/5eg/ - Fifth Edition General

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

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

>/5eg/ Alternate Trove:
dnd.rem.uz/5e D&D Books/

>Resources Pastebin:
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>Previous thread: 54488083

Why did nobody tell me that the DEX Whip Fighter was so good

REEE WHERE'S THE QUESTION

It's fucking not

I'M ANNIHILATING THINGS

You rolled for stats
Tell me I'm wrong

>Whip fighter
It's just a worse strength polearm fighter
>No PWM
>No GWM

OP dropped the ball. You can complain about it, or ask a question. Unless you have no imagination at all, in which case, I'll do it.

THREAD QUESTION
Does your DM require a RP explanation for multiclassing in the middle of a campaign? Do you have to swear an oath, find a patron, etc. in-character?

Point buy.
It's fun as shit though.

Monster Hunter with Martial Adept.

Worldbuilding guides, I need them. There's just so much to think of when trying to create one. Is it better to start with a base setting and alter details as needed to get a unique result? The "One town, One dungeon" method can work, but I feel like I need more of a base.

We usually just come up with in advance with the DM, then rp if it matters
Martial multiclass don't even need anything more than "I GOT SOME SWEET GAINS"
Some classes just work as a base to multiclass from, like sorcerer who learned how to play the drums, or fighter who studied some wizard books

>Martial multiclass don't even need anything more than "I GOT SOME SWEET GAINS"
How so?
Becoming a fighter or a rogue means a LOT of study. Just because no magic is involved doesn't mean it's all intuitive.
Knowing how to use EVERY weapon shouldn't be any easier than learning 1st-level spells.

Running a fantasy noir
Hit me with some ideas for murder investigation /5eg/

People talk of two approaches - "top-down," and "bottom-up."
Top-down means starting with an overall idea of the setting, and slowly filling in details as you narrow your focus.
Bottom-up is basically one town, one dungeon.
I like to mix the two approaches. While coming up with high-level ideas (planar cosmology, which races exist, etc.) I also work on a relatively small (and relatively diverse) chunk of the world. As the players explore the world, I add more details in areas they go to, while also refining my big ideas and slowly using those to generate a large-scale, low-detail map. The map gets filled in as areas become relevant to the plot, but also informs the direction of the plot because it hints at what's available.

>Suddenly learning how to use all weapons
Never thought about that myself, I never really cared that much because if pressed a PC could say "yeah I knew how to but I didn't have a longsword on me" or "I was rusty about it but I trained for half an hour in the shitter and now I'm good to go"
For the other class features I feel it's fine if "I just got strong enough to action surge" is the explanation because it's not really that special in comparison to suddenly having dragon scales, a god/deity/tree sponsering you, or being super angry out of the blue

Any answer you get depends highly on whether anyone in the party has Speak With Dead or not

No speak with dead and only sorcerer as full caster but he is loaded on combat spells only

So..can you True Polymorph into a Dracolich? By that, I of course mean Polymorphing into an Adult Dragon with the Dracolich template.

Asking for a friend.

I make my players RP choosing their class archetype unless it's something lame like champion fighter.

Anyone have the DM Guild PDFs? They were in the old trove but I don't see them in the new one.

Dead man and hooker, man's head was magically fused into the hooker's belly. Only items of interest found at the crime scene were a set of bagpipes, some pitons, and a vial of bulette blood.

>combat spells
>in a murder investigation

You need to have a crusty old police chief chew them out for their incompetence. They have to turn in their badges and swords and their other sword prompting them to investigate on their own.

I'm completely braindead ignorant about image editing software. What should I use to edit my maps?

Paper and pencil. Or if you want to kill yourself, Inkscape

I don't think there's been a DM's Guild trove for a year, user. You'll just have to search the pdf share thread. Or make some requests

If its CR is less than or equal to your level, I don't see why not

I have a hand drawn map but unfortunately I need to go digital for what I want to do, which is making a bunch of different versions of the map with cultural, ecological boundaries and so on

Hah you are assuming one of my player is not already 40 years old ex-cop with his own private detective agency and crippling addiction to whiskey
Well that was his choice against my advices
So will be depending on his skills instead of spells
Its not like I wont throw gang angry with their investigation and using force to stop the party

I'm exactly like your buddy except I'm younger and not an ex-cop and I don't have a private detective agency.

No worse than a fighter. Background & skills exist for a reason.
Also, role-playing.

What's the story with the mega anyways? Did user finally get v& by the roll20 wizard police?

I'm kind of dumbfounded on how to properly play a character with a high wisdom score, but completely normal INT.
>How would someone like this think about the world?
>How would they see problems?
>What sort of approaches to problem solving do they take?
>How do they value things?

Literally street smart/ clever.

The problem I have is that it is hard to put myself in that mindset. I do not see myself as a clever person, and it's really difficult to think in a way that is "clever" without being "cutesy"

Imagine a grandpa
He is old and not the smartest out there but have lived for a long time
So when he gives you an advice you listen
Something like that

It isn't shit compared to GWM/PAM Fighter.

They are smart through experience or intuition, not through scholarly study. For example, they would feel what the weather is going to be like but not what causes weather

>finally
It happens every few months. Often because roll20 tokens get posted, I believe.

Think of a stereotypical wise old woman. She always has the best advice, because she has a phenomenal understanding of human behavior ("do you think maybe your brother has been distant because he's jealous of your new job but doesn't want to create tension?").
She's not solving Sudoku puzzles with a pen any time soon, but she's a fucking beast with social interactions of all sorts, and that can easily apply to adventuring situations ("hold on, guys. I think the goblins haven't attacked yet because they're under orders to wait until backup arrives," "this place is too lightly-guarded - probably a trap," etc.).

What are some various materials PC's can use to craft weapons and armor? They want some variations but not necessarily magic items. Ideas so far:
>Standard weapons/armor are Iron or leather.
>Steel and Silver weapons are +1. Some monsters can only be harmed by silver.
>Mithral armor +2 AC. No stealth disadvantage.
>Malachite/Glass weapons +2. Have the "light" property
>Corundum armor +3 AC.

Int: That fire is burning at 600 degrees F.
Wis: Don't stick your hand in fire.

Int: The markings and head shape on this snake indicates that it is highly venomous
Wis: Don't fuck with snakes.

you don't necessarily have to be very intelligent to know that something is a bad idea.

I don't love this answer. Intelligence can easily contribute to street-smarts, if you actually study that (probably by experiencing it) instead of reading books. Intelligence is broader than just academic study.

I prefer the "wise old person" answers, but this reminds me of one of my personal favorite shorthands:
Intelligence: can I?
Wisdom: should I?

Well, I thought so too at first.

It's just the details that get me. Does he suddenly get a phylactery? Maybe that seems like an obvious yes, but that seems like something that should be known before going through with it, and he doesn't know, nor do I.

>Fight a big bad
>Polymorph into Dracolich
>Random gem floats in out of nowhere
>Baddie destroys it
>Bye-Bye PC

I'd like for him to avoid this situation if possible.

> playing skyrim on tabletop
0/10

more helpfully, maybe malachite/glass or mithril don't have the STR requirement to avoid speed penalties when made into heavy armor.

Adamantine armor is statted out in the DMG as preventing you from taking critical hits

>Does he suddenly get a phylactery?
No, and if the polymorphed dracolich dies, the player returns to their original form.

I'd say it's like wishing to become a genie.

Oh. So, even if a Polymorph becomes permanent, you still return to your original form upon death? I did wonder about that.

How so?

That shit is all way too powerful in a game with bounded accuracy, especially if those bonuses stack if you make magic items out of those materials.

Traditionally, adamantine armor grants a little bit of damage reduction (like the kind you get from Heavy Armor Master) and maybe makes you less susceptible to critical hits. Mithral chain shirts are so light and comfy that even a completely untrained halfling can wear them under clothes and not suffer from lack of proficiency. There's also been stuff like ironwood that druids can use to get around their ban on metal armor. Dragon scales let you make scale mail without metal and traditionally grant resistance to the type of energy the dragon breathed.

It's already assumed that standard weapons are steel rather than cast or wrought iron, and there are already rules for silvered weapons - all they do is count as silvered.

I'm playing SKT and my players got some adamantine and were wanting to make weapons from it, but the DMG doesnt have anything on that, and I'm pretty sure back in 3.5 adamantine weapons actually did something, so I basically said it wont really do anything. I feel like this is a cop out since it is worth so much, but I don't want them to think they can all get hyper weapons just because they find adamantine. Any suggestions?

The scene you greentexted reminded me of that scene in Aladdin where Jafar became a genie...and immediately got fucked because he got a genie's lamp as well.

It's an ingredient for a lot of different kinds of magical armor, especially Armor of Invulnerability. Adamantine weapons in 3.X were only good for fighting creatures who specifically had DR that could be bypassed by adamantine, none of which exist in 5e. Just having adamantine weapons count as magic would be enough to bypass almost all monsters' damage resistance, though, so you could just do that.

>So, even if a Polymorph becomes permanent, you still return to your original form upon death?
Yep.

>The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
It technically never becomes "permanent", you just no longer have to concentrate on it basically.

Unique builds? Doesn't even have to be broken, just interesting and unconventional builds that don't get used a lot. I'm not original enough to make something cool.

IMO an 'RP explanation' from players AND GM's is pretty much the whole point of a role-playing games

Tavern Brawler Fighter/Paladin who smashes things with a shield.

Armored Barbarian. They get light and medium armor proficiencies for some reason, and no one ever seems to use them. If you take the feat that gives heavy armor proficiency, you can even dump DEX and basically be an even tankier fighter that can rage.

The best weird builds are still capable of doing rhe normal thing expected of their class, plus something extra. Like a rogue with the Healer feat and a sackful of healer's kits.

People could argue against it in the ear of 3.PF, because multiclassing was integrated into the rules to the point of being required for a reasonable character, so not allowing anything would be seen as bad DMing.
Since multiclassing is an optional rule in 5e, I agree with you - a DM who DOESN'T require a sensible in-game reason is a bad DM. Too bad there are many players who started with 3.PF and are still stuck with that mentality.

Captain America?

You can't rage in heavy armor.

Yeah, pretty much.

Shit, missed that part

It sounds fun as hell. Is it comparable at all in damage to a normal character or will it fall behind in combat?

Just convince the DM to let you have some form of lighter heavy armour that works with rage.

Mithril full plate or something. Boom.

Yes, my group and I are homebrewing our own rules for standard items and crafting.

Bonuses won't go above +3 same as the core rules. And these items do not count as magic.

I forgot about adamantine, and iron wood sounds pretty cool. Thanks

It falls behind feat builds, but otherwise weapon choice doesn't matter all that much, even if it's not a weapon.
As long as you can Action Surge or Smite with a shield, you're probably good.

It's a little GM-Dependent, which might not be a good sign. According to the book, an object that resembles/can be likened to a weapon (A table leg being close to a club) could deal the same amount of damage as that weapon, while an object with "No resemblance to a weapon" deals d4 damage.

I don't really see why it would be a problem, but if you were to convince your GM to let you stat it as a flail, that's [d8+str mod] damage a turn from hitting with that. As a fighter, you could action surge, while paladin can smite. Since you'd probably be going STR, Tavern Brawler lets you attempt to grapple an enemy as a bonus action, leading to more fun.

Does mithirl drop the armor a class like it does in previous additions?

Is it worth it to throw armour on a Barbarian or should I just stack Unarmoured defence?

Character building stage, Level 7/8 when possibly played since my current character has already died once.

>being really angry lets me lift heavier objects more easily and shrug off grievous blows
>UGH this shit is touching me too much and is too heavy for me to get sufficiently angry

Simple: Are you able to generate more AC through unarmored defense or through wearing armor. If no, wear armor. If yes, don't worry about it.

Or just whatever works for you thematically.

its mostly for crunch my dude.

Tell that to the Devs, not us?

Quick question: For the purposes of Tempest Cleric's Destructive Wrath Channel Divinity, the DM isn't required to tell me whether or not a creature fails a save, yeah? So I can't wait to know whether or not my targets failed or saved to max my damage?

>They get light and medium armor proficiencies for some reason, and no one ever seems to use them.

What kind of barbarians, pre level 20, have more AC unarmored than in half plate?

All incorrect. 5e did away with "Intelligence is for knowing X; Wisdom is for knowing that X is a [good/bad] idea."

Investigation is the skill you use to piece together clues into useful and sensible information, and Investigation is based on Intelligence.
Illusions go up against Intelligence (Investigation), not Wisdom.

Even the Dungeon Master's Guide says:
>INTELLIGENCE CHECK VS. WISDOM CHECK
>If you have trouble deciding whether to call for an Intelligence or a Wisdom check to determine whether a character notices something, think of it in terms of what a very high or low score in those two abilities might mean.

>A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at interpreting what things mean. The character might spot that one section of a wall is clean and dusty compared to the others, but he or she wouldn't necessarily make the deduction that a secret door is there.

>In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately deduce why it's clean.

>Wisdom checks allow characters to perceive what is around them (the wall is clean here), while Intelligence checks answer why things are that way (there's probably a secret door).

Is this 5e's way of trying to make Intelligence more useful, since Wisdom matters for more saving throws and includes Perception?

>teehee I rolled for my stats and got two 17s and an 18 so my V. Human starts with 18 Str, 18 Dex, and 18 Con, and somehow also two feats
This is how every theorycrafted build and discussion about class power or abilities goes here. You don't even want to see the Monk discussions.

I now have this urge to make an Acolyte background Zealot Barbarian who wanders the county side in light robes with his trusty walking stick and (extremely heavy) religious tome.

Super nice, super amiable, pretty happy go lucky, but when push comes to shove (or he feels slighted / his god has been slighted) he will absolutely beat the shit out of you with the 'book of [god]'.

Maybe Tavern Brawler feat to let him use it as an improvised weapon a bit better?

>Have you heard the good word.

Anons? Hopefully a simple question: if I wanted to use the rules for creating totem spirits for the Totem Warrior Barbarian in the SCAG, what powers might a Hyena Totem grant across the levels?

Also, I got a thread up where I'm doing 5e conversions of older races, and I could really use anons who know their balance to help me figure out how to keep everything from being too over/underpowered.

Theoretically someone could decide to make it optimized, or lean heavily on shields (or bracers of shielding) if you're playing a game where it's not that big of a deal.

But something about that just seems ... A bit off. Maybe I'm just too used to the theorycrafting thing, and assuming that DM's will throw dangerous situations at the PC's. I know my DM is a bit .. Wonky on that.

None of it matters anyway. All you need to do to be a nearly-unkillable barbarian is to use a shield and not attack recklessly all the time.

I played a whip-and-shield Sentinel Desert Herald Barb who was fucking nutso.

I would be tempted to give them a version of the Gnoll rampage trait.

>Rampage: When the gnoll reduces a creature to 0 hit points with a melee Attack on its turn, the gnoll can take a Bonus Action to move up to half its speed and make a bite Attack.

Maybe less "make a bite attack" (though that would be hilarious), and make it maybe make a grapple, or simply can bonus action to move? Will compete with rage / shield master.

Been playing a Barbarian in my games, and fuck do I have to say I really wish the DM would throw some encounters at us that actually use bludgeoning/piercing/slashing damage. Went wolf totem for character reasons (plus party is pretty heavily melee), and I'm seriously regretting it (which is also partly because the party plays pretty fucking fast and lose with the rules).

user, everyone knows a character's ability to understand clues depends 99% on how smart the player is.
That said, I choose to ignore the quoted section. Limiting wisdom to nothing but perception (while still having it apply to most mental saving throws) is pure idiocy.

Barbarogue (Bear Totem Barbarian 3-5 / Rogue X), shield and rapier, or two shortswords, or just rapier and a free hand for grappling. You can use STR to attack with Finesse weapons and thus apply Reckless Attack and Sneak Attack. Not as much damage as a classic GWM Barbarian until 11+ but brings much more utility and eventually does catch up.

Palalock (Paladin X / Tome Warlock 3). Quarterstaff and shield (QS works with PAM for 3 attacks per round), grabs Shillelagh from Tome (along with two other useful cantrips like Guidance), gets Eldritch Blast and Agonizing blast for a ranged option, and so you're full CHA-based for synergies. Very strong.

Nature Cleric 1 / Monk X. Also fucks around with Shillelagh, bump up that Wisdom, can wear armor and shield which helps with low AC in the early levels. Can stay like this the whole way and fully embrace monk's stun baton nature, or can eventually transition into a normal monk once unarmored defense, to-hit and damage are decent.

Life Cleric 1 / Lore Bard. Armor proficiencies, extra cantrips, buff to heal spells. Shines when Bard hits 6 and can nab Aura of Vitality off the Paladin's list. Strongest heal. Cleric in general is a good dip for full casters looking for armor and shield prof without losing spell slots.

Paladin (2 or 6) / Draconic Sorcerer X. Now this is how you gish. Quickening Booming Blade or Green-Flame Blade lets you attack twice per round without need for Extra Attack. Quicken and Twin and you can attack 3 times, all valid for Smite as they're weapon attacks. Lots of spell slots for said smites. At-will flight if you make it to sorc 14.

Paladin (2 or 6) / (Valor) Bard X. Kinda like the above but no metamagic. Valor Bard if only 2 levels of Paladin, else Lore. Can do the Shillelagh thing like Warlock but it takes longer to come online.

Fighter 1 / Fiend Warlock X. This is how you do Bladelock. CON and armor proficiencies, grab a greatsword, STR>CHA>CON. Learn to love Armor of Agathys.

Its not 'just perception'. I would say it is anything intuitive; while intelligence is deductive. You can have a crazy high INT, but if someone has a solid story (or no reason for you to think otherwise), you're not going to get a sense that they're lying. Meanwhile the high WIS character is going 'they're full of shit'.

I feel like it's pretty easy for people to fall into the trap of 'WIS is just perception, INT is what really matters', but there should be a lot more focus given to it.

Thanks a bunch for the clarification!

>other PCs all suddenly pursuing romantic subplots with NPCs
>tfw my cleric is bound by sacred vows that include chastity

Pursue your own subplot. Start making plans to build the biggest temple ever seen. Look for suitable land and get support. They can have kids, you can have a huge building.

>yfw all the PCs' waifus get kidnapped and held for ransom

This is your cleric's god, I command thee to sterilize thy party members for the good of the realm, your quest is in danger otherwise.

Can someone explain to me the difference between a cleric and a paladin (assuming they worship the same generic god of light and justice)?

Better yet, a cleric/fighter and a paladin?

Cleric's role in society is to preach, paladin's is to protect.
The real question is why the fuck cleric is a WIS class and lock is a CHA, and not the other way round.

I sense there's a punchline to be had here, but I can't quite dig it up.

Okay Veeky Forums I need some help.

I'm wanting to run a seafaring campaign. It's something my roommate brought up, and the idea has caught hold of me.

I mentioned it to some other guys I'm trying to get in the DnD group he and I are forming, though, and one of them wasn't super eager about it.

So what's a good adventure hook/player motivation I could use to get these guys going on the high seas?

Gotta find the One Piece.

* PCs stumble across clues to some fabled lost treasure
* PCs are hired to lay claim to some uncharted islands for Gods and Country
* A peaceful island nation has been blockaded by a coalition of merchants' guilds. You are to board the flagship to investigate and negotiate a peaceful solution, but all isn't as it seems...

As a DM I require a valid RP reason for most decisions the players make, especially multiclassing. If someone wants to go Barbarian/Fighter or Fighter/Rogue for buckets of damage, or Paladin/Bard or Paladin/Warlock for spell slots, they're going to get a different response from me than the Bear Totem Barbarian who wants to be a Moon Druid so he can BECOME the bear.

I don't really use the CR system as I can usually gauge what my players can handle.

However this is my first time running higher level play. Can 3-4 level 8 characters defeat a Planetar? I am aware it would be a deadly challenge but would it be fair or would it be equivalent to just throwing a tarrasque at them in that they can't beat it?

Mechanically, clerics are full casters with an emphasis on support, paladins are hybrids with an emphasis on burst damage.

In fluff, paladins are warriors of justice and righteousness who destroy evil. Clerics are priests and holy men who perform the work of their religion.

Clerics are battlepriests powered by devotion to a divinity or the concept of one.

Paladins are leaders powered by devotion to tenets of an oath and force of will,

Assertion: Fighting with a maul should feel radically different than fighting with a flail, or a sword and shield, or warhammer etc. etc.

And yet functionally they are the same. You get the same amount of attacks with each, roll to hit, roll dmg dice. One of the reasons combat is so atrociously boring in this game (especially for martial classes) is that the details of the character dont really matter when it comes down to it. Sure a good DM can add flavor but in the end It's all just rolling dice in a tray.

I'm starting a new campaign for my friends soon. What mechanical changes to 5e combat can we make each weapon and fighting style feel truly unique?