/5eg/ - Fifth Edition General

D&D 5th Edition General Discussion

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KOBOLD DRAGON HUNTING PARTY

Someone should really add the new Planeshift to the OP.

>media.wizards.com/2017/downloads/magic/Plane-Shift_Kaladesh.pdf

Anyone have cool ideas for a Gunsmith Artificer? I'm thinking a Kobold with a dragon obsession but I'm wondering if there's something better.

An elf intent who hates how much his race relies on magic and how mages have power over non-mages and wants to equalize the scales by bringing powerful, non-magical weapons and tools usable by anybody.

Nah, it should be added to the mega.

Thoughts on a 3 level fighter dip for valor bard?

Anyone fuck around with that Maztica homebrew on the GM's Guild?

Depends on the character. Mechanically it could be fine.

>losing out of magical secrets
if you really dont expect to get to a high level then i'm sure it's fine as long as you aren't your party's only caster.

You are the tiny kobold who WILL slay the dragon by any means necessary.

Your large gun compensates for your small size. Perfect character concept.

Sounds pretty fun/10

I'd still follow the houserule though that for every size greater, the pushback is halved. So you have 5ft pushback against a large creature, you have to hit twice to pushback/pull a huge creature, you'd have to hit four times to pushback/pull a gargantuan creature 5ft.

>It's not retarded, it's RAI.

Jesus Christ, if I had to respect race restriction regarding battleragers, I'd kill myself

Megaanon, are you here?

If you play in the Forgotten Realms setting, then kill yourself.

RAW actually says 'you might want to lift this restriction for campaigns outside of the sword coast' or whatever. Something like that.

But honestly I wouldn't allow non-elf bladesingers because I just don't fucking like bladesingers.

That sounds like a good idea, but too heavy on the nerf. I'd halve it for every size bigger than large.

Conceptually a frontline fighter with magical support and utility. I know it's weaker than a straight up fighter in a combat sense.

I've got a player who wants to put a bayonet on the end of his crossbow. Would letting him pay 50gp-100gp in exchange for being able to make dagger attacks with it unbalance anything?

Why not go Eldritch Knight?

>unbalance anything?

Other than the crossbow?

Not caster enough, and I want a decent charisma.

I really don't care to much about it being realistic I'm just wondering if there's any weird exploits being able to make a proficient melee attack with a ranged weapon for 1d4+DEX could lead to.

the idea is that he's engaged in a fight with a party member, and then I pour the acid, retard. I'd demonstrate how easy that is in real life, but I don't want to fuck someone up with acid.

Why the fuck would anyone with mage hand be in melee range tanking hits while they try to cast?

I'd say it kind of depends.

If you're in a campaign with lots of closed environments, repelling blast isn't quite as strong.

If you're in a campaign with lots of open environments and with a ranged team, repelling blast, especially on a sorlock, is incredibly powerful already.

Just make it so that he can't fire the crossbow into people he's impaled. Or if he does so, the roll has a penalty to hit but does more damage. The penalty being that you're, you know, using a ranged weapon in melee.

well, I suppose that if you're using your reactions for Attacks of Opportunities, Valor Bard makes sense for a 3 level dip over Lore, I guess

What type of class is this player?

As long as he doesn't try to lawyer his way into using Sharpshooter and/or Great Weapon Master with it, it should be fine.

>Wild Mage

why

Guys I could use some advice on spreading religion:

We were running a Eberron campaign and while everyone else in the party was killed, my Paladin was turned to stone. After this session we decided a new campaign was in order and I brought said Paladin back as I felt the idea of a Paladin from a far-off age finding his god completely forgotten in a new world he does not recognize would make for a fun character to play, so we de-stoned him and set him loose in a new universe where the basic Forgotten Realms pantheon is the norm.

Right now my character is really only preaching to townsfolk and searching libraries for information on magical artifacts that sound like they may be related to his god (Dol Arrah). I'm a little annoyed at my GM being unwilling to let our party gain renown from the deeds we do, and that makes me feel like there's little I can do to make Dol Arrah great again. I'm wondering what you guys would do in this situation.

A player came around a couple of days ago saying they wanted to refluff their crossbow 5ft attacks as bayonet-based.

Don't nerf them for wanting to refluff. Allow them to essentially attach a shortsword that allows them to make bonus action attacks as per crossbow expert, and let them do it for free (or a bit of money if you're really stingy).

.. And make it count as a ranged weapon, still, making a ranged attack.

Or, I guess you can nerf the damage to 1d4 just to represent daggering, it's only a -1 damage.

>I'd demonstrate how easy that is in real life but i would then discover how retarded i am

dude, watch some fencing and imagine trying to underhand throw a water balloon to hit a specific target. Shit aint so easy.

I'd say sure, he can do improvised melee weapon attacks at this with a d4. Does not add proficiency to this attack, nor does he add disadvantage

if two guys are fencing in real life it would probably hard as fuck for me to hit one with a bow, and not the other one, and yet the rules allow it

Declare that the bayonet is a light melee weapon. The main issue would then be that he can make opportunity attacks while wielding a ranged weapon, but I wouldn't worry about it too much.

But don't you know that melee combatants stand in place and hit each others' armor every 6 seconds?

He's a Kobold Rogue.

I've already told him I'm not going down that path no matter what.

Once he picks up Crossbow Expert I have no problem letting him refluff the 5 foot Crossbow attack into anything he wants but for now I feel like a slight decrease in damage gives more reason to pick it up.

IMO, questionable at best. It's a bit too much neither fish nor fowl, since Valor is already the "melee" bard. My suggestion is to avoid the multiclass tax unless you're after a specific class ability, especially since there are already so many hybrid archetypes to begin with.

Why?

You're nerfing them for wanting to refluff their weapon, providing this is the player I believe it is.

The player presumably has a hand crossbow and crossbow mastery, so normally they can make a 5ft attack identical to doing two-weapon-fighting with shortswords with the two weapon fighting fighting style, the only difference being is the crossbow counts as a ranged weapon and uses a piece of ammo.

If he doesn't have crossbow expert yet then sure, you could nerf it a bit. Consider they could normally just draw a shortsword and attack with that, though.

Interestingly, before 4e, the rules imposed a penalty on shooting into a melee, with a chance of hitting the wrong target. I wouldn't be opposed to a houserule in 5e that does that.

yeah with an attack roll. that thing mage hand doesn't allow.

>He's a Kobold Rogue.

Ah, so this is the meat of it, attacks of opportunity with Sneak Attack (and advantage because of Pack Tactics)

He wants to be able to pull those off without having to switch weapons, even though Sneak Attacks of Opportunity are meant to be a draw of melee rogue fighting

Let him do it, at a chance he'll break the cross bow. Bayonettes are a type of spear for a reason

specific beats general, pouring a vial is more specific than "attacking"

you're also forgetting that pinpoint accuracy isn't needed here. i just need to douse the guy, and presumably my teammate isn't damaged by holy water so I don't care if some of it gets on him.

Not really. Weapon switching is already basically free (assuming you still have your item interaction to spend) and bonking someone over the head with a ranged weapon is already 1d4 bashing. You're basically not getting any real advantage over just pulling a dagger 2gp during close combat, and an argument could be made that the 2gp dagger is actually the better choice in most situations.

That's not how "specific beats general" works, if you accept that pouring holy water on a vampire is an attack (YMMV).

But more to the point, melee combatants don't stand in place even remotely.

I never said they stand in place. They stand within a 5 foot square, and can be hit by many forms of ranged attacks.

Check the difference between an "attack" and an "attack action." There's a lot of weirdness where attacks come from something other than the attack action, particularly where using an object are concerned.

guys, he's not trying to pour into a fucking cup. the surface area of a human being is much fucking large than pouring in a cup. if you really wanted to pour a liquid on someone in combat and you could get close enough, you could do it fairly easy. it's not like he's trying to pour it into his ear or something for fucks sake. just dump it on top of his head. if you really wanna be anal and say that most of it would probably end up on the ground, fine, make it deal less damage. but it isn't fucking hard to pour liquid on someone. now stop being so fucking autistic

I am planning in doing a new campaing set in the same universe as our main campaing but decades in the past explaining the backstory of sometida characters incluiding a boss that they encounter few sessions back and the Main villain.
The campaing consist in old fashioned rescuing a princess from a dragon. The problem is I only got 2 PCs. I plan on making the PCs lvl 10~12 and giving them a NPC lvl 9~11 (in the end they discover that the NPC is the boss they killed in the other campaing ).
Which dragon should I use for Ghia campaing? A young red dragon is todo much?

As should have been obvious for the last few years, this is a buildthread and a buildthread only.

you know, i think i see the problem here, see user here thinks pic related is a vial

>posting non-fetish orc

Or stone sorcerer

>implying non-fetish orc isn't my fetish

jokes on you, non-fetish orcs are my fetish.

kek

Does it seem reasonable to re-flavor a whip as a monkey's fist (bludgeoning) and use it as a monk weapon?

im looking for help making a new character i have only been playing D&D for a month now

I want to know if i can have a split personality lawful good to chaotic evil im thinking every time i roll a D20 and it hits 10 change from helping my team to fucking with them. I enjoy pissing off my DM and teammates. Can the split be so different has to change classes? Like a good fighter to evil wizard.

Also any tips on trolling them better? they are all A holes so down worry they deserve it. any good trolling story's you got i like to hear

no, monks are OP enough as is

I think you'd better leave.

>Also any tips on trolling them better?
you do not deserve to have a gaming group. Come back when you're old enough to be on Veeky Forums.

1.) That not how multiple personalities work
2.) There's no rules in the game that currently support that concept, likely because:
3.) Your idea is retarded and you need to leave

"Spreading a religion" is a very RP-heavy goal that the DM has to be on board with. You're going to have to talk to him, and if he doesn't want to do it there's unfortunately nothing you can do.

No, because it's much shorter than a whip. I'd use a light hammer or a club or something like that.

Just because an action is better than an item-based action (throwing holy water or alchemist's fire for pissweak damage) or simply deals damage at all, doesn't mean it has to be an ordinary attack.

It's fair enough that dropping a boulder on an enemy will deal damage.

I'd think it'd be fair if you're pouring with a mage hand that you can use an action (Bonus action with arcane trickster) to pour holy water out, the creature that might be effected making a save, taking perhaps only a small bit of dousage on a successful save (or none at all). I'd probably allow that in melee, too, just not if you're throwing it.

The rest of your group despises you and only allows you to play to fill out the numbers, or for the sake of some kind of old friendship you used to have with one of them -- a friendship you have long since more than justified ending

Everyone in your game would be happier and better off if they had never met you, and I imagine the same goes for most if not all of the people in your life

Are the drowning rules as vicious as they seem?

Is a disable (such as drow poison) plus grappling someone into a sufficiently large pool of water an almost assured kill?

Firstly, your DM will not let you do it unless they're a massive faggot and then they deserve it.

Secondly, that would be imbalanced and broken to allow switching classes like that.

Thirdly, you're playing a fucking co-op game. If you want to get your 'epic trolling' then do it in a more subtle, smug way such as being so good you fuck over the entire campaign premise.

Lastly go fuck yourself.

>split personality lawful good to chaotic evil
No, stop

>I enjoy pissing off my DM and teammates
Really, just don't.

>Any tips on trolling them better? They're all assholes, they deserve it
No, they don't. I don't need to know them to know they don't deserve having their time wasted playing a game they enjoy and having you ruin it for them. Find something more productive to do with your life than making others miserable. I can assure you that it'll be far more fulfilling.

Thief rogues make for pretty good alchemists outside of the artificer..
Throwing alchemist fire all day. Once you set them on fire just start dousing them in oil too.
1d4 + 5 each turn they're covered in oil in addition to sneak attacking once a turn with your regular weapon.
If they want to stop being on fire they've gotta spend an action to put it out. Can be a good way to harass someone with lots of HP while you clean up the squishies.

If you can keep someone underwater that long, you could have very easily killed them through almost any other means.

And drow poison is probably still broken.

If you can get them in a situation where they aren't holding their breath, aren't they fucked?

Can't you hold your breath for a pretty long number of turns?
Being grappled underwater is a good way to die, but if they don't have anyone around them to help them out and your party is gang raping them anyway, what's the point? Just circle up and stab them to death.

Standing over in the corner during combat drowning one person isn't gonna be as effective as just killing them with a sword and then moving on to the next person.

Yeah but in that situation you describe they'd probably be fucked regardless of if there's any water around or not.

Please leave, you worthless scum. I hope that group kicks you out soon.

I'm asking from more of a "best assassination methods by RAW" perspective.

Sure, but mage hand specifically cannot attack, not just cannot take the attack action (it doesn't take actions at all.)

Oh in that case it would be fine I suppose.
You basically just need some sort of dude that can make sure they win all grapple checks.
A barb/rogue expertise in athletics would do the trick.

You'd have to at a minimum be able to hold them underwater for 30 seconds, that's 5 rounds. If you can do something that would make it so they can't hold their breath, then ignore this part.
Then you need to be able to hold them down a number of rounds equal to their con mod (minimum of 1 round).

The mage hand can't pick up a sword and hit with it because it's too weak. It probably can't throw holy water a distance either. But it can sure as heck empty the contents of a vial.

Unless you want to take that to mean 'the mage hand cannot pull a very light lever that then drops a boulder because that would be attacking'. But what does this look like, 4e?

I'm not sure what you two are arguing, but this isn't a case that should be argued by RAW but instead what makes sense.

Do what i did.
Made a triton barbrogue for a pirate campaign.

Yeah, essentially that'd be the best thing to do.

DMs, how do you play it when your players are playing stupidly? Let em be stupid with realistic consequences? Let em be stupid without realistic consequences? Suggest smarter courses of action?

This.
5e isn't fundamentally a board game the way 4e is. You can do everything that's immediately obviously possible to do, and then the rules exist to tell you how and with which restrictions you might be able to do those things.

The rules DON'T exist to limit what you can do to a small subset of allowed actions.

Do you mean stupid as incompetent or stupid as in they are rping their less than inteliigent characters?

If they're being slightly stupid, make them suffer mild consequences. If they're being seriously stupid, say "are you really sure?" and if they say "yes" drop whatever consequences are appropriate. But always leave them an out, some way to get out of that situation.

4e's rules don't exist to limit you to a small subset either. Did you even play?

I mean playing intelligent characters in a very stupid way, that, in my estimation, anyone with a degree of sense between their ears could tell will have disastrous results.

If I was DMing I would probably allow the bad guy that you're trying to dump the water on a saving throw, because the Mage Hand isn't going to be precise. It seems to me that the whole idea of "it can't attack" is "it's a stupid hand that only does exactly what you tell it to do and can't adapt to combat situations to make sure it hits something, can't cast spells, can't swing a melee weapon with enough force to do anything, and can't adequately manipulate a ranged weapon or throw anything with enough force to do anything".

So you put the hand over the vampire, dump the water, and the vampire gets a save to see if he can get out of the way, because the hand isn't going to move with him.

4e's rules didn't serve to do that, but they're a lot more like that than 5e.

Attacks are incredibly overspecific, such as 'Teleport X squares, then make an attack, then do this, and this might happen' sort of thing, yet it doesn't seem to suggest so obviously how you'd use that teleport outside of combat.

Given the things you can do with mage hand, I wouldn't say it's too slow or inprecise. Its real problem is that it's just not strong enough to make anything resembling an attack. It can only lift a small weight that suggests it has a strength of maybe 1 or 2 if you're lucky.

I wouldn't say they get a save because the hand is bad at what it's doing, but because they still have every chance to avoid it or smack the water from its hand or whatever.
The only question is if a save halves the effect (Water sprayed everywhere, you can only avoid some of it) or all of it (Water poured into one area, can avoid all of it)

This

Assuming he means incompetent, I'd say he should let the dice land where they would.

My players are also the incompetent type, but it's their first game of D&D. It would suck for them to die in a less than stellar fight, but it is a possibility.

What I do is always make clear what the situation at hand is, and try to describe it as a dire circumstance if that's how it looks like it's shaping up. Players usually get the hint to run if they can at that point.

It's unfortunate though, because they're such high level nothing I've thrown at them should really be that dire. But that's just the group I'm with. When we're not playing I make it a point to try and get them to think about their character's abilities a bit more and how they might be able to use them in combination with one another. This has helped somewhat.

In one instance I nearly TPK'd them simply because they decided to rush in with no plan at all. One of the players died though. I truly think letting them see how playing like you're invincible is not a smart way to play does help. Let that dude crit their cleric. Have that hungry monster eat the dude he downed. Play it out.

4e's rules are actually great for improving results, because all the spells and abilities have tags, that suggest how they work in very general situations. Having DM'd both editions, I prefer 4e's hints to 5e's "fuck it, just make shit up", because the hints feel like they give a fairer result.

I would say that it is most likely to work when they're distracted by something, like playing a pipe organ, and you sneak up on them. It's least likely to work when they're in combat and can watch the world's slowest projectile float up to them.

Save negates. There's no splash damage normally. It's a vial, not a bottle of bleach.

to use the teleport x squares ability outside of combat, you would teleport x squares, and not make an attack, unless you wanted to (such as against a chest to break it open)

No, no, I don't mean the hand is slow or imprecise, I mean that it does EXACTLY what you tell it to and nothing more. It's a very fast and very precise idiot.

"Dump that water there". The hand will get into position and dump the water. If the vampire moves, the hand will stay put.

I wish D&D had some kind of metric for degrees of success to answer your question of whether the save halves or not. My gut says to just halve it and treat it like an area attack over a small area, but that seems a little too good, while simply negating the damage on a save feels too harsh. What if the vampire takes no damage if he beats the save by 5 or more?

About to play d&d for the first time what can I expect?

>I truly think letting them see how playing like you're invincible is not a smart way to play does help.

Oh, and I should add this.
Before starting any campaign it's a good idea to remind your players that player death is a VERY real possibility if that's the kind of game you want to play. Helps diminish the tears because you were very upfront about it.

Personally, I add the caveat that if you REALLY want to keep playing the same character and they died. There will always be some way to bring them back. But it might require an epic quest from the rest of the party, and they have to be willing to do it.

Expect to sit around a table and pretend to be a fantasy character with a bunch of other nerds pretending to be fantasy characters.

Expect this to be more fun than it sounds but not, like, the best thing ever or anything.

I mean, fair enough, if someone says they want to try something weird then it can be hard to allow it somewhat unless you really know what you're doing and how to think up an improvized combo attack's stats in less than half a minute.

But I'm still not too keen on 4e's pretty much predefined combo attacks .

I think something both editions kinda lacks there is comboing things. Making your own combo that isn't just 'bonus action -> action' but there might be some sort of weird monk combo class out there already in 4e that lets you ado a series of different attacks. Who knows.

If you flung it in a wide arc, you'd spray a less concentrated burst but definitely hit with it.

Whoever's playing the Cleric or Wizard will invariably have the most complicated turn, have no understanding of how his spells or other mechanics work, and will not begin to think about which of the 10,000 things he's capable of that he'd like to do until his turn rolls around and everyone is waiting on him.

By the way it uses your action and the wording 'you use your action to control the hand'... I'd assume you're not 'telling it' to do things.
Holy water already isn't very strong. I'd say you could either spray it over an area for halved save or try to concentrate it all in one area for more damage but no area effect and save completely negates.

I suppose it sort of makes sense if you treat the teleport as something like a free action packaged with a normal attack. It's just that I don't really like the inflexibility of it all, things like 'why can't I combine that teleport with something else?' While 5e doesn't really let you combine, it's just 'you do X'.

The Hallow spells says the DM may offer an effect

What are some good offers I could give a pc rather than the listed? I'm thinking daily goodberries

I'm a tempest cleric I've printed out all my spells on cards and have been going over them frequently

How about something appropriate to their deity?
Goodberries would be great for a nature cleric.