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Unearthed Arcana in two days. Are you ready for a disappointmen, anons?
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Thoughts on EK/arcane trickster combo? Should one or both of these just be replaced by bladesinger?
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>18 scrubs got wrecked by shambling mound
Is Loremaster really as ridiculous as I've heard?
I just like the idea of being incredibly versatile (or alternatively, focusing entirely on one element with elemental adept) but I hear that it's really strong, like I've heard it compared with Nuclear Druid strong.
>Is Loremaster really as ridiculous as I've heard
Yes.
Human, Lizardfolk or Kenku death cleric?
I get all the CoS love because it's the newest and faggots will always latch on to the latest thing, but how the fuck is an adventure as wonky as SKT second place? Also, PotA last? This is why non-ranked polls are garbage.
5 for Extra Attack is not a bad idea. Maybe 7 for War Magic with Booming Blade.
Definitely no to Bladesinger. Even only 3 EK levels gives you way, way more in terms of defenses and combat ability.
Anyone else got ideas for ?
whoops posted the wrong image by mistake, fixed now
>he doesn't know Spike Growth does nothing
Depends. In a regular adventuring day (as how the book expects it) no. But if your group is stopping to rest every couple of fights then it does become overbearing.
It's strong, yes. But, increasing your already high chance of landing a save or suck or dealing non reisted damage with a certain spell out of the wizard's hundreds of options is not the end all be all.
What do you mean it does nothing
give me a fun character to play, /5eg/.
Bear Totem Barbarian/Moon Druid. Never, ever, ever die and maul shit as an invulnerable bear.
If I remember the argument that derailed two threads correctly, Spike Growth only hurts people who enter the area of the spikes, but the spikes themselves are part of the ground and both are creatures can't enter the ground or another solid, physical object like the spikes. You can stand on top of the spikes, but the spell doesn't say contact with the spikes is what does damage, but being inside their area. It is impossible to enter their area without becoming incorporeal somehow or having a burrow speed.
Also there was some shit about table surfing or Tenser's Floating Disk and whether or not a wagon or wearing armor would stop the spikes even without an absurdly semantic reading of the spell.
take your favorite videogame/movie character
play it in a d&d setting
do not focus on specific cheesy builds or stats
Battlemaster.
He asked for a character, not a meme.
He asked for a fun character, user. Not a fighter.
What are the reasons to play Druid over another class? I've never had one in a game and they seem underwhelming reading thru the PHB, altho I haven't looked enough into the Unearthed Arcana except for checking up on the Nuclear Druid build.
Don't let anyone tell you otherwise, it is literally the most broken subclass I have seen yet. Complete bullshit.
I'm expecting nothing and I'll probably still be disappointed.
>people talking about specific builds as something to base their character on
>disappointmen
How many are there?
Well that's all that D&D is and ever has been, really. At least since 3.cancer was released. If you think D&D players actually roleplay, try attending a game. 90% of them define their characters' actions by alignment ("lol he's chaotic good"), or race ("lol he's an elf he would do that") or class ("lol that's what paladins do"). It'd be funny if it weren't just kind of sad. The fact that they think adding "pick a background" to the rules makes D&D a "roleplaying game" is just hilarious. Not to mention that 90% of character "backstories" are the hugest load of shit ever. Although, you can't entirely blame the players, seeing as the published adventures are basically "go here do this" plotshit with no real opportunity to roleplay beyond awkward small talk with the local bartender. And most GMs are about as good at portraying NPCs as a festering sore, so it's not like they give you much to work with in the first place.
Say I wasn't a metagaming faggot who looked up the MM to see what to make all my saves and instead just wanted to make all my spells a certain element and using elemental adept for flavor reasons.
Would Loremaster be overpowered then?
Xth for Eberron is best setting.
Inspired by , I present you the "I dropped out of wizard school because it was boring so I didn't bother to apply myself" build
Whatever race lets you pump int dex and con, so probably variant human. Dump every other stat as hard as you can.
Wizard 2 with any school besides abjurer, conjurer or transumtion for your undergrad classes and the beginning of your major
Barbarian 1 to represent your rage with those normie chad wizards who are doing better at school than you even though you're obviously way smarter and to pick up unarmed defense
Whatever combination of eldritch knight and arcane trickster you like for the rest of the levels to represent the dead end career(s) you've ended up in. You can get disadvantage saves vs your magic when you land an attack or do it from stealth, but not both. Make sure to constantly write your lower level spells into your wizard spellbook before replacing them with higher level stuff.
Background and feats I leave up to you to choose as there's a number of options.
>not talking to your DM and agreeing to change all spells to X element and playing a normal archetype isntead
>Non-advancing timeline
>No superpowered NPCs on every corner
>No "Because gods say so"
>Plenty of detail, but a lot left to imagination
It's decent, and certainly much better than Forgotten Realms.
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Best setting is PoL. Eberron is cool too though.
Well, Moon seems a pretty tough customer, what with their forms and the whole "burn spells for health" mechanic. I don't know how Land stacks up against other casters, though.
/pol/ is not a setting, it's a sad reality we live in. If you mean Points of Light, it's not a setting either.
How do you go about dealing with different languages being spoken? Parenthesis, brackets, or just saying 'x speaks in y language'?
>not mystara / known world / red steel / hollow world
get outta my fuckin' face, kids
It's been a while since virt shitposted here. Did he finally run out of proxies?
>change a huge amount of lore for beloved existing settings, especially FR
>create and assume you use a half-assed homebrew campaign for all your adventures anyway
4e was a mistake.
Why does everyone meme on PDK? It seems like a pretty nifty support fighter.
Is it just because Battlemaster is better?
You can have your boring fantasy world and I'll have my lightning trains full of 58 illuminatis, thanks.
Stop playing with faggots.
what if everyone is playing edgy heroes and dealing metric tons of damage do to broken as magic items while i have no certainty of getting anything remotely close in power?
playing the support build didn't work as i couldn't amount shit 80% of the time.
First of all, PDK is an insult to everyone who wanted a warlord. Secondly, PDK is not only worse than a battlemaster, but also every single other fighter archetype.
That's a lot of illuminatis, user!
PDK is pretty bad. The amount of healing it does is negligible and can't even raise creatures from 0 (they have to be able to hear you). Sharing your second wind and action surge means you have to burn it at the same time, unlike Battle Master and EK that give you extra resources to work with. And notably, the capstone of the subclass is given at 17th instead of 18th.
Land's basically a Wizard/Cleric hybrid. You get the more casty staying power of Wizard with the versatility of Cleric.
Wildshape works great and basically means you don't need skills for getting around because you can sneak and fly past obstacles with it. Whereas Land needs it for combat.
Honestly they're pretty good. There's some shockingly good Druid/Ranger exclusives as well.
There's so much that doesn't make sense with this response that I'm just gonna take it a little bit at a time.
>Spike Growth only hurts people who enter the area of the spikes
Quote from PHB: "When a creature moves into OR WITHIN the area it takes 2d4 piercing damage for every 5 feet it travels" (Emphasis mine). Where's the confusion?
>It is impossible to enter their area without becoming incorporeal somehow or having a burrow speed.
I find this really implausible. Firstly, the area is only described as difficult terrain, not impassible terrain. Beyond that, there's even a clause in the spell description that explicitly references entering the area. Quote from PHB: "Any creature that can't see the area at the time the spell was cast must make a Wisdom (Perception) check against your spell save DC to recognized the terrain as hazardous before entering the area." Last three words obviously the most important. Why would clause be here if the area couldn't be entered?
Our DM is running Curse of Strahd, and, while we are all having a ton of fun, I know we could be having...way more fun.
Our DM is a good guy and pretty okay at what he does, but he has no teeth. At no point in the entire campaign have I felt as though we were in any real danger. Barovia isn't spooky or scare or brutal or tense, and I feel like I'm missing out on the Ravenloft experience.
It doesn't increase DPR, so it's bad
Rather than being smug and wrong, why don't you just say up front that you don't know anything about Mystara and invite other Anons to educate you? Because if you did, you'd learn that "boring fantasy world" Mystara has:
>spaceships
>nuclear power eating actual magic
>a different spin on the divine, where every god is a former mortal who discovered the secrets of ascension, seeking to train others to ascend and join them
>elevators to the hollow core of the planet where everything's all crazy and Land of the Lost, with dinosaurs and Aztecs and cavemen all over
>the coast of swashbuckling derring-do where everyone is cursed with weird radioactive superpowers and inquisitors run around yelling at everyone who uses a gun
>also, guns
>a continent of alien superwizards from another planet being eugenics'd by one of the gods just to see what'll happen
>you can worship a talking t-rex
How would you enter the area of a wall, user?
PDK is better than Champion
You're full of shit, Jacob.
Wait, hold on. Disregard my post here . I missed the point of what you were saying.
The argument is that in order for the spikes to damage you, your feet would have to be inside them, which is impossible in most cases. However, a grammatically careful reading of the spell description leads me to conclude that "the area" is a reference to "The ground in the a 20-foot radius centered on a point within range" and actually has nothing to do with the spikes themselves.
Do you fuck young fighters, user? Do ya?
But that's just moving the problem from entering spikes to entering ground, hence the need for burrowing.
On the note of Eldritch Knight, I'm about to try and play one in my second tabletop campaign ever. Is there anything fun I can do with them besides the obvious? (spam fire spells and be slightly harder to kill than a wizard?)
What's PDK, and why is it received so poorly?
I suppose the issue is whether you interpret it as having to "enter the ground" or merely enter the 20-ft radius of the spells effect, which just so happens to be on the ground. It's obvious what the RAI is in this situation though.
So, ignoring retarded rules interpretations, is there a worse spell than Color Spray?
>15ft cone, only can hit up to 4 medium creatures
>only affecting creatures whose combined current HP is less than 6d10
>Blind enemies for 1 round.
>1st level Slot.
Enthrall. Jump. Witch Bolt.
ehhhh storm kings thunder was kinda boring, i read both and had to pick one to gm and i went with out of the abyss, it just had more flavor.
Does this Wizard have LoS underwater for either specific targeted spells or aoe spells?
Considering refraction, murkiness of the water, cover the water provides.
If it was me, depending on the murkiness, it'd grant some cover bonuses up to Three-Quarters cover. Full cover, I can't see unless it's a fire spell.
>Witch Bolt
>Bad
It's FREE damage user!
True Strike
Oh hell not this again.
Witch bolt at least can keep someone down, as terrible as it is. And the other two, while terrible, are out of combat spells and have their limited uses.
Witch Bolt is a close contender. But I think Color Spray is worse.
True strike at least guarantees an effect and doesn't use your spell slots. It only screws you out of a turn, instead of a turn and a spell slot.
WITCH BOLT
DAMAGE
HE DOES IT FOR FREE
I'm gonna play a Naga from the new plane shift, heavily fluffed to fit in a standard campaign.
I need something fun to play my snake man as.
>cover bonuses
What about spells that require the target to make a save?
>Fire spell
What about a fireball?
>acid and poison are diluted instantly
>cold is negated just like fire
>ice and force are slowed like any projectile and do fuck-all past a couple of feet
>lightning grounds out immediately unless you're in a fucking kiddie pool
>radiant is refracted because God is nothing against the optical properties of water
>pure life-giving water nullifies necrotic energies and washes it all away
Only Thunder and Psionic work against water-dwelling targets.
>True Strike Guarantees an effect
If you drop concentration you actually wasted a whole turn.
They are really bad at spamming fire spells, actually. INT is a tertiary stat for you, and unless Feats are banned there are very many juicy effects to pick from to bother raising it, plus your casting advantage works best on single-target DC spells like Hold Person.
What they're good for, that isn't very obvious I suppose, is that they are AC monsters. Plate, Defensive FS or/and shield, the actual Shield spell, Shield of Faith through Magic Initiate. They're beastly, and Warcaster to punish with GFB or BB works very well with them.
Color spray is fine at low levels. Blinding an enemy gives them disadvantage to hit you and all allies advantage to hit them, and also prevents them from casting many, many dangerous spells.
So I play D&D with friends, and we each take turns as DM in our campaigns.
The DM for our next campaign has been watching critical roll a lot. Now he wants us to go from 3.5e to 5e.
Now I'm the guy who is basically the group expert in 3.5e, but I know nothing of 5e.
Im a minmaxing faggot, take from 20 different sources, never stay in a class for more than 5 levels, and I plan builds that have no real function until high levels that we would never get to.
Im the guy that played ur priests and hulking hurlers.
Basically the parts of 3.5e that everybody hates, apparently. But we are confined to core 5e for this game.
Any recommendations for combinations of classes, feats and whatnot that would let me feel like im making a clever combo?
Depends on the water. Could be clear, lightly obscured or could be heavily obscured.
Clear means they can see them and attack normally
Lightly obscured means they can see them and attack normally unless they have something like skulker
Heavily obscured means they can't see them and can't attack
Could be worse, could be a level 8 Holy Aura that gets knocked off the first round it's up after you get slapped for 60 damage. that made me sad.
Everyone thinks Fireball is some explosion, like a shrapnel-less grenade or some C4 going off.
It's just rapid deflagration. Something in the air is flammable, it ignites, sweeps through the area, then that's it. There's no boom, no force. Someone underwater would be just fine.
Would a Battlemaster who dabbled into Ranger 4 for Hunter or an Eldritch Knight be better suited to carry a bunch of people who can't into optimization at all?
PoLand has the best D&D-related media in existence though, Fell's Five. And we'll never see the ending.
The mistake was WotC ever touching FR. The Forgotten Realms should make like a D&D setting and be forgotten.
>Color spraying when you can cast sleep or burning hands, both of which are level 1 spells, both of which can remove enemies from combat entirely
Oh man, is it time to rag on FR because no one actually reads the material and cares to go to the interesting places?
>tfw my dm seems to think its some sort of bomb and allows people to do fireball airbursts
But its magic fire.
It only lasts 1 round: it's trash.
Sleep is also level 1 and has no save.
why would you not be able to do fireball bursts in the air?
>Carry a bunch of people
>As a fighter or ranger
Oh, I thought sleep was ~3d8 or something shit for a moment there.
So it's 22.5 average versus 33 average, 5d8 versus 6d10.
Color spray affects 50% more hitdice worth of creatures.
Also, more creatures are immune to sleep/charm than are to blind, I'm pretty sure.
1 round is pretty much most of a combat, quite often, unless it's a fight against some big enemy in which case sleep probably won't work at all.
Well, he's right about the airburst part. It's like a fuel-air bomb but not nearly large enough to impart any meaningful concussive force.
Magic fire whose spell description makes it clear that it's just a sweeping wave of flame going around corners and not BAKOOM, DOOR'S BLOWN OFF THE HINGES, GO GO GO
Interesting! I was thinking about shield (the spell) combined with heavy armor making me difficult to kill. I think I figured everything else out but the bit about warcaster? Care to explain please?
May I suggest a lobotomy? It's the only way to remove the cancer.
If you look around, there's plenty of multiclass builds to make you feel special.
I mean air burst as in detonating it over enemies to do less damage but hit a wider area, from the 'fallout' of the fireball hitting enemies
To be fair, witch bolt has pretty good scaling when upcasted. Combined with Tempest Cleric's channel divinity it makes for a pretty decent nuke. Upcasting it isnt that bad of an investment either considering you can reapply the big damage for every turn the enemy is alive.
>Color spray affects 50% more hitdice worth of creatures.
while technically true, Sleep can target a much larger area and pairs well with other AOE's, you or another player casts an aoe spell, then you cast sleep dropping everyone that survived (with a small amount of luck)
>I mean air burst as in detonating it over enemies to do less damage but hit a wider area, from the 'fallout' of the fireball hitting enemies
oh yeah, that's totally wrong.
What's my best bet for idiot proof ranged damage? My ranger just died due to plot reasons and I want to play something new.
It's a cone, so you have to get close, and it doesn't matter if CS can affect more creatures, because you still have to close in and kill them.
That's the Sleep advantage: enemies hit are effectively out of the fight, so you don't have to spend actions to deal with them while combat is still ongoing. With CS, on the other hand, you still have to kill the enemies under its effect before it wears off, and while under attack from those unaffected.
Plus echoing an earlier post, if you are getting in range for CS, might as well Burning Hands and actually kill the enemies.