebin.com/X1TFNxck
discord.gg/0rRMo7j6WJoQmZ1b
5egmegaanon.github.io/5etools/bestiary.html
5egmegaanon.github.io/5etools/bestiary.html#Allosaurus
drive.google.com/file/d/0BwF09f1afXWlS0FqRmx0cGs0T2s/view
twitter.com/NSFWRedditVideo

sure, makes sense. thanks user!

>the Pastebin link has been fucked up for FIVE threads now because someone salty over the Discord fucked up removing it
>and later OPs didn't pay attention at all to fix it

>Pastebin with resources and so on:
pastebin.com/X1TFNxck

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

Is there a good way to make dwarf rogue?

Don't forget about mastermind multiclass!

Make a dwarf, take rogue levels.

For the first time in my short DMing experience, I'm going to build a powerful NPC villain from scratch. he should be a high level storm sorcerer with ties to blue dragons.

Any advice on how I should go about this? And on which spells to pick, up to 8th level? I don't have any experience with high level play.

>low INT
>not stupid

what the fuck is INT then, in your opinion

I took a look at how many episodes it is, each being as long as one of the LOTR movies or more, and immediately turned 360 degrees and walked away.

OP here.

>discord link is present
>sperglords complain about discord being there

>discord link is no longer present
>sperglords complain about discord not being there

What do you even want.

The Pastebin link to not be cut off, at the very least.

INT is not the only requirement in decision making. It also doesn't force you to be impulsive.

Stop using PC rules for building NPCs.

I'm not saying you would necessarily make every wrong decision due to low INT

I know the question can be answered a million ways, but what is "good" party composition?

I'm GM'ing LMoP for a group of people who are all new to DnD, myself included, and we're using the pregens from the OP. I'm asking because it's a party of 4 martials, with no healing ability aside from the Paladin.

>I took a look at how many episodes it is, each being as long as one of the LOTR movies or more, and immediately turned 360 degrees and walked away.
Yeah, I get that. Unfortunate tho because Travis Willingham plays a 6 INT character (Goliath Barbarian) to a goddamn T. It's like a fucking masterclass every time he has a scene.

Fix him! FIX HIM!!
;_;

Fucking. Cheat.
Any caster villain worth their salt should do anything they can to circumvent convention rules.
Tie that into the plot, make it a weakness the party has to exploit before they can properly deal with the caster, like, say, a particularly ancient blue dragon who is empowering the villain or something.

Storm sorcerer is what fits him thematically, and what I'm looking at for ideas. Doesn't mean I'm going to use every single mechanic from the class. Besides, there are many examples of NPCs with similar (or equal) abilities to certain classes and subclasses.

Either way, what would you have me do otherwise?

Depends if your group is roleplay heavy or game heavy.

Game heavy you tend to say that you have a sort of 'guardian angel' guiding your choices so you don't act retarded.

You can also say lack of intelligence is due to a lack of education and lack of good memory, but wisdom means that you still have pretty good reasoning and don't make stupid choices.

It should have someone to stand in the front line and deal/take damage.
It should have someone who can cast prayer of healing, restoration and resurrection spells.
It should have someone who has save or suck spells that shut down the enemies.
Everything else is optional.

>Someone who can hit things
>Someone who can get hit by things a lot
>Someone who can heal people when they get hit by things
>Someone who can do a little of everything

What can I use for a flightless bird mount? Yeah like a chocobo, but it's smaller and thus can't be used by medium characters, closer to ancient Moa birds. It's a favored mount of possibly and halflings and/or kobolds in my setting.

Axebeak.

Slightly tweaked this since last thread. Was hoping someone could take a look and tell me what's still shit.

Changelog
>added Psychic Smiting at 3rd level
>changed Mind Over Matter, can now make an independent psychic weapon that shares your move and actions

Easy enough, and thanks.

Fighter
Cleric
Wizard
Rogue
Anything else and you're a faggot

Actually, this specific villain will be part of a major boss encounter later in the campaign, fighting alongside an Adult Blue Dragon. They will run away if needed, and the sorcerer will do anything to not die there. So there's some merit to your suggestion.

Too big, can be used by medium creatures

Dat spoiler. Oh man, the feels.

Miniature axebeak.

Use Axe beak stats, change its size to medium.

Firstly, you'll need a piece of meat to distract enemies. A large bovine or a 13th century crusader should do the trick.

Next, you'll need one of the local crackpots to put the meat back together. Doesn't matter if he's screaming about the trees or claiming to see god, as long as he can give that meat a good old healing rub he'll work.

Lastly, you'll need someone who's not retarded. A nerd or sufficiently street smart urchin will do. A wandering musician will also work for some reason.

thanks, some modifications will help. I don't wanna keep them as is cause I know that everyone I know would be like OMG CHOCOBOS and then everyone is riding one when I still want horses to still play a part, so I want that little restriction to being for small characters only.

kek

So I need some plothook ideas for an adventure I am DMing.

City has been attacked more than once by hobgoblins, but not much info is common knowledge to the city. Some guards know there is more signs of them to the west than any direction, but no hobgoblins have been captured alive yet to interrogate for specifics.

I already have wanted posters with some info for hobgoblin ears. I have a Rogue in the inn who has ties to a thieves guild that works in the city that wants to get eyes out, but I feel like one more way they can stumble across it would be perfect.

Party is a bunch of new players so a bunch of murder hobos so far, the Rogue should nip that in the bud, but I'm looking for suggestions.

It's fine to use the class as a reference and source of inspiration, but build the character based on Monster Manual statblocks. Don't, for instance, use stuff like sorcery points that require keeping track of additional resources. If you're borrowing other class features, cut them down to their simplest form. On the flipside, you can do stuff that you couldn't do with a PC--for example, you could let the NPC cast cantrips as a bonus action when (s)he casts a spell.

An NPC villain is probably going to be fighting the whole party at once, so crowd control spells are better than single-target nukes. Take spells mostly from the following categories: control, defense, mobility (and maybe one or two single-target nukes). Don't worry about utility unless there's one specific thing you have in mind. Like, if one of the party members has invisibility (and it would make sense for the sorcerer to know that), then maybe include See Invisibility.

Some high-level spells to consider:
>Reverse Gravity
>Earthquake
>Incendiary Cloud
>Fire Storm
>Chain Lightning
>Sunburst

Have some of their really minor stuff go missing (socks, boots, whatever) and imply it's the hobgoblins' doing.

At the end, reveal that it was just a couple of clever orphan kids, just to fuck with them.

>I'm GM'ing LMoP for... a party of 4 martials, with no healing ability aside from the Paladin.

You should really just use the premade characters includes with LMoP, they have bonds and whatnot specifically related to the adventure. No problems with party composition if you use them (someone should definitely be the cleric) and it well help new players be able to get into role-playing a bit easier.

Welp, I missed those somehow.

How would you handle chasing a thief through a city without just throwing a bunch of athletics/perception checks at your players to see if they can keep up with the target? Is there a better way?

>you could let the NPC cast cantrips as a bonus action when (s)he casts a spell.
I think I might do that. Maybe have Heightened act as a Recharge power. So far, for spells 5th to 8th I'm looking at these:

>Power Word Stun / Sunburst
>Prismatic Spray / Fire Storm
>Chain Lightning / Investiture of Wind
>Cone of Cold / Animate Objects

Problem is that so many of the good high level spells require concentration, and he'll probably use that on Greater Invisibility. He'll also need some means to fly around, no concentration required, but I guess just giving him a Fly speed wouldn't be too crazy.

Read DMG 252?

That sounds like a perfect opportunity to use the Chase rules from DMG pg. 252. They look really fun but I haven't had the chance of using them yet.

I'm still waiting for my DMG to arrive in the mail but I'll be sure to check that out. Thanks lads

PDF is in the Mega, if you want to get a head start

Is it possible to play as a Necromancer in 5E and use your powers exclusively for cheap labour to make loadsamonays?

My friends and I are wondering what should be our next characters should be if our current ones die and a wacky Necromancer cabal sounds like a good idea.

My character just got Conjure Animals so I'm trying to put together a list of beasts that I can summon that are CR 2 and lower. The problem is, some lists I'm finding are listing beasts that aren't in the PHB or the Monster Manuel.

Does anyone have a definitive list of what I can summon with this spell, and where I can find its stats?

>just giving him a Fly speed wouldn't be too crazy.
Correct. Probably 30 feet rather than 60 feet, though.

(repost from last thread)
So I'm thinking about making a character based on the Retiarus class of gladiator, the ones with a net, trident and dagger. Thinking of going Battle Master because the combat maneuvers seem fitting for one who learned to fight to entertain. I can also take a feat, so the question is which feat and maneuvers to choose from that'd work to make this effective.
Would love some input.

Use 5egmegaanon.github.io/5etools/bestiary.html
And download the monster manual PDF from the mega trove

5egmegaanon.github.io/5etools/bestiary.html#Allosaurus
just sort CR type and book

Theoretically, I think. It'd be sorta morally questionable, but it could be done.

Like, it'd definitely be Evil, even if it's not Evil on the same level as world-conquering warlords, just on the same level of Evil as Enron executives.

I've been using something similar to this, but things like the Allosaurus aren't in the Monster Manuel or the back of the PHB, that's why I was concerned. Is it homebrew?

yeah man, discord fags are one thing, but the pastebin game has to be on point

Fuck this "healing is a valid party" role noise.

Change the filter to "no third party" book source is next to the creature names

Monster Manual page 79.

whoops

Trying to come up with ideas for a campaign- I've got like a general theme but no specifics. Basically, the party is going on the fantasy equivalent of a road trip across the continent, possibly with the goal in mind to see a famous band of bards playing a fantasy metal concert. What kind of Harold and Kumar/Goof Movie/"Insert your favorite Road Trip Movie here" shenanigans and quests could I put on for my party? Anachronisms 100% welcome.

Mandatory Samsquantch encounter.

Anons? I want to do some subclass homebrewing for my own table, and I could use some advice.

First up; to cut a long story short, I want to do Healer style Warlock. Somebody with a pact to an Archangel or Seelie Fae or whatever that specializes in healing and defense, and so gives its agent powers around that theme. Bonus spells are easy enough to figure out, but I can't cook up any ideas for class features. Does anyone have any suggestions?

Secondly, I really like the Sorcerer, but the Wild Mage doesn't scratch that "natural talent for magic" origin itch I've got. Too much focus on chaotic random shit. What kind of features would be good for an "Arcanist", a Sorcerer who's simply naturally skilled at magic? This'd be the closest thing in 5e to the "generalist wizard" of editions past.

Finally, way back in AD&D, there was a Wizard kit called the Undead Master. Don't let the name fool you: it was a sort of Necromancer/Enchanter/Conjurer hybrid. Basically, it was a Necromancer specialist wizard who traded almost all weapon proficiencies and three schools of magic (Alteration, Divination, Illusion) for the ability to cast Enchantment spells (barred to Necromancers in that edition), and to Control (as per the Evil Cleric feature) Undead and Extraplanar Creatures. Now, simple question: do you think this kit could be made into a Wizard Tradition in 5e? Also, can anyone suggest a better name for it?

magical wagon breakdowns
map misreads
kooky hitchhikers
haunted gas stations

For the warlock, whenever you cast a healing spell with a single target, you can use this ability to instantly regain the spell slot. Usable up to charima mod a day, recharge on long rest

Undying Light Patron heals - Unearthed Arcana - Light Dark Underdark.

For the sorc, prodigy. Free arcana prof, the let them pick two spells off any list (or maybe just wiz) like the Lore Bard. Beware metamagic shenigans tho
Also, checked

>Finally, way back in AD&D, there was a Wizard kit called the Undead Master. Don't let the name fool you: it was a sort of Necromancer/Enchanter/Conjurer hybrid. Basically, it was a Necromancer specialist wizard who traded almost all weapon proficiencies and three schools of magic (Alteration, Divination, Illusion) for the ability to cast Enchantment spells (barred to Necromancers in that edition), and to Control (as per the Evil Cleric feature) Undead and Extraplanar Creatures. Now, simple question: do you think this kit could be made into a Wizard Tradition in 5e? Also, can anyone suggest a better name for it?
Necromancer wizard with Planar binding?

Alright Veeky Forums, going to play a Divination wizard high elf for an upcoming SKT run.
However, I am stuck deciding between Noble(Knight) background and Inquisitor. Both fits my characters history, question being is that I have no idea which would come up the most in SKT.

Undead Master just sounds like a 5e Necromancer wizard. Even gets a feature to control undead.

What sort of suicide/redemption mission might a small city give to a party of criminals who fucked up, but are seen to be more useful alive than dead?

Party last session got dragged reluctantly into a bloodbath with some elite guardsmen because the Rogue was a fucking dick. He's dead, so the city is showing mercy by ordering the party to do a quest for them (under suitable magical constraints, of course). Really, the city doesn't have the facilities to keep them, and the party is made up of virtually unkillable types, so execution would be dicey. Exile is too lenient, so giving them a mission sounds like the best option they have.

What kind of quest would be suitable?

hey, Veeky Forums, Im running a game right now. I need some help coming up with a plot hook for a mad wizard.

So the party has been sent on a retrieval quest to get a crazy wizard that hasnt been paying back taxes on his property. Thing is, wizard is only going crazy because hes been cursed with nightmares and visions of the old ones and shit. What should the wizard send them to do after they break into his tower?

Hunting something in the sewers of the city, something sneaky, something intelligent, something that likes to hunt, something that eats people. A lone, terrifying monster that has been pulling people below into the dark, and every party sent after it get members picked off one by one.
The leaders of the city don't want to start a panic, but the amount of organization needed to clear the sewers would tip everyone off. So before that happens, they throw the party down there, to prevent anymore casualties in the guard, and hopefully keep it sated long enough for them to organize without it grabbing more people below the streets.

The only way to possibly make this work is to ask your DM to allow two-weapon-fighting to work with ranged weapons and to take the 'dual wielder' feat.

Bonus action to net, action to trident.

Might not be half bad actually. Definitely not optimal, but not exactly bad.

>Alone in the dark with a terrifying monster
>Organized city guard come sweeping in towards the end of the adventure, ready to find either a victorious party or a lone survivor

honestly this sounds fun as fuck. as a dm i would allow it, they're both fairly sub optimal weapons. it's fun and cool but not game breaking.

Nets are essentially unusuable due to a quirk of the rules without Sharpshooter or Crossbow Master. Since their normal range is 5 feet so you have disadvantage on attack rolls against creatures further than 5 feet away, but making a ranged attack roll when a hostile creature is within 5 feet of you imposes disadvantage on your roll.

But if you've got one of those feats, it can still be a viable strategy. Throw a net on them, then poke the hell out of them with a trident. Certainly not damage-optimized, but it could work out.

Make them go on a treasure hunt for shit that doesn't exist: Rooster's teeth, a left-handed wrench, free will, etc.
Then see if your party takes the creative route or goes full murderhobo.

Sounds legit. The city doesn't really have a sewer system, but I think I can adapt.

3/9/13/17
Jackie Chan Rogue Subclass (Monk is too mystical)

3 - Improved Acrobatics - When not wearing armor the Acrobatics skill checks do not use extra movement and you add your Proficiency bonus to your AC.

9 - Ladder Fu - Proficiency with improvised weapons. If you are holding an improvised weapon you may use a reaction to attack someone attacking you. if you hit, they have disadvantage on attacks rolls until your next turn and allies have advantage on attacks made against them. Using this ability causes you to drop the improvised weapon.

13 - From Out Of Nowhere - While holding an improvised weapon you can use it to hide an attack. You may make a second attack in a round and apply 1/2 of your normal sneak attack dice to this attack, even if you have already used your sneak attack ability.

17 - Don't Want Any Trouble - Babies count as improvised weapons. Whil weilding an improvised weapon, if you would have to make a save, make an Acrobatics skill check instead. You have advantage on this roll. You do not take fall damage.

Should i try and bug my DM to let me play this? drive.google.com/file/d/0BwF09f1afXWlS0FqRmx0cGs0T2s/view or should i just be a Fiend Lock and have my patron be Zuggtmoy.

>Jackie Chan
>Not Mystical
Ai-yah.

>babies count as improvised weapons

could do a monk with talisman's build

I can see it now. Each sub class level lets you equip another medallion at once and gives you more options. And some passives based on other ones.

I sometimes include completely unrelated stuff that has to do with the conflicts of the empires the area is at the margins of (essentially obvious fantasy versions of the great classical empires minus Rome). The players are generally aware that they're essentially playing in a backwater whose main interest to the world at large is being home to a few specific trade goods like tin or wine.

I could see that being hard to balance.

Nice trips, praise kek.

Anyway, it wouldn't be that bad. The talismans all have very well defined abilities, just adjust the numbers as needed. Can't be any worse than Korra with downs.

Playing a Rogue Thief, currently level 7. Considering going Paladin for background.

What's the "best" Paladin/Rogue multiclass level breakdown, and which Oath?
Ideally I'd like to get Reliable Talent so Thief 11 would be nice.

As of now I was considering Treachery reflavored to be an Oath of Duty for a spy.

The only reason to go thief is to get to level 17.

Should've gone swashbuckler if you wanted synergy.

Checked? Sorry, I don't get the reference.

Incidentally, yeah, I wanna use that 5e Homebrew site to make PDFs for my stuff, I just can't get the hang of it yet.

Yeah, that's a simple way to pull it off, is just take Necromancer + all the Enchantment spells + Planar Binding, but it doesn't quite address the Undead Master's old ability to spontaneously compel obedience from planar beings.

Honestly? This'd probably be my first go-to idea bundle for an Undead Master or Dark Master or whatever Tradition in 5e:

Level 2: Grimoire of Chains
Halve the time & cost required to copy Enchantment, Necromancy and Conjuration spells into your spellbook.

Level 2: Charms of Command
Automatically add Charm Person to your spell list, can spontaneously spend spell slots to cast Charm Person, can use Charm Person on Undead, Fiends, Fey and Elementals.

Level 6: Master of Magical Creatures
Charmed Undead/Extraplanar Beings are now under your command for longer

Level 10: Master's Blessing and Curse
Creatures Charmed, Animated or Conjured by you gain a bonus so long as they remain under your command. Creatures that break free of your Charm suffer damage and/or debuff.

Level 14: Shackle the Soul
Can make conjured/animated/charmed creatures permanent minions.

Yeah, in terms of being a Necromancer who can actually use the Control Undead feature, the vanilla 5e Necro works just fine for that. It's the added affinity for charmed minions and bound fiends/elementals that I'm interested in seeing can be incorporated.

>Checked? Sorry, I don't get the reference.

is this your first day on Veeky Forums

I don't actually expect this character to get to 17. Either I'll die, the character will finish their mission and return to their country, or the game will fizzle out due for some reason or another, so the highest I'm planning to is around 15.

That said I was considering asking the DM about taking Inquisitive Rogue's level 3 abilities as a Feat since I've been playing this character since before I knew it was a thing and don't want to completely retcon my archetype, and Inquisitive fits the character a lot better than Thief.

Tell your DM that you've never used second story work ever, can I pick a different subclass.

While I use climbing all the fucking time he still makes me roll for Acrobatics (Which hardly matters since I have a +10 to it's rolls), so I guess I might as well if I'm rolling anyway.

A lot of this is making me doubt you really get how 5e works.

>Grimoire of Chains
So it's like Necromancy Savant or Enchantment Savant or Conjuration Savant, except it's all three at the same level.

>can spontaneously spend spell slots to cast Charm Person
That's essentially how all spells work. If it's on your list you can cast it.

At least, those are the obvious ones.

Check out the Class Design Variants UA.

>checking dubs/trips
>Anno Rex Stulte Triumphum I

For those of you who homebrew new classes, how do you come up with the type of archetypes the class has? Like, Ranger have Lodges, Druids have Circles, Clerics have Domains, and Bards have Colleges. How do you figure out how your new class is organized?

Is the /5eg/ discord still full of furries?

>So it's like Necromancy/Echantment/Conjuration Savant, except it's all three at the same level
Given that this is essentially a fluff feature that has very little gameplay impact, is it really that big of a deal?

>That's essentially how all spells work. If it's on your list you can cast it.
You do remember that the Wizard is a Prepared Spells class, right?

It's *not* just "know the spell - can cast the spell" like a Sorcerer, you still need to select the spells you have memorized *before* you can cast them.

What Charms of Command would do is let the wizard free up one of his "spells memorized" slots and still always be able to cast Charm Person.

>is the _______ still full of furries?
The answer may surprise you.

>What Charms of Command would do is let the wizard free up one of his "spells memorized" slots and still always be able to cast Charm Person
Then it needs to be worded as "You always have the spell prepared and it doesn't count against your number of prepared spells".

5e doesn't have memorized slots.

>tfw the only discord without furries is the furry discord