/5eg/ - Fifth Edition General

>Unearthed Arcana: Greyhawk Initiative
media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf

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

>/5eg/ Mega Trove:
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Other urls found in this thread:

media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf
strawpoll.me/13404229
dnd.wizards.com/articles/unearthed-arcana/ranger
media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf)
twitter.com/NSFWRedditVideo

First for Kobold Dragon-Hunting Party.

secondth for bears

>media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf
wow it's fucking nothing

>Le page 6 new thread memes

Can pure Mystics focused on their MIND POWERS do fun stuff? Do they have any versatility?

I really like the idea, but I've never played one or seen one in action.

So, why the hell didn't they release the other part of Mearls' rules, the system without bonus actions he apparently plays, so half the classes doesn't get fucked by this initiative?

Mystics are Versatility: The Class.
You can do everything and don't need any other party members. Enjoy the ride.

How do you build a decent Paladin of Vengeance?

I'm new to DnD 5e. I'm thinking Aasimir (Fallen) or a variant human.

If you're not using two-handed weapon, you're doing it wrong. And since you're using a two-handed weapon anyway, why not a glaive.

Reading through sword college and not sure what this means RAW
>As a standard action, you can make a standard melee attack and increase your walking speed by 10 feet until the end of the current turn

So you can use your action to attack and move 10 feet? Why would you ever do this? You'd have to use the defensive flourish every time to avoid an OA. Assuming you don't move after attacking, what's the point of giving 10 ft more movement?

Am I just reading this wrong?

Variant Human, Great Weapon Master, Polearm Master, Sentinel.

Ruin everything.

>Implying shield aren't worth it

You can use shield and a quarterstaff, that's solid too.

>Implying they are

>Am I just reading this wrong?
No, you are reading it right.And I have no ide since if you move out of their range it means that they get an attack of opportunity so you don't wanna do that. It's shit by the looks of it.

First time I've heard of this type of initiative system and I think its neato.

Why is Forgotten Realms such a shit setting with every single other official campaign setting save for Dragonlance superior to it in every way?

I just came back from a long vacation, what initiative system now?

strawpoll.me/13404229

Vote for WotC's biggest mistake (UA). I want to know how mad everyone is at today's.

It's literally +10 speed. You don't have to move and other then that's a normal attack. There's literally no reason not to be using it.

I swear the Swords Bard has more idiots who can't understand it then any other class.

I did a one-shot as a Way of Tranquility Monk last night, the healing hands was great and I love the whole "arbiter of peace" schtick.

Is Way of Tranquility actually decent or have I misled myself?

Why so upset?

No it's good. I like to think of it as "Monk: +10 HP per level edition" though.

>the first Ranger rework

Wait, is there another, earlier, shitter UA than Ranger Revised?

Because the general used to go to page 8

The new UA, Mearls "Greyhawk Initiative". Instead of rolling for a set initiative at start of combat, each round has a variable initiative order determined by type of actions that are done. Attacking is a d6, casting a spell a d10, etc.

New thread, old bump I guess.

Also... maybe something like this?

yeah it was a weird quasi-shaman that summons spirits instead of taming animals

Does it weird anyone else out that Wizards don't learn the spell Elemental Weapon?

How do you guys do initiative? I think we can all agree that 5e initiative is garbage, but nobody has ever done a system that really WORKS.

I just read it, and well... There's shit and then there is this shit.

No option for the Artificer?

You seem to be the only one complaining.

dnd.wizards.com/articles/unearthed-arcana/ranger

No it's fucking retarded to do that, senpai.

To complain? I agree.

The standard max fighty:
Polearm Master, Great Weapon Master, max STR, rest goes in CHA. Defensive Fighting Style. Uses a Glaive.

Sword and Board alternative:
Polearm Master, max STR, rest goes in CHA. Dueling Fighting Style. Uses a shield and quarterstaff (which benefits from Polearm Master for a Bonus Action attack).

Multiclass alternative:
Similar to above, but after level 6 you take 3 levels of Warlock (Pact of the Tome, with a Patron that fits). This gives you a solid CHA-based ranged option with Eldritch Blast + Agonizing Blast, a pair of short rest spell slots for smites, a handful of useful cantrips (Guidance, something else), and most importantly Shillelagh, which ups the damage die of your quarterstaff to d8 and lets you use CHA to attack. The rest of your levels go into Paladin until Paladin 12.

So PAM, then max CHA.

Either way, variant human and half elf work really well with Paladins, and you want to start with 16 on your combat stat, typically STR > CHA > CON.

Ahahaha what the fuck this is so weird and bad

>2d6 Hitdice per level
>only light armour
>DEX and WIS Saves


what the fuck

No, to post early. You kick off other threads dumbass.

Anyone using the Journey rules from the Adventures in Middle Earth rules in your other 5E games? How did it go?

What's a good feat for a tomelock? I was thinking about going with Polearm Master for when I pick up shillelagh and greenflame blade

>Artificer is so shit people recommend taking both archetypes AND IT'S STILL NOT THAT GOOD
>Not on the list

Shit dude I fucking love cursed items. You could do more interesting than "Doesn't want to part with it" though, I mean it's fucking cursed it doesn't matter if they want to or not, they can't.

Maybe go with the 'using their blood to make it stronger' element and start having it take blood without their permission/consent.

>Expend one hit die
>Attack a guy literally 5 feet away
>Miss
>Thanks for nothing, Strahd!
I fail to see how it would be worth it to expend one hit die to get +5 reach and +1 to attack/damage rolls for one turn, specially for a class that doesn't have access to extra attack.

Anyone have Path of the Enraged Magician?

>threads on the last page with 3 replies getting kicked off

Wow, such a loss.

Original complainer here, doing god's work user

You can't use the PAM bonus attack if you used Green-Flame Blade. It needs to be an Attack action.

Without Extra Attack and bonus CHA to damage from Lifedrinker, Eldritch Blast is superior. Don't try to gish with a single-classed tomelock.

Artificer is bad and kind of boring but it's the base for a new int class instead of a whole lot of nothing.

>Artificer is so shit people recommend taking both archetypes AND IT'S STILL NOT THAT GOOD

It's just so schizophrenic. It has a big feature about putting spells in items to give to allies but it's list of spells is tiny and it's not even a HALF caster so it can barely use the feature.

>Level 6 Zeal Cleric
>Can launch people back 10ft. with Booming Blade
>Can launch everyone near them back 10ft. with Thunderclap

So Magic Initiate is basically their number one choice of feat right?

I played one focused on teleportation, control and buffs and it worked quite well, the mantle of command or whatever that lets everyone in the party make an attack action for one of your actions and 7 pp is insane. Not sure exactly what you mean with "mind powers" but I'm guessing none of the pseudo-martial stuff.

They never even attempted to make it conform to any kind of damage math calculation. It's genuinely just complete lack of sense. Especially the alchemist.
Calling it a joke would give it too much credit.

it was written by a child.

I mean not going Soul Knife and playing a martial but DUDE LIGHTSABERS or just taking all of the yeah, as you said, pseudo-martial stuff.

Basically just being a wizard but with MIND POWERS instead of spells.

has anyone tried matthew mercers order of the lycan for the blood hunter class?

are you supposed to like, always be transformed during combat? is dipping one or two levels into monk a good idea? does it -work-, as in, does the whole "berkserking" dc thing, two charges per rest and what seems to be overall below average damage make for a playable class at all? i don't care if it's underpowered, but i don't want to be completely useless.

I copied the berserker axe description to be honest. I think it kinda implies that getting rid of the dagger isn't going to happen.
How would you design the curse mechanically?

Hmm you have a point. What would you do?
I was thinking of removing the bonus action part, and adding the hit die roll to damage.
Or making it so hit dies spent increments bonuses, but that's not going to be terribly exciting at lvl3.
Reach is pretty neat on a rogue though, since attacks of opportunity will happen more often (off of 10 feet instead of 5).

>First ranger
Had some interesting ideas in its spirits at least, even if it was horribly designed with the hit dice and saves and shit.
>Mass combat 2
At least it has some good mechanics, even if D&D is a bad system for it and will almost never be relevant.
>Quick characters / variant rules
Literally nothing, which is better than garbage AFAIC.
>New encounter building
Literally nothing but also slightly insulting
>Initiative
Worse than nothing because of how awful it is both in concept and execution.
>Theurge wizard
This takes the cake though honestly, it's just so godawful from the idea to the execution and presentation. Literally just stealing cleric features and spells and changing up when you get them, with no concern for balance or maintaining the differentiating factors of each class.

Go variant human. Fallen Aasimir Paladin of Vengeance is the definition of cringy edgelord character.

New initiative system looks great. I'm definitely going to try it!
Some of you guys should try it too!

What exactly is a turretlock?

Also got some friends into the game and none of my old groups ever ventured to Chult and I always had an interest in it.
Anyone else remotely interested in Tomb of Annihilation?

So the UA is initiative, but doesn't the DMG already have a guide to doing weapon speed style initiative? Has anyone else ITT used it? I'd like to know what it's like but my players won't let me.

PEW PEW PEW with Eldritch Blast

>Turretlock

Warlock that sits back spamming Eldritch Blast from long range.... So every Warlock to some degree.

>There are people who actually allow variant human in their games
Why?

to make fighters better.

>there are people who dont give his players a free feat at level 1 on any class

It's bad for similar reasons, but IIRC it's still better than Mearl's shit.

'cause they havent heard of the greatness that is playing with this Human variant + everyone getting a free feat at lvl1, no matter the race.

I know, people are ignorant.

>Reach is pretty neat on a rogue though, since attacks of opportunity will happen more often (off of 10 feet instead of 5).
It's cool, but that is 2 attacks, one being situational as it needs an enemy to get out of the rogue's reach.

>What would you do?
The hit die cost is cool, but for one turn is really too steep.
Does your Rogue player uses TWF?
What about:
Two +1 Daggers
Whenever you crit, it costs a hit die and adds an extra d4 to the damage (similar to Half-Orc's Savage Attacks), otherwise it's not a crit.
It's cursed, he doesn't get to choose to spend a HD or not, he still gets the +1 value from them even when out of HD.

Considering sneak attack with two weapons, he'll get crits often.

adaptability sounds a little but silly imo. you can't just be an entire race of bards.

I'm implementing this on a table I DM.
My monk, rogue, and warlock players will love this!

Encounter building is actually useful and Mass Combat v2 was very well received

>Encounter building is actually useful
There are homebrew methods of balancing encounters that work better than it IIRC, but I agree it's not that bad.

Noob here. Have a question about with Half-Orc/Great Weapon Fighting/Polearm Master

A GWF gets to re roll 1s/2s on Polearm bonus attack right? On crits do you roll bonus attack twice? Do you roll bonus attack three times when critting as a Half-Orc?

I'd rather have the Determination feat (from media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf) + 1 skill proficiency on the PHB Human over this, so they basically get one advantage on anything every short rest and don't steal a feature from Bard.

It's honestly too passive for my liking. I think magic items shouldn't be an "equip & forget". Curse or not, if there is no choice to use the item, I don't like it.

Thanks for the feedback though!

Where the fuck is Lore Master Wizard, user?

the polearm bonus attack works like any other attack, the only difference is the d4 damage die, so you could reroll 1s and 2s, roll two d4 for a crit, and three d4 when you crit as a half orc

So does Radiance of the Dawn produce Sunlight?
Research suggests yes

Gotcha, so half orc polearm master crit would roll 3d10 and 3d4. If using a greatsword it would only be 5d6 though, right?

Correct.

no no
if you crit on a normal attack (from your action), you would roll 3d10
if you crit on the bonus action attack, you would roll 3d4
keep in mind a crit isn't considered 2/3 attacks, so you add your modifier to the 3d10 or 3d4 only once

>As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
I would rule no. It doesn't produce light as a Light or Sunbeam spell would, it only dispels magic darkness and deals radiant damage.

WHat would the measurements be for an ancient dragon scale

That looks like even worse cancer.

Ahh so you roll to attack again for the bonus attack. Got it. I was kinda thinking it was a follow up on the original attack roll. I haven't reached level four yet so I haven't had the chance to mess this up in game.

Why not just do that, without tying it to race?

I'd imagine dragons use kg

yes, it's an extra attack
works pretty well once your modifier goes up and if you get great weapon master to add +10 to the damage

I chuckled.

Did Mearls really need to use up the monthly UA to publish his shitty houserules, which everyone also already knew?

Fuck i walked right into that one

Oh, I was expecting something a little more than that.

So pretty much pump cha and take the invocations that boost EB and call it a day?

Stop complaining about Mearls, the guy literally saved D&D

I heard 4e was nice and balanced

Yeah I'd like some more modifiers please. My buddy I started with went ranger and got archery+magic bracers that give +2 to atk/dmg so he is getting +9 to hit. Fucker.

Is the MM in the trove? I can't seem to find it

Are you on mobile