/5eg/ - Fifth Edition General

D&D 5th Edition General Discussion - Around Elves, Watch Yourselves Edition

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Previous thread: For your consideration: when joining a cold group, what's that one character trait, personality, class, or race that sends off immediate red flags for you?

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So my -2 Con wizard is still alive, at 6th level, I'm thoroughly impressed by this turn of events.

Dear Mr. Gygax. There are too many classes nowadays. Please eliminate three.

>Character trait

Trait specifically made because of their race

>Personality

Chaotic x as alignment, normally the personality follows. That or quite and brooding types.

>Class

Anything homebrew

>Race

Homebrew or a race pick specifically to make a character around.

>that one character trait, personality, class, or race that sends off immediate red flags for you?
Have characters that just fuck around, they do things with no plan and don't work together, its like having a rogue player that just does random shit.

Or players that treat everything as a joke, end up offending every religion and anyone else

Thoughts on this? homebrewery.naturalcrit.com/share/rk0LavTgZ

Intended to be worn by a BBEG that is a subordinate of an even bigger BBEG.

Wearing it is required to gain access to the big bad's lair. Grants beneficial effects in exchange for souls, and also saps the health of the person who wears it day by day.

Thoughts? Too complicated? Too strong? Too weak? Drawback too heavy or not heavy enough??

Playing an evil character.

Planning a big encounter for my players late in a campaign; they could pick a side between city-state supported elite guard (Monk Paladin Cleric Sorc Wizard, streamlined down to be fast NPCs run by a pair of friends who would join for that session only) or the powerful leaders of the rebellion (bearbarian druid and cleric with angelic heritage, also simplified for quicker gameplay).

Thoughts on how to balance this so that neither party is obviously more powerful and the outcome still hinges on player intervention? Is making equal CRs for each side independent of the party good enough?

>Just realized in all the years I've played
>Only seen two evil characters that weren't garbage and actually worked

make the outcome more positive and sought after for the weaker one, that way if they choose the strong side it affects the world differently

What's the best class to play for a character with Dissociative identity disorder/multiple personality disorder?

wild magic sorcerer

Does anyone know why there are no more updates for the mega trove? Last AL adventure is DDAL05-13, but there are many more that came out afterwards.

Cleric. Switch between healslut and something more violent.

Dear D&D Fan:

I'm dead.

Blarg,
-Gary Gygax

This is probably an old chestnut, and I apologize.

Anyone know of any not-shit homebrew class\acrhetype that uses Firearms in a way that isn't either special snowflake\edgy\badly written and OP?

I found one that isn't toooo bad, but its written by matt mercer so I'm shopping around

Fell apart when megaanon got slapped by Roll20 for putting their tokens into the sharing. They threatened to ban him and he wanted to keep his games going so he stopped.

Redemption paladin.

Switch between a Sadistic sexual deviant and a kind man who honestly wants to set people on the path of good.

What's wrong with UA Artificer? Or just playing a normal class and asking to use the Firearms in the DMG?

You don't need an entire homebrew dedicated to one weapon when there's already a UA for it and rules for anyone to use those weapons.

Why haven't I found a single tiefling player with a decent backstory Veeky Forums?

Battle Master. It works perfectly fine with firearms.

Because people tend to pick a race and default to making their story revolve around it.

For tieflings they are an edge magnet with their lore being the outcasts of society.

Actually they don't, there's no way to remove the loading quality so you can only make one attack with them per round. Meaning you need someone with one attack that can still be using a weapon for damage.

Rogues, Clerics, Revised Beastmaster, Mystic and certain Bards do it best. I'd heavily recommend a Forge Cleric because it makes thematic sense and is pretty strong, you just need a way to get the gun proficiency.

Artificer is a bit different, as your basically a mad scientist mage who really should be confined to Eberron - plus, the fire in question is a magical artifact, and not actually something like a musket or a pistol.

Flavor wise, the Artificer is what it is.

>Or just playing a normal class and asking to use the Firearms in the DMG?

Nothing wrong with it really, I was going to do that regardless. That is, treating Firearms as a Martial Weapon, and going from there. However, I wouldn't mind finding something to allow a class to specialize in it more if it chooses. But really, at the baseline, you can play a ranger, take a musket and a wardog, and be a hunter-trapper without much work

Refluff heavy crossbows.

I feel like if you're going to ask to be using firearms in a game you shouldn't also ask for a homebrew option, it's probably taking it a bit too far.

Beastmaster or somekind of Fighter 1/Rogue X would probably work best.

>I feel like if you're going to ask to be using firearms in a game you shouldn't also ask for a homebrew option, it's probably taking it a bit too far.

There are already plenty of homebrew options, I was wondering if anyone knew of any that were good and not terrible.

I really dont NEED a homebrew option, but I'm at least going to look and see if there is one before writing it off

DMG rules for Firearms as basically just "Crossbow but better" but without any way of bypassing the Loading quality (as opposed to the Crossbow Master feat) - which is fine, because it feels like they wouldn't be balanced if they could

That man's feet are fucked.

Well, the idea is it bluntly states an outright fact, a truth, but one that will mislead.
I guess you could call it technically something.

So the DM of my last group allowed us to MC UA material that isn't related to warlocks or full casters.
Game starts at lvl 10.
This is what i made.

Kensei monk 6/ Redemption pally 4

>23 AC + 2 AC every round when i punch something + have acess to the shield spell.
>Warhammer as kensei weapon 1d8/1d10 and picked up dueling for reliable damage output.

>end up offending every religion and anyone else

>waaah I'm offended

Oh, my bad, did I accidentally hop on Reddit?

orcpub2.herokuapp.com/index.html

Quick what random character should we make?

>Press the random button
???

Anyone have any good battlemaps for an underground dwarven city?
I have plenty of ones for regular cities, but none that really fit an underground theme

I'm pretty sure he means in game religions, when the edgy atheist aren't smart enough to hide their powerlevel they always do something punishable by death to a Cleric.

Though out of character you should respect peoples basic religious beliefs as long as they're not the "No fun allowed" sort and don't hinder you.

I forgot they added that...

Dragonborn Bard... I might actually do it.

Looks like I just missed Mystic Edition, but can I get a little help?

I'm trying to build a tough melee-Mystic, so Avatar or Immortal. Avatar you can wear some good armor and don't need lots of Dex, Immortals though you need good Dex, Con, ok Int and are stuck using a hand ax as a finesse weapon?

I like the Immortal abilities more but the whole no armor and limited weapon thing seems an unfun burden.

Any hints or tips I may be missing here

You're not missing anything it's just fucking stupid, I just took a level in fighter until they fix it.

>not intentionally shattering peoples' core beliefs
>not dismantling their delusions and drinking their tears
>not laughing at their impotent rage in the face of logic and reason

Reminder that Immortal should just be a Barbarian or Fighter subclass.

Also be an Avatar because they're awesome.

Be a High-Elf Immortal. Then you get Longbows and Shortswords to use DEX and you can pick up BB/GFB based off intelligence to give you pretty great at-will melee damage.

This is both clever and awful at the same time.

In what way? Is there a specific discipline or something I should be re-examining?

>In what way? Is there a specific discipline or something I should be re-examining?
The fact it's a spiritual successor to a 4e class that had an entire section telling you that your character's going to annoy everyone else at the table when you roleplay it.

Seriously check the Ardent in 4e Psionic Power.

Also it's the closest thing this edition has to someone who can be dedicated to buffing the party, I'm a fan of that sort of playstyle and it'll score you brownie points with the party.

>This is both clever and awful at the same time.
No worse then doing it on a Cleric, a Rogue or any other single attack character. It's basically the main draw of the race.

I wish they added the other UAs and fixed the unarmoured calculation stacking.

Maybe in Pathfinder, in 5e it's fine.

Elves and Dwarves make very good weapon Mystics. Dwarves especially give you Armour, Weapons and +2 to two important stats.

High Elf Immortal mystic with high Dex and Con + Booming blade cantrip.

Grab the Giant Discibline (grow ogre sized for extra 1d4 on hit and get reach while using this psychic focus), Nomadic step and Psychic restoration.

I dunno Cleric and Paladin always seemed super similar to me.

And Druid, Ranger, and Barbarian are all quite different mechanically but they all have a specific naturalist theme to them that makes me wonder why we needed three classes for a single archetype.

Cleric and Paladin are quite different in fluff. Clerics are god champions and Paladins swear an oath to something. Paladins aren't in anyway related to gods, they just use similar magic.

Rangers just have lazy fluff in this edition. They should've had something better.

Barbarians don't necessarily have anything to do with nature. Same as Paladin in that the fluff's been shoved on them in games even though it's not actually there. They're just warriors who don't have skill or defences, they rely on natural talent and shear toughness. If anything they should be a subclass of Fighter.

My party pissed off some people.
What kind of magical items should some prepared bounty hunters have?

Clerics and Pallys share some spells and themes but they're basically the inverse of each other. A Pally is a Fighter with extra magical utility, and a Cleric is a wizard focused on healing and buffing that also has some melee utility.

I'd agree that druids and rangers are kind of similar thematically, but Barbarians don't really share the theme at all. They've always felt more about reliance on raw physical prowess (as opposed to the Fighter's dependance on armor etc) and tribal life than really focusing on the bond with nature.

I'm going to start dming Out of The Abyss next week. What should I know before I start?

I haven't slept in 2 days and am working on a long final paper.
Make your character.

Player characters that dress like clowns or jesters, when not specifically employed in that profession and on the job or temporarily disguised.
Literally all lolrandumb xD or juggalos.

>Anything homebrew
>WOTC make site for people to share their homebrew
>they even encourage
>y'all bitches just whine about it

>-2 con

No he isn't. Unless you meant the modifier.

Warlock and mystic both deserve a chopping.
Use some aspects of both to make sorcerers more viable.

Remove Barbarian too, just make it a Fighter archetype.

I'll give you Warlock. Really Paladin, WIzard, Sorcerer and Cleric can all do the "I got my power from someone else" with their backstory. You don't need mechanics to show that.

Mystic should be 1 class that's more focused and a few Psionic subclasses for other classes. Immortal is a Fighter, Soul Knife is Rogue and ect.

While I agree, no because it's my favorite class.

Sounds good. Maybe get rid of ranger and buff the wanderer background a bit.

Personally I dislike Homebrew classes but anything else can work. There's no character idea that can't be done with refluff and sometimes hombrew archetypes.

Archetypes, Races and all that are normally decent on a case by case basis.

See I don't get this, why remove an option that's already in the book and works fine? They fixed Ranger as well.

Sure they could just shove everything into subclasses but at that point you would have "Magic-Guy" and "Not magic-guy" with every class in them.

I agree there's a class or two that no one would've bitched about if it wasn't core (Warlocks suck) but what's done is done. They'll probably be in every single edition of D&D.

How can I Tiefling without being an edgy fuck?

I was thinking either Rogue or Red Dragon Sorcerer if that helps.

Need some help /5eg/

Running SKT, and my players are going to Yartar to pay a visit to Lord Drylund about the coin and King Hekaton's disappearance.

I need music for both the casino yacht and music for when they're on board the Morkoth. I've got great ambiance music for most every other situation except this

I'm playing a V.Human Soul Knife for Magic Intitate Wizard. Plan to get BB and GFB to use with my Soul Knife.

What should I get for my once per rest spell? The obvious answer's Find Familiar but I'd rather not have one.

What reason would a caster have for being in the underdark?

My last character died down there, and I really don't want to play a drow or go with the edgy ex-slave backstory.

warlock

He fell down a well and casted Feather Fall.

A really deep hole filled with that faez-stuff so you ended up falling down the rabbit hole with feather fall because you're actually Alice.

A Druid, he was born in that hole and he'll die in that hole. Refuses to go near sunlight.

I think Duergar have a fair few casters among them as well. Could always be a Duergar who was exiled, got lost or had his city destroyed.

Portal malfunction. You were trying to go say hello to your sweet mum when the portal circle malfunctioned, sending you straight to a duergar city

So DMs, how do you determine the flow for magic items in 5e? I'm new to DMing and magic items in general seem to be insanely strong. In addition, my players (also new) are pretty clever as well, so they're bound to find uses for the items that I wasn't prepared for, like how one of my players saw spider webs that seemed to repel magic, and immediately collected them in order to make an item that would give her some kind of anti magic benefits.

Does anybody have any magic item guidelines that I can follow? How often they should find them, if they should be combat/role play/exploration focused, how early they should start to appear?

If you need party specifics or wanted to recommend specific items, we have a ranger-hunter, rogue-arcane trickster, monk-way of shadows, GOO Warlock-tome, bard-lore

>warlock
I'm tempted to play a warlock, but it wouldn't gel well with the current party (plus dm is going with 'chosen heroes of the gods'), and an evil character is right out.

It's not forgotten realms, so no Duergar. Portal idea is solid though, thanks!

That's a big well, man.

I've never played 5E but I've been playing vidyagames based on 2E and I have to ask: would class kits work within 5E's rules? Would kits like Archer (ranger who focuses entirely on bows) or Wizard Slayer (fighter who can't use magical items but has advantages against mages) be possible?

Those are what Archetypes are nowadays. Different types of them obviously but the idea's still the same, major difference is now you HAVE to take one but everybody did anyway.

Some of the ideas you might want to have sort of custom feats for.
But.. Probably?

Go Archfey, or see if you DM will allow Undying Light (and he should because it's balanced), which is literally perfect for the point of origin for this Warlock

I wouldn't worry about giving them too strong items for your stated reasons, you can always use stronger monsters.

Personally, watching players use items creatively to solve/bypass problems in ways I've never expected is one of the great joys of DM'ing. IMO it should be embraced and rewarded.

That said, what you need to worry about balance-wise is making sure that everyone gets items of roughly the same power. Nothing is more anti-fun than having one or two party members who are significantly stronger than everyone else.

>chosen heroes of the gods
>and an evil character is right out.

Raven Queen Warlock

I hate to be that guy shouting down/naysaying every idea bought up, but archfey doesn't really appeal and UA is banned at my table for various reasons.

Homebrew setting.

Reflavor?

Best class for throwing daggers? Was thinking Battlemaster Dex Fighter or Arcane Archer if my DM will let me use knives instead of arrows.

Rogue because weapon damage isn't an important part of their damage output

My players will face an Adult White Dragon in his lair. He is more intelligent than most whites and wields some arcane power, as he stole spellbooks and magic items from a mage academy.

Question is, which magic items would he use in a fight?

Rogue or Fighter if your DM will let you draw multiple per turn. Beastmaster can do it while also using super spells on them which is cool.

Sadly, Mystic does it best.

>Personally, watching players use items creatively to solve/bypass problems in ways I've never expected is one of the great joys of DM'ing. IMO it should be embraced and rewarded.

Oh I agree! This is why the player who collected the spider webs for antimagic gloves will get something along the lines of what she's looking for. It was clever thinking. She'll get a tweaked version of the Gloves of Missile Snaring for her efforts. 5 charges, out of combat they can be used to cancel out a spells effect, in combat she can choose to roll a d10 + dex and remove that much damage from a spell or take the damage and ignore any other negative aspects of the spell

If you are dead set on a fighter for throwing many daggers though, you need to discuss some things with your dm
>can you ignore weapon draw limits per turn
>can archery work with throwing weapons (although twf can work too)
>if you know the campaign will have magic items, can you get one with a returning property

>dont want to say no to everything
>then says no to everything.

dude just don't play a warlock then.

Aren't White Dragons the ones that are really dumb? I'd make him smart, but not too smart.

As in he's going to be using some reckless and violent magic items that don't have much planning behind them.

Off the top of my head... Bag of Tricks, Wand of Wonder and maybe some scrolls of AoE damage spells.

>>can archery work with throwing weapons
Most DM's won't allow that because Dueling works with them. If his DM lets him do Arcane Archer then the +2 damage would probably be worth it about the same.

Or Close Quarters Shooter which works better for throwing anyway.

The within 5 feet thing is sort of wasted, but I guess the other parts are decent

Mystic with Wood&Earth discipline, Kensai monk with daggers as ranged kensai weapons.

I prefer kensai cause at lvl 6 you get (1d6+4+1d4)*2 with no resources spent while also being great in melee.

Most throwing weapons have shitty range and he can't use Sharpshooter, so ignoring cover is going to be handy without wasting a feat.

I'd still personally take Dueling to make up for the damage gap though.

Archery specifically does work with thrown weapons both RAW and RAI.

Ireccomend the Wujen Wood and earth thing sice you can only draw one dagger on your turn unless you use the Fast hans feature from lvl 3 thief.

I know it doesn't work, nothing works with throwing weapons. The fact he's considering making a Throwing Weapon build will mean that he needs to house rule some shit with his DM.

The discussion was about things to ask his DM if he could use and I'm recommending he doesn't bother with Archery.

White dragons in D&D are the most bestial ones, so go for the more straight-forward and instinctual magic

>you can only draw one dagger on your turn unless you use the Fast hans feature from lvl 3 thief.
Or there's the Dual-Wielding feat.

Warlock, Mystic, Sorcerer