/5eg/ - Fifth Edition General

Succubus Edition

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Y are jump rules so bullshit

Makin a Whizzzard. Should I specialize in Divination, or Evocation?

>Y are jump rules so bullshit
because martials can't have nice things.

>Makin a Whizzzard. Should I specialize in Divination, or Evocation?
Urination

Divination. Leave evocation for the sorcerers and warlocks

Even with magic they suck

yeah but casters can ignore it with flight and teleportation

We should't let those uppity martials think they can get anywhere. If the party needs to cross that chasm or mantle that wall, they should look to THE WIZARD(tm) for magical guidance.

Am I better off taking Kensei, battlemaster or sharpshooter along with Crossbow Expert to make an old west gunslinger type?
I'll be focusing on a single Hand Crossbow, obviously.

So if I have Polearm Master and the same enemy stays in my range for multiple turns, can I use an opportunity attack every turn on him?

>have problem pleyer
>very unreliable and rarely communicates with me or the group
>got halflings confused with half-elves during character creation and is pissy about being short
>playing a halfling rogue assassin
>start to consider kicking him and adding a new player
>next session coming up, I ask a friend who has never played before if he is interested
>he's on board, makes a drow rogue assassin (without any hints from me) based off of what he usually plays in Skyrim
>day before the session, get a message from problem player saying he's leaving the group, is very polite and apologetic
>beginning of session introduce other players to the new assassin rogue
>new guy understands that this isn't Skyrim and is learning the game and trying to roleplay
>everything went better than expected

wait wait wait ... THIS is Succubus?

If your DM is making an old west game and he doesn't make Crossbow Expert not mandatory, he's fucked up.
And if you're not playing in an old west setting, stop memeing.

You'd still say yes.

>not having the ranger's spider companion walk the rope across

Either rogue (two shots per round but sneak attack)
fighter (two/three/four/five shots per round, three/five/seven/nine shots in a round with action surge) with sharpshooter or
ranger (three shots per round or four with horde breaker activating, but volley at level 11 for AoEs

Whichever sounds best.

>waiting two hours for the spider to walk to the bottom of the cliff, across the 40 foot floor, and all the way back up the other side

Any way to make my barbarian less generic than "angry guy with axe"?
I was planning on taking Desert Storm barbarian with GWM but that seems a bit bland.

>Not just fucking throwing the spider

>Not just throwing the gnome
>Not just throwing the kender
>Not just throwing the elf

>spider companion

Why can't my players do something like this? It's always fucking birds and wolves or whatever cliche animal

Anyone?

>no ones playing a deepgnome ranger with a ridable spider companion

Why not?

They don't like playing anything that isn't a standard fantasy trope...

FAROUK OF THE SANDS
THE DERVISH OF THE DESERT
NO PRISONER OR SLAVE HAS EVER ESCAPED HIS CUSTODY except one, which is why he's questing
WITH HIS WHIP AND SENTINEL FEAT, ALL MUST STAY AND FACE HIS BURNING WRATH

Get some new players, they sound like losers

No it is only when it enters your range, so you could hit it at 10 feet, move back 5 and get one when it moves up to you again.

wanna try a barbarian/monk multiclass focused on using PAM with a quarterstaff. any advice on how to build it?

Ok, ty. Still cheesy as fuck

That sounds like a good barbarogue

Do we have a resource/guide for "class builds"?
One of my players wants to roll a dex paladin. Is it as simple as max dex + medium armor? Or do you take light armor, certain feats, spells, etc.

It gets even better if you take the Sentinel feat, you can lock down a single enemy easy as fuck.

R8 my homebrew

two weapon fighting feat with rapiers, medium armor works fine and you can go medium armor master for +1 AC and no disadvanatge on stealth. should work pretty well and be effective.

5/10

>Anger-based spellcasting
And a mechanic where you have a 5% chance of casting a random spell instead of the one you intended.

Dex paladin doesn't excel at anything at all, really, because PAM paladin trumps them on pretty much everything, and if you say 'w-well they, uhh, have better stealth checks?' the PAM paladin can just take a level of rogue and bam, stealth expertise.

I guess that's one thing - they can multiclass into rogue. But they might miss out on improved divine smite, some auras and such.

Ultimately, then, I'd say 5/6 levels of paladin and then rest of the levels in rogue. If they do go up to paladin 11 it might be worthwhile them dual wielding as a lame half-assed PAM mock-up.

Don't misunderstand, though. Paladin's a pretty solid class so even if you do go dex it'll still work out fine unless the rest of your players are hardcore powergamers focusing entirely on being better than the paladin, and the paladin still has their smites.
Actually, while I hate the UA, I should recommend redemption oath paladin from one of the extra subclasses UAs.

>god damn it I'm so fucking done with this I wish I were dead
>casts 9th level spell
>spell fails
>casts wish instead

PAM paladin is a polearm mastery paladin?

No, he makes sure your basilisk egg and auroch cheese omelette doesn't stick to your fucking griddle.

So it's a "yes"?

Sounds good, but which fighting style would they take? Defense?

That makes sense. It's not really a matter of choosing the most optimal build, he just wants to play a wimpy Paladin, so it seemed like dex was a better fit.

>Wimpy paladin
Considering a paladin's very nature comes from being an inspiring example, having strong force of will and being the unwavering crusader and somehow they get their powers from that, that sonuds completely against paladin's fluff.

defense. i'd probably multiclass fighter at some point so you can get two weapon fighting but it delays some of your features.

Because half of the physical activity rules are based on what Mearls and Crawford remember as being notable goals in high school track and field, and the other half (the ones for more boring things) are based on superhero comics.

youtube.com/watch?v=m-RyjxI_lHk#t=0m50

How do you browse homebrewry to find peoples homebrews or is it just a template thing?

If I were a bus driver desperate for a succ maybe.
God, imagine buying a fucking Monster Manual and finding that there and thinking "fuck, I spent real money on a book that wasn't even illustrated properly".

I mean the ones where even magic are applied, jump spell wont let you jump beyond you walking distance

I meant "wimpy" as in small, and without physical brawn.

Even then, you've gotta be quite the dashing rogue to be inspiring when you're a dancey floppy man rather than a chiselled muscleman who bounces orcs off of his chest and doesn't give a fuck.

It's possible, but harder.

Ayy fåm, how the heck do you craft these homebrews in the PHB style?

Why are monks bad at dual weilding

technically they are always dualwielding. If you are using a monk weapon you can use any weapon with any part of your flurry. First attack can be a foot unarmed, second a right hand weapon, third a left hand, etcetc

Because they need an open fist for a convenient unarmed attack

Because falling is the only way Crawford thinks a player should be able to move more than their listed movement speed.

They're not bad at dual-wielding their FIST.
The better question is why is base dual-wielding simply worse and more restricted than a Monk's Martial Arts bonus attack?

>Jump
>Imagine that the ground is on another planet
>Fall 120ft/round in whatever direction you want

Y is Crawford so retarded?

Seriously how'd this guy get the job of designing 5e

Wait really? I thought flurry could only be unarmed strikes.

Maybe anons meme Dart Sharpshooter idea has more validity than I thought.

Are there any al modules that feature gnolls as the primary threat? If not can someone recommend me something from another edition that I can convert.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Don't listen to the Mearls hate, Crawford is the magic is better than not-magic rules guy. Complete with "you don't need a free hand for somatic components" arcane focus.

Flurry can be with absolutely any flurry enabled weapon, and you can spend a couple feats to get any weapon you want a flurry weapon.

You can't always apply unarmed strike bonuses through them, but until you can, just use an open palm stunning strike or something between your sword attacks or whatever. (Also you can flurry shuriken)

Yet I can't magically jump further than 30 feet

I think you're thinking of 3.5's rules for flurry unless I'm misunderstanding you. It's specifically two unarmed attacks as a bonus action after taking an attack action in 5e.

What did you not like?

>And a mechanic where you have a 5% chance of casting a random spell instead of the one you intended.
I'm thinking about adding the Wild Magic table

Homebrewery

Worth it to dip into wizard for warmage reaction shield as an EK?

...you do realize Shield has a cast time of Reaction, right?

This is Veeky Forums, just assume everyone is retarded

Why jump when you can fly or teleport?

Because I'm a monk with a ring of jumping and I'm not so retarded that I took wot4

>Jumps behind you
>Nothing personnel, kid

Actually after rereading im assuming he means the War Magic archetype instead of Feat.

In which case idk bruh

Therefore, I assume you are retarded, this system really has 0 flaws

you delay a lot of important fighter class features by doing so

5 gets you your extra attack, 7 lets you blade cantrip and attack, 10 lets you give an enemy disadvantage to a key spell like hold person, and 11 gets you your 3rd attack, and then the campaign's over

If you wanted to do it, the best time is probably after fighter level 7. blade + attack is plenty serviceable, and eldritch strike is powerful but you can afford to miss it. ek 7/war mage 2 is probably better than ek 9

>mouse clicks twice every time I click
>try to use middle mouse button to open new tabs
>new tab opens twice
Should I kill myself, /5eg/?

Plot twist: Your new drow assassin killed the halfling assassin and took his place.

Yes

Stop Concentrating on Haste.

How would you guys stat the Holy Moonlight Sword in 5e?

I was thinking a +2 greatsword that deals an extra 1d10 force, sheds dim light, and can do a ranged spell attack using your melee attack mod that deals 1d10 force. Legendary rarity and requires attunement, obv.

A pretty general question, but I'm very interested in playing D&D with friends. I've played a couple of times, one of my friends has played once, the other 3 never before. So I'll be DMing, which I've never done before.

What's the best way to go about this? I want to focus on everyone having fun together. I've downloaded the phb, dm guide, and monster manual. I'm reading over those to start, but how do I craft a campaign? I'm not a particularly creative guy. Should I just follow a pre-written adventure with improvisations?

>I'm not a particularly creative guy. Should I just follow a pre-written adventure with improvisations?

Listen to your heart, friend.

But yes.

They made the description longer than it needed to be but it looks fine to me.

Also, keep it light for new players. It's easier to get involved with comedy for RP than it is anything serious.

Yeah I definitely want it to be fun and kinda goofy. I want to encourage them to try shit and see what happens.

That's part of why I wanted to make my own campaign, so I could create light/fun/weird encounters for them. But I don't know how to do that in a way that has, as an example, a narrative for them to follow, or a BBEG.

And I really don't know how to create situations that focus more on the roleplaying/acting elements, which I know they would enjoy a lot.

Run one of the adventure modules to cut your teeth on how the game works.

It'll maybe inspire a bit of creativity in you.

rolling for stats is bad and you should feel bad.

Rolled 1, 6, 2, 1, 2, 1, 4, 4, 2, 3, 4, 4, 4, 6, 2, 4, 5, 5 = 60 (18d6)

>rolling for stats is bad and you should feel bad.
it's only bad because you play a shit D&D edition

I always thought playing a character obsessed with a concept would be interesting. Not so much an ideal of honor, vengeance or what have you. But an obsession with moonlight, sunlight or attaining fire.
Like that story from the King Killer chronicles of the boy who locked the Moon's name inside of a box to keep her from leaving him.

Give it some divination powers of guidance and direction. Helps lead the player into taking the correct path. Somehow. I'm sure there's some sort of Cleric spell or feature that would emulate it.

For more inspiration take a look at all of Ludwig's attacks. I think he has one super-charged slash and another that lets him do a holy-radiant-nova-burst. But his biggest attack is probably too much in-one (maybe as an upgrade if they seek to improve the blade?).

My true mentor... My guiding moonlight...

Currently doing my own thing and there's a combo of prepping junk and winging it, and for once the players are taking initiative and having to improv on the spot is kind of fun. I hope the berserker kills someone important.

9 Strength, 4 Dexterity, 10 Constitution, 11 Intelligence, 12 Wisdom, 14 Charisma.

You're a clumsy sorcerer who's always falling over himself. Good stuff, ol'chap.

How do I shadow dancer? Rogue 1 / Shadow Monk 6? Then the rest in Rogue or Monk?

Do 3 in rogue then rest in monk

We're about to start a new campaign and for the first quest, the lv3 party needs to access a hidden vault beneath a ruined elven outpost that's currently being roosted in by a Manticore.

What are some ways I can make the encounter with the Manticore more interesting? I can't decide whether to include more monsters, I was considering a small flock of harpies that scavenge the carrion left by the Manticore.

Has anyone run or been a player in the Casino Ship chapter of Storm King's Thunder?

How did you deal with it.

Aka

>Nothing but roleplay
>Combat
>Heist type situation
>Did you sneak on board or try to blend in

The more the better, make it a large flock of harpy for more fun

Funny thing is that if not for that awful dex that would be a pretty good spread for say, 2e

and then the campaign end before you get fun stuff

I'm tempted, the Manticore is an older beast nicknamed Scarhide by the local woodsmen, who steer clear of it, and I want him to have his own 'minions'. Would it be too bullshit to have the Harpies trying to use their Luring Song to make the party step off the walls/battlements?