DnD 5th Edition General

D&D 5th Edition General Discussion

WIzards Edition

>New Unearthed Arcana: Wizard Revisited
media.wizards.com/2017/dnd/downloads/MJ320UAWizardVF2017.pdf

>Official survey on Unearthed Arcana: The Mystic Class
sgiz.mobi/s3/068d0a122041

>Official /5eg/ Mega Trove v4b
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>Pastebin with resources:
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>5etools
5egmegaanon.github.io/5etools/5etools.html

>Previous thread
Thread question: When was the last time a magic user in your game did something that helped out another character in RP?

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maximumfun.org/shows/adventure-zone
twitter.com/NSFWRedditVideo

I play an artificer, so all the goddamn time.

reposting from the end of last thread

Could use your help making a balanced Gaston character for one of my players.

So far:
>Paladin that uses crossbows and greatsword
>Oath of Devotion
>To himself.

Stats (baseline human) based on his song:
14, 12, 16, 8, 10, 18

I was thinking Folk Hero with the rustic hospitality exchanged with Lefou, who would have terrible stats.

Ideals are of destroying the unnatural, decorating with antlers, and collecting trophies (like the prettiest wife).
Flaws are arrogance, quick to anger, and being prone foolhardy acts of heroism.

What am I missing?

pic related

The party cleric is some kind of genius at motivational speeches. Not even just due to good Charisma rolls, it's mostly that his player is a fucking all-star who always has a completely different motivational speech prepared for every situation. It's amazing to watch.

How do I deal with a pacifist, DMs? I don't want to impede his code of honor to not kill (like Batman in a way) but his party are asking him what is he honestly expecting when he goes out adventuring and running into folk who want to kill him? In a "you can't spare everyone's lives you know?" way. So far, it's been adding in-game character drama for the players and everyone is engaged especially since we have a Vengeance Paladin who sorta sees his views but when they get to a point that the there is a massive gray area regarding sparing or killing the life of a villain, it adds a lot of tension IC (OOC we're all cool.)

I've never quite handled something like this before. Cause one, I feel intimidated by the amount of characters and NPC mobs he'll leave behind (I don't have to RP all of them though) so I'm not sure how far he can take this ideal.

Any ideas?

Reposting for new thread.

Aboleth Traits

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Aboleth enter adulthood at around age 10. They do not die of old age.
Alignment. Aboleths are dominated by the need to dominate others, to control all that was once theirs. Most Aboleth tend towards Lawful Evil.
Size. You are around 7 to 8 feet long, and weigh several hundred pounds. Your size is medium.
Speed. Your base slithering speed is 20 feet. You also have a swimming speed of 30 feet.
Amphibious. You can breath air and water.
Darkvision. Dwelling in the depths of the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Tentacles. Instead of arms and hands, you have sinuous tentacles which don't impair your grip, but count as a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6+your Strength modifier.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mindwalker. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to only one creature at a time.
Dominate. You can cast the charm spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common, Undercommon, and Deep Speech.

Have him knock them out.

Then have another character kill them.

And if they have a problem with that, then they can't keep playing. It will only make trouble.

>it adds a lot of tension IC (OOC we're all cool.)

Read, nigga

>Original false entrance to the Tomb of Horrors
>Only hint is the ceiling is made of badly fitting stones that you can't even see
>Trigger trap and take 5d10 unavoidable damage
>Spending a round as ethereal carries a heavy risk of havign a demon summoned on your ass
>Poisoned spike pits are save or die

>Nu-Tomb of Horrors
>DC10 Investigation check tells you word for word the ceiling is in danger of collapse
>DC15 Dex Save throw to take half of 5d10
>In an edition with bloated HP anyway
>There is only a 20% chance of having a demon summoned on you when going ethereal, and no subsequent checks
>Poisoned spike pits give laughable damage (2d10) and are a DC15 Con for 4d10 poison damage or half

Fuck, I'm mad. Was it too much to ask for an unfairly lethal adventure? Guess I'll have to make my players make AD&D characters, after all.

Our wizard uses phantasmal horror often to drive points home. He has used it to aid my intimidation checks several times. Minor illusions to help us when we're being sneaks. Etc.