/5eg/ - Fifth Edition General

Depends largely on your DM; intelligent creatures are unlikely to fall for it more than once, even if they're not magically inclined. 'Mindless' creatures like undead will get fucked up by it though.

How long does it take for a completely new person to learn a cantrip in lore?

>My orc father raped a human woman
>Humans are weak and cowardly
>My human grandfather was too weak to fight back against the superior orcs
>My human uncle was too cowardly to try and rescue my mother
>Why should I embrace being descended from such weak people?

My players have recently finished a big quest involving helping out some cultists revive their archfey patron, and I'm at a loss at what to throw at my players next. What would be some fun adventure ideas to run a 13th level party through?

Hard mode: make the theme oriental

Excuse me?

Wish that he doesn't hate orcs anymore. It's the only way to move forward.

One tool proficiency takes 250 days of 8 hours' practice. The Skilled feat grants 3 such proficiencies. The Magic Initiate feat gives 2 cantrips and a first level spell, and it can be reasoned that learning the non-draining and more basic cantrips take less time to learn than the spell. So, 250 days or less, assuming they have 13 of the requisite stat, if you want to use feat algebra.

People have stopped dying. No ones knows why, the gods are at a loss. When a body is destroyed beyond use, the astral self just keeps sticking around.

Well, I know somewhere in the lore that during the dawn war, Gods and Primordials clashed. I'd imagine that the servants of some divine entities would want to quell the elementals.

If we are just coming up with enemies, then maybe creatures that don't adhere to classical elements (possibly some form of eldritch horror or other aberration). Maybe a creature that "destroys" the elements, or something that can disintegrate things.

War breaks out between two houses over control of a major trading hub that lies in the middle of a river that exists as their borders, and both sides have been summoning minor elementals to cause havoc to the other's merchants. So the Merchant King, tired of both houses fucking around on his island, hires the heroes to help establish their island's sovereignty. You can mix up negotiations, rescue missions, and quests to break through to the summoning rituals of either or both houses without giving away their involvement.

Eventually it would either end with peace through negotiations, the town siding with one house against the other, leading to the heroes helping with an invasion against the other houses' lands, or siding with the Merchant King and leading a defense against the two houses launching simultaneous or near simultaneous attacks on the island, and declaring peace through superior firepower.