/5eg/ - D&D Fifth Edition General

I'm not really sure, but you don't really need a table.
You just need a circumstance that enables a critical failure (rather than inventing a circumstance such as there's suddenly a pool of grease under you and you slip) and then you can say 'because of X and you rolling a 1, Y happens'
And players should be able to agree that it's fair.

Just wait until you make 3 or 4 attacks a turn. Or even worse, with disadvantage.

I would say that 'good' critical failures are going to be fluid to the environment. Examples given in other threads outside of what was stated here was things like damaging support structures, or to reiterate that post, introducing environmental complications ("your arrow punches a hole through an oil barrel, and it begins to seep across the floor" - now the footing is potentially murky, but you're also fighting on top of a flammable substance. Or maybe the floor has given way, or what ever have you).

It's things that aren't "oh your character suddenly fails at what makes them so special, in a way that's hilarious to *everyone else but you*", and more creating dynamic situations.

Thank you, the commentary is appreciated. I've yet to actually play a Warlock, but I never ended up evaluating chain much (mainly just looking at Tome because ... Tome, or Blade because I am weak to the meme, apparently).

Though I have had a peculiar urge to play a blind/deaf/mute Chain Warlock who uses Voice of the Chain Master to interact with the world. Except would likely need Raven Queen just to make it so that it's not "Oh, hey, your familiar was caught in an AoE, you now have Disadvantage to everything."

Something seems fun about a crippled man on a path for vengeance, having his words squawked out by crows.

Do we know any of the plot hooks or recommended classes for Tomb of Annihilation?

We can assume at least a Paladin or Cleric since it involves undead.

We can assume a Wizard since it's full of various hard puzzles.

Furthermore, it plays up the idea of non standard races and diversity in Chult. But are there any bonuses/penalties to playing them?

Reposting to get some more opinions: homebrewery.naturalcrit.com/share/BJMbkZIU-

Just give feedback like:

>Neverember didn't like that
>Mellandrach wasn't impressed by your failure
>Lady Silverhand appreciates your effort

Don't actually attempt to play 10 different NPCs, the backstory is pointlessly complicated, focus on the leaders.

What happens if an immovable rod in the earth and press the button?

Doors. Passageways with curtains. Dispel magic. Glyph of Warding. Truesight.

>Something seems fun about a crippled man on a path for vengeance, having his words squawked out by crows.
Idea stole, thanks.

It comes undone.

So if you're hanging off of it and press the button you fall along with the rod.

Traps are hard to spot via Divination, them knowing the layout may lead them to false confidence and forget that traps are a thing.

Also doors, Arcane eyes can't go through doors or similar obstacles they need a gap to go through.

Illusions in general, or just creatures that would naturally be hidden while sitting around in the room such as spiders or snakes, or creatures that appear as other objects, such as a roper, animated statues, oozes, animated plants or even the classic corpses that rise as zombies when disturbed.

Creatures blessed with non-detection do not show up to divination spells, so maybe that room that appeared to have three bandits in, actually has three bandits and two bandit-mages in.

Also, creatures with the ability to see invisible things will be able to notice the arcane eye. Maybe one of the bandit leaders has a lantern of revealing mounted on the wall burning with a blue flame, allowing one of the guards to go "Eer boss there is a little floating eye here, what do I do?" "I don't know, put a bucket on it for now."

Of course, don't always shut down the Arcane Eye. It's a pretty high spell slot to invest into scouting so having it shut down every time will just frustrate them, a player in our group used a Shadow sorcerer who frequently used the darkness spell to take cover in while shooting cantrips or blind enemy archers. Of course soon every encounter either had a few blind-sense enemy, or an enemy caster to dispell magic. Another player had a net-fighter who would disable high-value targets instead of dishing out flat damage, but soon enough every encounter had an extra pair of goblins who seemed to be on exclusive "Net-slashing" duty to defend their boss, even fights that seemed odd to have a pair of lackeys around for.

Our game is just Nat1 is a slight fumble, you lose your reaction and bonus action until your next turn, giving enemies a chance to maneuver around you freely, and maybe costing you an attack.