/5eg/ - Fifth Edition General

5th Edition D&D General Discussion

>Download Unearthed Arcana: Feats for Races:
media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf

>Official Survey on Unearthed Arcana: Feats for Skills:
sgiz.mobi/s3/9faa85b8c0d0

>5etools:
astranauta.github.io/5etools.html

>/5eg/ Mega Trove:
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Warlock edition

Previously on /5eg/...

Other urls found in this thread:

media.wizards.com/2017/dnd/downloads/UAMystic3.pdf
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Warlocks are the worst cancer in this edition.
They serve no purpose beyond "My arcanist has EDGE as part of his class-fluff!" and to provide Munchkins and theory-gamers with a pacifier.

Let's make up some Class specific feats!

Anyone got some ideas?

It serves a purpose as the "magic attacker"/skill monkey that isn't long-rest dependent.

Warlocks are meant to be a "short rest" caster. However the entire long/short rest divide is awful in and of itself. With short rests being an hour, most of the time the party decides they're going to stop for a whole hour, they may as well stop for 8 and just take the long rest, unless the DM is constantly dangling a mission-timer over their heads.

I started ruling that a short rest is basically 15 minutes without combat or heavy activity, essentially changing all short-rest abilities into encounter-abilities. It helps some... but not nearly enough to hide how flawed the entire system was to begin with.

>Try UA Downtime with my group
>They want to buy a simple magic weapon to break through supernatural defenses
>On 21-25, magic item table E
>On 26-30, magic item table F
>magic item table E contains very rare and legendary consumable items, worth up to 900 thousand gold
>magic item table F contains contains mostly uncommon items
>you need to roll above a legendary selection to access the uncommon equipment table
I guess that's UA for you.

So of the offensive Talents Mind Thrust is pretty much the best, yeah?

Most things have a lower INT save than CON or DEX and there's other attack options that use those, plus knocking prone with Mind Slam, while neat in concept, could actually be a detriment if you've got a lot of ranged allies.

At level 8 you can have an at-will 2d8+7 invisible damage... with your miiiiinnnnnndddddd.

It's pretty cool.

Mind Thrust is a d10

In my game cities have an auction of magic items every 1d6+4 days and I roll for three items on the tables to see what's being sold

I also roll a d100 and for every number above or below 50% I add or subtract this much % from its normal price and set that as the highest bid from an NPC for each item

I'm not sure it's a good system, so far the players have not been able to afford anything useful, and none of the things they could afford was good

2d10+7 invisible damage... with your miiiiinnnnnndddddd.

Even cooler.

Continuing to look at Mystic shit
>Mystic Charm (Talent)
>As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.

>CHA save Charm
I see that being really useful if your DM follows the Charm=Mind Control meme like mine does

I'm hype guys. My dnd podcast should have its first game in two weeks.
I got some cool ideas for the first game too

Prerequisite: Level 3; Bard, Cleric, Druid, Sorcerer, or Wizard level 1.

Magical Reserves: You gain an additional level 1 and 2 spell slot, and raise the maximum to 5 and 4.

It is small but over time it would be very effective like Inspiring Leader.

Prerequisite: Sorcerer Level 2

Sorcerous Regeneration: As an action you may spend sorcerers points to heal yourself, per sorcery point spent is d6.

Prerequisite: Fighter 1

Multitalented: Your Strength or Dexterity increase by 1, to a maximum of 20. You may choose an additional fighting style you have not already chosen.

Prerequisite: Monk 1

I don't want no trouble: Your strength or dexterity increase by 1, to a maximum of 20. Improvised weapons now count as monk weapons.

Sounds like most auctions, to be honest.

Did your players sign up knowing they'd be bit-players in your whoring for attention/views, or did they think they were going to get an entertaining TTRPG?

Ladder Action!

>Supreme Practicioner

Prequisite: Monk 1

Increase your Wisdom Stat by +1 up to a maximum of 20.

You gain additional Ki points equal to half your monk level.

>Spell artillery

Prequisite 1 lvl in either Sorcerrer, Wizard or Druid.

Area effect spells you cast gain a +1 to their spell save DC and have their area of effect extended by 5 ft in all directions.

>Martial Sage

Prequisite: Fighter 1, Ranger 1, Paladin1 or Monk 1.

Gain +1 to either Str or Dex up to a maximum of 20.

Pick two simple and one martial weapon you are proficient in.

You gain a +1 bonus to attack and damage rolls with the specified weapons.

>tfw it's d8 in my game
DM lowered all increasing / pumpable Mystic damage die by one step unless it was already d4. It's worked out pretty well in reining in some of the class's excesses without requiring a whole bunch of fiddly changes to specific powers.

Survivalist
Prerequisite: Ranger, Favored Terrain
For 50gp and 1 day of downtime per party/expedition member, the Ranger may switch their favored terrain to a new type.

Arsenal of the Hunt
Prerequisite: Ranger, Favored Enemy
For 50gp and 3 downtime days, the Ranger may switch his favored enemy to a new type.

Leading the Pack
Prerequisite: Ranger, Animal Companion
For 100 downtime days you can teach your animal companion to take one action type (attack, help, etc) verbally without using up your action.

Sorry, these are downtime activities,. ot feats. I should get more sleep.

>tfw Mystic is the closest thing there is to a proper Summoner

In fact now that I think about it, a Soul Knife Summoner would be really efficient.
>Summon Shadows (3 PSI)
>Have them soften up a bad guy and grapple them
>Kill enemy with a Soulknoife
>Regain 2 PSI

Revised ranger allready exists.
It only needs a fix for the dumb 5mile radar and the beast companion scaling + new mid level features so it doesn't stay a 3 lvl dip like warlock.

And Feats are meant to expand on what a class does like giving Monks extra Ki or ladder action.

>Songbird

Prequisite: Bard 1

You gain +1 to Charisma up to a maximum of 20.

You gain proficiency in the Performance (Cha) skill and if you are allready proficient double your proficiency bonus for checks made with it.

You may use your bonus action to Sing to replace your Instrument focus function as a spell casting focus.

But that makes perfect sense.
>need a better roll to find useful items you can actually buy instead of spell scrolls that are too high level to be used reliably and cost more money than the party has even seen yet
table E is the party finding a high-priced antique shop for noblewomen who collect porcelain dolls; it's useless to them, it's a dummy shop, a worse result than finding the store selling F

Give me ideas for racial features for a bunch of people who commune with the spirits and get helped out by the natural world thanks to their deep connection with nature.

Wild Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn ot until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. You can speak, read, and write Common, Elvish, and Giant.

Give me ideas for racial features for a bunch of people who commune with the spirits and get helped out by the natural world thanks to their deep connection with nature and don't have inherent magical abilities or tumblr noses.

Not sure about that +1 cause that would be just like obvious to take, but it's probably not that bad.

Prerequisite: Druid 2

Wild Shape Mastery: When you wild shape you may choose an adaptation, which you take from other beasts. You gain one of the following:

-10 more feet of walking speed when you take the dash action.
-+1 AC while fighting fey and undead creatures.
-The ability to speak while in wild shape.
-+2 bonus to stealth checks while hiding in darkness.

Prerequisite: Barbarian 3; Totem Warrior

Totemic Bond: you gain proficiency in animal handling. If you already had proficiency, you may double it.

You may cast speak with animals as a ritual and animal friendship when your target is a creature you have gained a totem spirit feature for. Choosing the wolf totem spirit lets you cast this on wolves and dire wolves.

Prerequisite: Cleric 10

When you roll a religion check, you gain advantage on the roll. The divine intervention roll now has a modifier depending on your wisdom modifier, when you roll, subtract your wisdom modifier from the roll.

Would War Caster work for Mystic disciplines?

Not spells so no.

They aren't spells so no.

What I do (or would, if I had a game right now) is set taking a short rest to five minutes -but you can only benefit from it once per hour.

Here's an idea for you.

Does UA ranger ignoring difficult terrain mean all or just non-magic?

If it didn't work on magic it would say so

So I know Boom Blade doesn't trigger if the enemy doesn't willingly move, but does the effect stay on them?

Say for example,
>EK Boom Blades mook
>Warlock Repelling Blasts them 10 feet away

Do they stay "sheathed in booming energy" 10 feet away from the fight?

Stays there until they willingly move or you start your next turn

>not the "starvation and dehydration rules are for artists" edition.
Come on OP...

Which books have you bought and what was your reasoning?

What's the unearthed arcana gonna be today? Now is the time to guess.

Core 3 only. I don't buy setting books. I'd make an exception for a full Ravenloft campaign guide though.

Didn't they say there was going to be Fighter and other class Mystic archetypes? Maybe it's that.

None but the PHB
I'm poor

Expanded dehydration and starvation rules.

UA Monk Revised

NOT

Skill feats, race feats, ___ feats.

Class or background feats?

I bought the DMs guide because I'm a forever DM and my girlfriend was gonna run a campaign but panics and gets too anxious so I'm taking over. So now I get to use it yay.
I also bought the players handbook because my players are dumb and never read the rules so I figure having an actual physical book is preferable to a PDF they won't look at.
I'm gonna buy the monster manual next, and then Volo's.

I'm going to be playing a level 5 Mystic (Immortal) soon. Is there any "must have" Disciplines?

As of now I've picked
1 (bonus) Brute Force
1 (bonus) Adaptive Body
1 Telepathic Contact
3 Mastery of Light and Darkness
5 Psychic Assault

These seem to fill up the most important slots.

>Require less attention
The only fear is that you might go down and they have to heal you then, and in that case the healers are probably already also down, in which case you're probably fucked. Probably not worth mid-combat healing.

If magic items aren't a gaurantee, some sources of advantage aren't either. Plenty of players would have to willingly go up paths that grant them advantage - playing vengeance instead of devotion, going shieldmaster instead of GWM, perhaps assassin with alert over AT and in the case of AT getting find familiar instead of mage armour.
There are also builds that're probably more suited do pairing with wolf barbarian, such as GFB/BB rogue (They only get one chance a turn of sneak attack so it needs to count), GWM barbarians/fighters/paladins/etc.. Well, that's mostly it.

My argument is less that one is definitely worse but that it follows a rough formula:
0-1 melee allies: not worth it.
2 melee allies: Debatable. Don't if they lack synergy.
3: Just do it.
4: JUST. DO IT.

It better be fucking good because the next one isn't going to be for a month

I'm gonna' be in a one shot and the party comp so far is Sorcerer, Fighter, Bard. I wanna do something fun and "different". Any ideas?

Don't worry it'll be disappointing or mediocre at best, this is WotC we're talking about.

Joining a new group.

Want to rogue/thief, but the party has suggested I sword and board.

The people I've talked to all agree we already have a rules lawyer That Guy mage.

Any suggestions for a character class and build (I'll be starting at level 5). New to 5e and want to make something not useless but not too gamey since they're already pissed at the one guy.

What class would you normally never play, or haven't had a chance to because someone else always picked it? Play that one.

Why have they suggested sword and board? What's the party made of currently?

Paladin, mage, warlock, archer, beast master or some shit.

They suggested sword and board but honestly anything melee would work. I just remember fighters being pretty trash tier outside of being a meatshield but I haven't really touched 5e seriously.

DEX Paladin.

Sword and Rapier.

I'd go Cleric, but some people find that dull. Melee domains are Death, Life, Nature, Tempest, Trickery and War, although using Death varies from DM to DM

Like said would be a solid choice, or if you want go barbarian.

The main problem with sword and board in this edition is you kinda have to be gamey to fill the role the way most people view it as.

Thanks for the suggestions. I'm gonna do more reading up on 5e class mechanics then pick.

Just needed a solid suggestion to start looking. Don't want to end up with a useless character since I normally focus on charisma skills for a party and not smacking shit with a sword.

Dex swords probably would be interesting.

Barbarogues are the best sword and boarders. And I'd hardly call it 'gamey', though some people might see it that way.

I need help guys.
A "friend" and I must determine who is forever BTFO.

I'm trying to explain to a dirty Brazilian monkey this rule says using armor or a shield will disqualify you from having your AC calculated the stated way.

He thinks the rule is that as long as you don't wear a shield and armor your AC is calculated the listed way.

The pic is from page 7 media.wizards.com/2017/dnd/downloads/UAMystic3.pdf

It's hard to make a useless character this edition, the only real trap options are phb beast master and Wot4E monk. Or building a Monk expecting DPR instead of mobility and cc.

Care to elaborate?

And gamey as in using intended mechanics is fine but gamey as in abusing wording choices and stuff isn't, if that makes sense.

Unfortunately I don't speak retard because it's written pretty clearly so God speed.

So you both agree?

Why does it matter? Let him wear armour. It won't break anything.

So... you both think the same thing?

His argument is the Monk AC bonus thing specifically says "not wearing armor" and "not wearing shield."

He thinks armor and a shield disqualify you from this way of calculating AC.

I'm telling him using either individually disqualify you. A or B disqualify you as well as A+B together.
He thinks you only don't get this form of AC calculation when you have A+B.

I have to break his will so I can civilize him.

Is this some kind of elaborate bait designed to baffle instead of irritate?

Because the way you typed it they're the same.

>You can only calculate with no armor or shield
>NU-UH YOU CAN ONLY WITH NO ARMOR OR SHIELD

Or is he trying to say he can add CON and DEX to AC with armor on too?

Oh, that finally makes sense... I guess?

Yes, it's functionally identical to the Monk's ability.

Highlight the "OR" part, it's not hard
t. monkey as well

Then argue with him over rules that actually matter like how magic missile works with plus bonuses.

All he's doing is reducing his carry capacity and making himself vulnerable to shit like 'heat metal' for no discernable advantage whatsoever other than looking more armoured.

Also, it says
>No (Armour or shield)
not
>(No armour) or (No shield)
The or can be considered a /
No armour/shield
as opposed to
No armour / no shield

It clearly says armor OR shield, not armor AND shield.

Thank you guys.
I gotta ask, is there errata for this class/ability?
I think it may be the only way I can get him to accept this.

No voice modulators if you don't fine tune them beforehand.

Not that ability in particular but it says somewhere that you can only calculate AC in a single way. Different calculations do not stack.
Ie: class specific calculations like unarmored defense, or using armor and wielding shields. Not both.

I've literally used examples like:
A casino owner says "If you don't cheat or steal you are welcome here."

And I point out his logic would be "As long as I only steal or I only cheat I'm okay to stay. Only if I cheat and steal will I become unwelcome."

Why is 5e such shit? Wotc just couldn't stand to not put out an unplayable mess? There used to be at least five fun levels to play and now it's mostly limited to four? Holy fuck.

Guys, anyone ever converted Pathfinder adventures to D&D 5e?
What are the pitfalls? is it difficult? I'm not familiar with path at all, so it's hard for me to judge

Mostly i'm interested in midnight mirror

Is there a discord for finding groups?

Point out that the Barbarian Unarmored Defense says "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit." Immortal Durability very specifically does not say you can wear a shield.

No more feats please. Otherwise we need more ASIs to match the overabundance of shit we have.

Try with this.

Yeah, as much as players enjoy character customization I really dislike feats, especially if they stray into 3rd edition's "You can only do something anyone could have previously done with a skill check or roleplay if you have X feat" style of feats.

What are some spells that combo well with Stunning Strike?

Anything with a Strength or Dexterity saving throw.

So I'm almost positive this question has been asked before and I apologize, but I've recently gained a follower that I get to design and I'm not familiar with these classes. Can Eldritch Knights cast spells even when both hands are occupied, like when they're going sword and board? What about Paladins?

There's normally a group finder thread also
>Discord
Just stop

Only if you have the war caster feat.

Hey guys, my friends want me to DM a campaign for them

They like murder plots, intrigue, whodunnits, riddles, puzzles some horror maybe
They do not like dungeon crawls or needless combat

I don't have a lot of time on my hands to make something from scratch, is there a 5E Campaign that would fit? Or perhaps a campaign from 3.5 I could use as a baseline?
Or maybe just a few separate adventures I could connect together into one campaign

A few years back we played Rise of the Runelords and they really liked the first 3 books with the murders and the haunted house and all that, but on book 4 it became a boring combat grindfest and it started sucking

Create Bonfire.

They can with the War Caster feat, and as Fighters get extra ASIs it's not as critical a choice as other classes.

A way to get around it however is to make their sword or shield also their arcane focus, as you can preform Somatic components with your focus hand.

Paladins can explicitly put their symbol on their shield, might have to ask the DM for a sword with a Crystal in the pommel for EK though.

From the official adventures, cuck of strahd is the closest to this, but it's still quite far from it.

You can cast while using a 2h weapon because they only require 2 hands while attacking

That makes no sense. How do you have a free hand to cast? What if you need both hands free? Spells don't specify if they're cast one handed or two handed anyway!

Alright, neat. Thanks, guys, I appreciate it.

You can shoulder your weapon for transportation, and somatic components as the rules state require one hand. Material components can use the same hand. Unless he needs to be holding a wand for a material component and doesn't want to free action drop after casting a bonus action spell he can attack.

Yes they do.

>Somatic (S)

>Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.