/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:
pastebin.com/X1TFNxck

>Previous thread:
Has your party ever taken part (either offensively or defensively) in a siege or other large-scale battle/conflict/war?

How did it turn out? Did the DM do a good job? Were you satisfied with it? Did your character take anything away from the experience?

Other urls found in this thread:

homebrewery.naturalcrit.com/share/BJMbkZIU-
homebrewery.naturalcrit.com/share/HyycpK_K
drive.google.com/file/d/0B7CIGCMCtoETVmhDNEZMbUVweTg/view
drive.google.com/file/d/0B4jAv0Wgv9taT2ZpejNudV9DcDg/view
twitter.com/NSFWRedditVideo

First for imps

Neither are really the more traditional D&D savage minotaur, flavor or mechanically.

Copied from back end of old thread:

So I'm rolling a tempest cleric, and we rolled for our stats, 4d6 drop low.

I wound up with(after stat bonuses from race as a hill dorf):

STR 13
DEX 9
CON 15
INT 12
WIS 15
CHA 11

How'd I roll? Should level 4 go to ASI or a feat?

Am I better served going in with my shield and warhammer or just casting sacred flame and being a babby ranged combatant for the first couple of levels?

...The Amonkhetian Minotaur is a Str/Con race with a horn attack, free proficiency in Intimidation and the Half-Orc's Relentless Endurance and Savage Attacks traits.

You're telling me you can't take the flavor of the D&D minotaur and run it with this crunch?

Because that seems a pretty damn perfect fit for the iconic "savage" minotaur. What more do you need?

> rolling for stats
Also ASI obviously get CON and WIS to 16.

Inspired by morrowind, I'd like to make an alchemical system for my world. The basic premise will be just like morrowind: ingredients have up to 4 effects. You can combine up to 4 ingredients. Any matches of effects between two or more ingredients are expressed in the final potion.

During a short or long rest, you can spend half of your time gathering ingredients. If you do, make a check (haven't determined what that check will be yet), and the DM will award you a random amount of ingredients of random types appropriate for the region you're in.

I would like to make some of the effects unique, something that can't be done with just spellcasting. I would also like to adjust the region lists of plants and animal based ingredients so that some effects are much more common in regions than others. Like the stereotypical mordor ripoff might have more poisonous effects, and the holy elven hippie peace forest might have more curative ingredients. This seems like it would be a neat way to give each region some more character.

Anyways, thoughts on this? Is it a worthwhile project? What sorts of alchemical effects would you like to see?

Keeping homebrew talk alive and reposting these for critiques and suggestions:

homebrewery.naturalcrit.com/share/BJMbkZIU-
> Fighter Options
> Gladiator: Charisma based fighter
> Beast Knight: Versatile fighter
> Sadist: Int based disabler in the same vein as Battlemaster, but with a combo system


homebrewery.naturalcrit.com/share/HyycpK_K
> Paladin Oaths
> Bushido - Self explanatory
> Reason - Started off as "Truth", turned into objectivism / libertarianism because I was watching debates.

> needlessly increase book keeping and tracking
only worthwhile if your players have autism

>Implying rolling isn't the best method for character generation

That's the thing senpai, I can get to that sweet delicious +3 mod on both, or I can take that sweet sweet War Caster feat.

This has a basic alchemy system you can draw from: drive.google.com/file/d/0B7CIGCMCtoETVmhDNEZMbUVweTg/view

And this has a pretty in depth alchemy system you can steal from: drive.google.com/file/d/0B4jAv0Wgv9taT2ZpejNudV9DcDg/view

Well, you rolled shit so your character won't be great.

Your STR and DEX are low enough that you can't really use weapons, which Tempest is built for. So you should be using Cantrips but know that you're going to be pretty bad at at-will damage.

I'm only commenting on the oath of reason, cause the others don't interest me in the slightest.

Generally: you've made it so a ton of the features overlap. Redo it so only one feature lets the paladin identify illusions. I would make that feature the 3rd level channel divinity feature. You've also focused way too much on the objective perception flavor of objectivism. You need to deal with some features that expand on the other tenets, such as individualism, nonforgiveness/justice, and you know, selfishness (which you seem to have ignored), etc.

Specifically:
3rd level feature against illusions is too narrow. Make this affect liars too. Specifically, people that have lied to the paladin or its allies within 30 feet, in the last day or so. That gives his power a more wider application. Secondly, the nearly automatic crit feature is overpowered, and not flavorful to a paladin of what is a nonviolent philosophy. I know you've gotta make some allowances to the murderhobo nature of DnD, but still.

I'm still thinking about the other features.

Are the Brimstone Angel novels any good?
Sorry if this isn't the best thread to ask. I've seen other novels being discussed here so I figured you guys might know.

What's your favourite class outside of combat?

Since they all seem basically useful in fights, I'm shopping around to see which one looks the most fun to play the rest of the time.

>outside of combat

any 9th level caster that isn't sorcerer

Either Arcane Trickster or Chainlock. The shenanigans both can get up to outside of combat is great.

My favorite is probably Enchantment Wizard or a Thief Rogue. They're both amazing fun for flavor and abilities.

What creatures can possess someone's?

So, I know this is homebrew, but it's 5e related, so I was hoping you lot might help me figure out how to make it work. Trying to cook up the flavoring for a new Paladin oath:

Oath of the Pyre
Also known as the Oath of the Grave, Tomb or Sepulcher, depending on cultural trappings, paladins of the Oath of the Pyre seek to oppose the great defiling force that is necromancy. Often formed amidst worshippers of deities who govern the cycle of life, such as the Raven Queen or Wee Jas, these paladins - frequently known as deathslayers, tomb guards, dawnbringers and torchbearers - seek to defend the peaceful sleep of the dead and to hunt down those who break the cycle of existence. Necromancers and free-willed undead such as vampires, death knights and liches are the great enemies that these paladins seek to battle, whilst others seek out lesser undead to end their torment, or guard burial sights against invasion and defilement. Some paladins for these orders are grim and stoic, whilst others are vibrant, believing in passionately enjoying the time they have available to them. All are united by common cause.

Tenets of the Oath of the Pyre
The creed of the dawnbringers is simple and pure, focused on preserving the sanctity of death and warding against those who would defile it.

The Dead Should Sleep: When the dead rise from their graves and walk amongst the living, seek out the reason why and shepherd them back into their rest eternal.

All Things Have Their Time: Everything is born, lives, and ultimately dies. Do not seek to break this cycle for selfish reasons, nor suffer others to tear it asunder.

Fear Not The Reaper: Accept the end with dignity, when it comes, and teach others to do likewise.

Defile Not The Tomb: The sanctity of the grave is paramount. Seek to seal breaches and restore the tomb, that the dead may have their dignity.

Honor The Fallen: All shall join the ranks of the dead in time. Remember those who have fallen and treat the dead with respect.

Fighter. Athletics is a very versatile skill.

Thank you. I was wondering why something about it seemed so off. Trying to think of fluff and mechanics that fit those tenets is interesting though.

Druid

Hey /5eg/. My party is a Wizard, a Warlock and a Ranger. I decided to be a barbarian so we could have a reliable bag of HP to tgrow at things. Taking path of the bear totem, I've come up to my level 4 ASI. I already have 16 CON, so I'm wondering if I should bump that again or take the Tough feat for ezHP and start bumping strength more.

Relevant stats: AC 14, STR 14, DEX 12, CON 16.

STR to 16.

I could always swap my race out for Mountain Dorf canning my WIS to 14 but my STR to 15.
Then I can ASI it back up and/or magic items can help.

Interesting.

Right now the spell that this oath should definitely have off the top of my head is Gentle Repose.

Lost Mines GM, how did things go? I must know!

Why, thank you. And I agree, Gentle Repose is an obvious fit.

Still, do the commandments make sense? Do they fit the theme?

Strength. Strength. Strength.

Using a lore bard to represent someone who spent a lot of time as a scholar in an abbey who got some combat training to augment their natural magic ability.

I'm thinking of getting the feat that gives you a superiority die to represent some of the fencing training he received. Is it worth it as a feat or am I making a purely fluff choice here? Any more viable alternatives?

Hey there, I'm a total noob to D&D and would like to use this edition. I created some creatures for Chronicles Of Darkness that I would like to adapt into this setting for later use. Can any of you please help me?

I thought they were pretty good. Better written than most of the airport-tier D&D books we get.

Anyone listen to D&D podcasts and anyone care if I plug mine?

>reason
>libertarianism

You'll get significantly more mileage out of Magic Initiate- WLK or SOR for Booming Blade and/or Green Flame Blade.

someone's what, user?

You don't think there's some logic in that ideology?

Body, presumably.

I've had a blast every time I've run it, though once I had a munchkin EK show up and fuck around, while the Cleric later told me that he was expressly there to make life difficult for the EK's player. I tuned up the boss fight in WEC partially to punish them, partially because they'd been thorough and leveled up pretty well and needed more challenge. I'll post my tricks and some story if you want.

So since you're set on being a Tempest dorf, you can be either a decent melee support caster or an ok ranged caster.

I would say stay with Hill Dwarf, the +1 HP every level is effectively a +2 to CON mod when you factor the racial bonus, not to mention that you give up better WIS and HP for just +1 to your STR mod by going for Mountain dwarf.

You can keep your current stats and bump the 15s to 16 (increased HP, spell DC, and important saving throws is pretty fuckin dank), using the next few to increase WIS and maybe grab Tough for extra BEEF.

You should focus on casting in the thick of it, using your fat HP to cushion damage and deal with con checks.

Before you start transposing monsters and classes and such, you should really learn the ins and outs of the system. It'll help you temper your expectations in terms of what the creatures can do, as I can almost guarantee that you won't be able to copy the mechanics perfectly.

Give me your best character concepts. Just got finished playing a campaign as a Kenku Cleric who repeated sermons. I was thinking a Hands specialist Wizard, but I don't know if that'd work in 5E. I wanted to do necromancy Sabriel but 5E is kinda lacking in cool necromancy stuff

Ew, why is your con higher than your str.

Up strength every time til it is 20

Why are tumblr noses such a big deal?

Tiefling from a human/half-elf noble family who was ousted to the local abbey. The abbot there raised him as a son before spiriting him away to a friend from "the wars," because the town was using the boy as a scapegoat for their hard times.

Ten years later and he is a moderately-accomplished "contractor," (our GM likes the Acq Inc idea that "adventurer guilds," often sell themselves as mercenary corporations) who is just trying to show people that he can be a good person despite his race.

His personal arc involved his father trying to force him to abdicate his legal right to inherit. This involved a return to home and the party seeing the abbey that saved his life. Lots of emotional moments between him and his estranged family.

He would eventually win the legal case but choose to abdicate of his own will. When asked why by his romantic interest, he told her that he didn't want to stay in this place with its awful memories of abuse and fear, but he wanted the choice to be his own.

Does anyone have experience running this yet? It came out recently and I was wanting to run a campaign around it.

?

So I should focus more on tanking, and using the spells as my primary form of getting shit done. Any melee damage is just gravy, right?

I dont mind firbolgs having bigly yuge tumblr noses as they're explicitly meant to be not humans, the thing that bothers me is their proportions being like a Dwarf despite being 7-8 feet tall. They should be built more like forest-flavor Gerudos.

I'm going to start DMing for a new campaign soonish, and am starting to experiment a bit with creating new enemies. For the first adventure, I am planning on featuring a sort of "rat wizard" or "rat summoner" as the first big bad.

I mainly want to do that to make the typical first monster, the rat, more interesting. The concept for him is that he is a wizard or sorcerer of some sort whose skills and abilities primarily revolve around rats. He summons rats into a bag of holding he has and throws them at the adventurers, he can revive fallen humanoids as feral wererats, and other such things.

I'm thinking of using the mage from the Monster Manual as a base, but I'm not totally sold on it yet. Any suggestions, either for a better monster to base this on or just for abilities and/or stats? I'd appreciate all the help I can get, especially since this is my first time creating something new like this and am not sure how to balance things.

Is having a +6 to attack as a level 1 human fighter with a longsword possible

if you roll for stats, 18 str for a +4 mod and +2 proficiency mod.

Any tips for playing and making this guy?

You can get 18 without sacrificing TOO much by buying a 17.
I mean, you shouldn't, but you could

Not same user, but I think that while it's reasonable to an extent it shouldn't be equivalent to reason.

>by buying a 17
Can only use point buy for a max of 15, read the fucking book.

Blade Mastery feat gives you +1 Attack with all Swords.

Do major/perfect Marks include the perks of lower tiers, or do you have to pick just one?

you can only buy up to a 15 by RAW. but if you roll for stats, you can get 18 if you roll a 17 or 18, or if you're variant, if you roll 16 and pick a feat that gives you +1 STR

Human variant
UA spear mastery feat, gives +1 to attack with spears, damage dice goes up one grade both 1 handed and 2 handed, so now it's the only thrown D8 weapon. Bonus action to set against a charge for a reactionary attack as they get within reach of you and adds extra damage onto that attack, and can use a bonus action to increase it's reach by 5 extra feet for the turn

Fighter, Dueling fighting style as it's confirmed the bonus damage applies to thrown weapons as well.

Now which archetype you go... Battlemaster.
The majority of the battlemaster abilities proc off a weapon attack, regardless if it's ranged or melee, so you can proc the abilities in melee or by throwing the weapon. Lunging attack does require melee, however it doesn't require an action to do, just use a superiority dice, so you can use your bonus to get an extra 5 reach then use the dice to get another 5, just in case you don't want to lose your weapon and the person is a few squares away. Menacing attack, you throw with such force you scare the enemy. Pushing attack, you throw so hard you vault them backwards. Etc., etc.

For feats: GWM doesn't honestly do much for you, your weapon isn't heavy so you only get half the feat. An interesting feat to look at may be Charger. Think of it...

Move 10 feet to get charge, choose +5 damage, then add pushing attack on top of that and get that dice damage bonus and possibly push them back 15 feet... and if you got a 2nd attack you can do it again if you want, I don't see a rule that says you can only use one superiority dice per round/turn.
Or, Charge, use shove to push the enemy 10 feet because of the feat, then throw to get a pushing attack, they are now 25 feet away, etc. etc.

Just make sure you have a ton of spears on you. Spears, spears everywhere.

Become pic related

That is strange. Oh well then. It's not like I ever intended to pointbuy higher than 15 anyway.

My group once found ourselves in some ruins in the underdark in the midst of an all-out war between Sahuagin and Kuo-Toa. The DM increased the scale of the board to make it something like 30 feet per square and as a result we could move about two squares through a 60-80 foot cavern towards a stairway that lead to the surface. We were just on the fringes of the actual battle but every turn we rolled to see what would happen - if we'd get damaged in the crossfire, fell an enemy that spotted us, find any dropped loot, etc.
it took forever and wasn't very fun.

Making a single (mechanical) race for a campaign (players can fluff it to be any race)

Does this seem decent for a one size fits all race? (Based around Half Elf)

>+2 to 1 ability, +1 to two others
>30 movespeed
>Common and one other language
>two skills

>Pick one of the following-
>Powerful Build
>Fey Ancestry
>One Feat (from a list, no GWM, SS, PAM, or CBE on it- mostly "background feats")
Anything you would change? I don't mind that PCs will be a bit stronger than average since most encounters are going to be Deadly.

>+2 Str
>+1 Con
>+1 Dex
>30ft of movement
>Two skills
>Powerful Build

That's one hell of a Barbarian.

oh, for a little extra cheese, a single dip of barbarian would be useful, rage + rage damage

Maneuvers can be used on reaction attacks as well I believe...
>set against a charge
>good chance they use their full movement or close to it to get up to you
>reaction attack, hit, pushing attack
>if they fail the save, they get pushed back and can't attack cause they ran out of movement or don't have enough to close the gap again

sounds fun

Stupid question, but can I use Hypnotic Gaze and an ability that requires a stunned/grappled opponent (like say, a bite ability) on the turn after using Hypnotic Gaze?

You could also bump one of those +1s to +2 with a Feat, though I'm not sure if I'll allow the level 1 Feats to give partial ASIs or not.

What does Powerful Build offer a barbarian?

If you go Bear Totem, you won't need to roll a strength check ever again.

Yeah, the idea is that you get the benefits of all the perks of that mark granted your high enough level. Versatility comes in being able to switch out marks.

>Maneuvers can be used on reaction attacks as well I believe...
Maneuvers can be used on any weapon attack. Readied, bonus action, attack action, the works.
A few do require melee, and there's a few that work with spell attacks.

I imagine you're a Vampire from the Zendikar thing. If so then yes you can, that's actually a pretty clever way of using the ability.

Personally I went for a College of Whispers Bard who took Expertise in Athletics in Grappling.

conversely a monk with +2 dex, +1 con/wis and the mobile feat is also pretty strong. personally i think this is fine since its the only option. it's stronger than the vanilla options but since everything's better nothing's worse.

Awesome!

Another thought that just came to mind would be a Death Theurge or Death Cleric Vampire.

They could use Touch of Death to boost the attack and deal a ton of unrecoverable damage. Also the Divine Strike that Clerics get would boost the Necrotic damage...

Fuck now I want to play another Vampire who's a Death Cleric.

I was wondering something similar. For all the alternate settings available, I almoat never hear about them being used.

>be me
>be le rat king
>meddlesome adventurers find their way into my sewer
>come ratstallion
>I ride my faithful steed into battle, and cut them down with my ratpier
>They manage to injure my mount, they will feel my wRATh
>Reach into my bag of holding for my exploding rats
>Pull the tail off of one and throw it, the explosion manages to hit 3 of the adventurers
>Their cleric falls and they turn tail and run
>I raise their fallen as my wererat slave and send him after them
>He knows their scent and has no trouble trailing them
>They'll pay for what they did to ratstallion
>I cast my most powerful spell to finish them off "Rat Race"
>Several swarms of rats appear and attack them
>I now have 3 more wererat slaves

Bad puns and rat themed abilities are all you need.

I forget the name but the battle magic feat that lets you cast with only one hand free

user dont you think these are all just a little bit cheesy?

Damn, the Open Hand monk seems pretty crazy good. Good stuff, it's not like the 3.5e monk at all.

Monk is good in general. Extra attacks and stunning strike are welcome additions. Open hand and Shadow monk are both good options.

They are no Paladin, but they are very good.

Arnold K. Ratt, the Rat Lord. Under the guise of a poor tavern owner he lures would be adventurers into his basement with promises of free rooms provided that they can help him with a rat infestation of his. He has been slowly building up a wererat army this way for a long time, but after a group of adventurers manage to survive his trap he has become more active, perhaps deciding that the risk of discovery is too high now to continue as he was, or perhaps excited to have worthy opponents.

At the moment I'm trying to figure the logistics of exploding rats. Besides that, giving him the ability to form a swarm of rats in front of him by upturning his Bag of Ratting seems like it could be an interesting ability, and having a huge rat steed sounds too good not to do.

His standard attack at the moment will be something like "Furiously throws rats at the adventurers"

Again, hard numbers needs to be worked on, though your cleric turning into a wererat made me realize that I'm going to have to come up with variations on these wererats to show that they were once adventurers of some sort, albeit low level ones. Dead commoners can just turn into normal wererats.

Lore Bard scholar?

Not a Lore Wizard?

Bards are performers first and foremost.

I've only ever played homebrew jank with friends. How do I approach making a character for Adventurers League? Is minmaxing expected?

What are some strong to mediocre options right now for characters? I don't want to metaslave, I just don't want to be useless.

You could make him bardic themed and go for a pied piper villain.

Yeah, Monks are super solid at everything they need. They do have an awkward weak spot at levels 5-8 but then they go back to good.

That actually sounds interesting. Besides the whole raising the dead as wererats thing, I didn't really have much need for him to have spells or anything.

The mixed arcane and martial capabilities are a thorough combination of what the character can do after several years of training, and the Lore school was to represent the fact that he's a bookworm and knows shit for a similar reason Elizabeth from Bioshock Infinite always seemed to know shit.

If the emphasis on performance bothers you, I own and can play both an ocarina and ukulele. I was planning on using both for giving some fluff to my spells.

By this I mean, I don't have much need for him to be throwing around fireballs and lightning bolts and stuff. Basically, what I'm trying to say is that with the exception of the raising the dead there isn't much that is wizardly about this guy

>strong to mediocre options
Anything that isn't Way of the Four Elements Monk, Beastmaster Ranger, or Purple Dragon Knight Fighter (from SCAG)

When homebrewing a race that isn't bipedal, does /5eg/ think they should have mechanical edges/drawbacks reflecting that status?

Yeah, yeah, I know /5eg/ hates homebrew, but I'm curious: Plane Shift Amonkhet had absolutely no mechanical reference to the fact its nagas have a snake's tail instead of legs, so I was wondering if anons agreed that was better fitting to the spirit of truly monstrous humanoids.

>I know /5eg/ hates homebrew
We don't inherently hate homebrew.

Now tell us what you were thinking about so we can hate it

Monks are weird.

Their main power is extremely centred around stunning fist, they're very monotonous in build as they're punished quite bad for building wrong (even though it's easy to build a monk) and making optimal use of their abilities outside of stunning fist can require a bit of system knowledge, but in the end if you do them right monks are pretty solid. They don't excel at damage and they aren't awfully tough and they lack out of combat utility though you can often get away with doing wuxia style run-up-walls and such tricks, but that sort of fits a monk and they can play well.

He could have a set of pipes carved from the bones of the ancient rat king, dead since before mankind existed.

He calls on rats to help him and calls their lifeless bodies back to life with the infernal playing of the pipes.

The PCs could be allied with some wererats who are trying to stop him but know they cannot because he will control them if they go near him.

its rare to find a player that is actually willing to deal with the realistic downsides of whatever absurd race they've brought to the table

>When homebrewing a race that isn't bipedal, does /5eg/ think they should have mechanical edges/drawbacks reflecting that status?
yes, thats a major morphological issue
>Yeah, yeah, I know /5eg/ hates homebrew
people on Veeky Forums that hate everything hate their own lives and that is projected onto their opinions of your stuff. dont listen to them.
>Plane Shift Amonkhet had absolutely no mechanical reference to the fact its nagas have a snake's tail instead of legs
i would have 20 speed for that.

what is the race you want to make?

Your options are
>Bard
>Cleric
>Battlemaster Fighter (arcane archer is decent I guess)
>Monk (not elements)
>Paladin
>Druid
>Totem Barb

Any recommendations for how those play? My only experience is DMing the Starter Set and full jank homebrew.

Does anyone happen to have the PDF-files for the SALT and GARY adventures? I played these in Adventurers League but both DM's didn't print any certificates for magic items.

If there was any effort to make an official science fantasy setting for 5th that wasn't Ebberon what would this setting look like or what would you hope this setting would have? Failing that, what would a reboot of Spelljammber look like for 5th?

It would just be Forgotten Realms pushed forward 1000 years or some dumb shit.