>Unearthed Arcana: Three-Pillar Experience
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What creature art has improved the most throughout the editions?
>Unearthed Arcana: Three-Pillar Experience
media.wizards.com
>5etools:
astranauta.github.io
>/5eg/ Alternate Trove:
dnd.rem.uz
>Resources Pastebin:
pastebin.com
>Previous thread:
What creature art has improved the most throughout the editions?
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First for Paladins SUCK
Maybe! I hate Warlocks more!
Krakens, though that's part of their design change too. Giant leviathan creatures of the deep is way more interesting than giant squids.
ELDRITCH
BLAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAST!!!!
Hey guys you know who I hate?
Bards
In my day (3.5) us bards gave everyone a REASON to hate us! Now it's just easy street, picking up alllll the spells. HAH we dragged everyone down with us! Drain on party resources.
We know
Show us how much you hate us daddy. Show it to us hard
When is WotC going to reissue a "revised" PHB that has errata and class rebalances in it.
Oh I'll show you all right
*Bans college of lore*
The errata is included in all new printings of it.
As for a full core rule revision, expect that in like... 5 years.
I can work with Satire, maybe Glamour. Bards are versatile!
>He turns my archetype choice into a forbiden fruit
God yes, make it dirtier! Nerf my expertise in Persuasion, make it so I can't add jack of all trades to counterspell, give it to me harder, HARDER!
OK, can you flagrant bardlovers sell me on the class? Because I really want to play a melee illusionist, and the Bard has been the closest thing to that in DnD, but the flavour is just so FUCKING stupid.
Seriously, I love the Mesmer, it's literally the only reason I played Guild Wars 2, and the guys behind that game introduced the class by mocking bards.
What exactly is your problem with the flavour of the bard?
>but the flavour is just so FUCKING stupid.
then ignore it. Problem solved.
I'm also curious about Bards, last campaign i played a paladin and my brother kept jokingly telling me i should MC bard, is that viable? For our new campaign he says i should go full valor bard because they can fuck shit up
A melee illusionist will serve you well with an Arcane Trickster or a blade wizard if you simply cannot get into Bard crunch
Go 1/2 levels fighter, take the rest in wizard. Problem solved.
>i should MC bard, is that viable?
depends on WHY you want to do it
>For our new campaign he says i should go full valor bard because they can fuck shit up
they can.
Do you guys enforce material components for spells?
Simple: introduce yourself as a warrior. Or a soldier. Or anything, barding is a lifestyle choice not necessarily a career.
There isn't really one catchall flavor to it, just a sort of example. Nobody says you HAVE to be a musician or any of that shit. Performances can be REALLY anything (if you even use them) like literature or stage magic or acting or mime or puppetry or ventriloquism or exotic dancing or anything your DM will allow. Cooking? Perfumery? Sure, give it a shot.
They literally don't revolve around perform anymore, that's a free class feature. The new "perform" is Inspiration and that has different affects with different subclasses. They're all pretty fucking great, too.
GLAMOUR bard literally is Fey illusiony shit if you want your mechanics to strictly match your goals. Glamour + Paladin/Cleric seemed like it could be good.
see last thread, tons of valor talk.
I have no idea why you'd do it, maybe for heavy armor prof and smite?
>They can
How so? How do i make sure i don't fuck up building one
Best Arcane shots for an Arcane Archer? Which ones should I take early?
Is your problem le music man meme? If so, just ignore it.
You can be a skald, a valkyrie, a reporter, a fisher king, a Preacher man, a shaman, a clever man, a trickster Demigod, a knight, a detective, a sailor, a monster hunter, you can do enchantment, Illusion, healing, you can be the comms guy in a special opps team, or even the demolition expert, it's literally the most versatile go to class in the whole game, just do it
>How so? How do i make sure i don't fuck up building one
this is 5e, bruh, you would have to intentionally screw up a build.
Made this map for this week's session. If you have any ideas or critique for my fluff, let me know.
Grobnob's Cave: For 3rd - 5th level adventurers
1. The foyer. The smell of rotting meat and damp permeates this chamber. A brazier on the east wall illuminates two Death Dogs, chained to a post. Both are asleep. If awoken, they start barking and make a DC10 strength check to snap the chain.
2. The crevice. A halfling thief tried to hide from the monstrous denizens of this cave in here. Unfortunately, he got stuck, and his loot-laden corpse was unable to be removed by Grobnob. A succeeded DC17 athletics check allows you to loot 60 gp, a fine burgundy cloak (worth 45 gp), and assorted jewelry (DM decides)
3. Midpoint. To the west, the smell of urine wafts on a cold breeze. To the north, firelight plays across a caved in wall. And to the east, steps lead down to..
4. The larder. Grobnob is using this as a pantry/prison. The cell to the north has 2d4 Myconids in it, speaking in hushed tones. A dead sorcerer is chained to the stalactite in the middle of the room. He has nothing of value. In the east cell...
5. The bard. A pompous elven bard has gotten herself trapped in this place while looking for a tale worthy of her |1d4| 1. Average 2. Mediocre 3. So-so 4. Commonplace| Talent. Roleplay to DM's discretion.
6. A cage, covered in cloth. Inside is a perturbed Owlbear, locked securely in. Above the cage, a small chimney leads to the treasure stash in location 10. Stepping onto the cage to climb into the chimney reveals that the cage has no top, and now you're trapped with the owlbear. Roll initiative.
7. At this point, the party will hear Grobnob lumbering around in room 10. Any loud noise from this point onward will alert him, sending him running to the noise.
8. A thick velvet curtain. If Grobnob heard you at any point, it gets pushed aside. If not, it requires a DC12 strength check to push aside.
Cont....
your detail of completely pointless non-features always impresses
Not as much as you would if you instead just did Paladin/Warlock
ELDRITCH
BRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAP!!!!
Look here yea stupid faggot
A bard CAN cast spells using a flute or whatever as a focus. CAN.
Not MUST.
Ergo, component pouch. Damn, that was easy, there goes stupid singsong bard.
Now then, a bard has Expertise and Charisma-based spellcasting (full caster), as well as a list full of things like Healing Word, Suggestion, Heat metal, Phantasmal force, invisibility, Hypnotic pattern, leomunds tiny hut, greater invis, dimension door, polymorph, geas, modify memory, planar binding, animate objects, scrying, otto's irresitible dance, forcage, ressurection, teleport, glibness, feeblemind, dominate monster, power word kill, true polymorph.
And that is BEFORE they steal ANY SPELL THEY WANT FROM OTHER CLASSES.
That said, the limits they have on spells known and switching spells does keep them in line, forcing them to specialize much like Wizards (if the wizard isn't handed spellbooks like candy at any rate)
Still, Bard is easy the best Face in the game in core, without multiclassing. If you ever play 5e with a decent Neutral Evil bard player, you will understand. No class can warp the plot of a story like the bard can. Folks who talk about how the bard can do all this damage don't get the REAL power of a bard. I cast Death Ward on myself, talked bad guys into escaping with me through dimension door... 500ft into the air, where I Counterspelled their Feather Fall. I've talked dudes into letting me cast Hold Person on them, then slit their throats. I've pretended to be the right hand man of evil sorcerers, stealing their magical artifacts LITERALLY out from under their noses and replacing them with bullshit. The bard is not about "lol fuckyeah I beat the dragon with a stick" the bard is about "Lol fuckyeah, I just convinced the country council to finance and provided my party with teleportation circles and scrying wizards/clerics to "protect" them while I collect all the magical weapons/rituals/minions of my enemies like Pokemon for my eventual evil empire
Bard
Actually, a Bard can use other spellcasting foci like magic wands and shit
It's just that they get musical instruments as bonuses added on top of the list.
Anyone got experience with side-tanking as a Moon Druid with wild shape?
They work pretty fuckin' well, especially if you have another party member that heals you if your humanoid form ever hits 0.
Which cantrips and spells should I get for the first couple of levels if I want to tank and be of utility?
Well fuck man, damn.
Bards are so fuckin cool
9. Grobnob's bedroom. Nothing to note except the massive bed and large wooden chest on the south wall. A halfling or gnome could comfortably fit inside.
10. Main encounter chamber. A pile of bones and meat make the terrain difficult in the southeast corner. A huge bonfire, with a horse roasting on a spit, occupies the middle. Off to the west, you can see a 12 foot ledge, with Grobnob's treasure stash safely placed out of reach. Grobnob himself is sitting on a massive stump to the north if players haven't made noise, or pacing angrily if they have. For roleplaying Grobnob the Ettin, use the monster manual as a guide. He fancies himself a gourmand, and rather cultured. The head on the right, Grob, responds well to flattery. Nob loves it when you praise his intelligence. Roleplay to your discretion.
11. The bathroom. The smell of urine is even more intense as you walk down a flight of rough stone steps. To the north, you see a twenty foot deep crevasse, with a ledge behind it.
12. The crevasse. Inside is a gelatinous cube Grobnob has been using for waste disposal. Inside it, you can see 3 skeletons in various adventurers gear.
13. The ledge. If the players manage to get over here, they find the desiccated corpse of a wizard. A journal found on him reveals he used to be part of an adventurers group, before they all fell into the crevasse. Using spider climb, he escaped, but not before taking heavy enough wounds to cause his death on this ledge. Magical loot to the DM's discretion.
Lots of classes have hidden coolness to them that people don't realize.
For example, a monk doesn't need to see the missles he is trying to deflect.
Probably should have a cloth or tarp over the top of the owlbear cage, with something near that hints they should climb ontop of it to jump on top of the cage.
Because jumping into an owlbear cage is always funny
Everybody read this post, and then read it again, and then read it some more. Then apply it to every single class in the game.
Your class has no in-world meaning. None. It is a package of capabilities that combines with your race and background to determine what your character can do well. You can describe your character's actual role in society however you want.
When I say this is true for every class, I mean EVERY class. Yes, even the warlock. 5e is the refluff edition. can play his mesmer with the mechanics of a Fey Pact Bladelock, and there would be nothing wrong with that fluffwise - mechanically it would depend on whether he can use UA invocations, of course.
That's why it's perfectly fine to describe your character before picking a class. The class is there to help you achieve a power fantasy, not to enforce it. You can make a woodsman as a ranger, a rogue, or a fighter with the outlander background, depending on the exact type of abilities you want to use. From the world's perspective, it makes no difference.
/rant
Read entry 6 again, that's exactly what I intend to happen. Hopefully the dickass rogue takes my bait.
In a Campaign that will probably go to level 10-11, would it be a good idea to multiclass as an Arcane Archer. If so I would probably mc after level 5 for 3 level.
The options I would consider are Rogue Assassin, Ranger Hunter or Deepstalker. All of them would fit thematically as well, but I don't know if its worth it.
I will totally shame anyone who uses Backgrounds as a means to mechanical advantage without working it into their story though. Shame on them. Shame.
Your tanking ability comes mainly from wild shape, so just take cantrips that you really like. Spells can be swapped out anytime you like.
You are playing Moon Druid, right?
Correct. I was looking for a spell to use before using a wild shape.
How many warlock levels are you supposed to take? Iirc it's only 2 or 3
True, but I'm more curious about how to play it. Are they Frontline characters, do you want to mostly be swinging with a sword or using cantrips?
Low-level, right? Entangle could be good, as could Faerie Fire. Nail a bunch of enemies as your action, wild shape as a bonus, and charge in the next, getting free advantage on anything that failed their save. Not bad.
At higher levels, Barkskin could work if your form has an AC lower than 16; Flaming Sphere has a ramming attack as a bonus action in addition to the AoE, giving you lots to do in one round; Hold Person is a Faerie Fire that can't target your allies on accident, etc.
I recommend poking through the list of druid spells and seeing what's there that you like.
Come up with fluff for a paladin/warlock/sorcerer, any archtype
Reminder that the best Doctor / Field Medic class in the game is the Thief Rogue, because they can use healers kit with a bonus action, expertise in medicine, sleight of hand and Nature and have the mental skills required for it still being viable play, and the mobility necessary to go from downed soldier to soldier. (And at higher levels, use magical healing devices not aimed at him)
And nothing about it has to do with thievery.
Perfect. I'll check out the rest of the spells and see what fits my playstyle. Thanks!
Never more than 3,though two are fine for Invocations
Having a lot of fun as a Valor Bard. Strength based of course because finesse weapons will and always will be for faggots
dnd-spells.com
Hit "druid," sort them by level, and filter for spells that're concentration! Then open any that sound good in a new tab.
Dragonborn Paladin of Tiamat, who is also her patron
A Human girl who's deal with a Hexblade awakened her own latent magical, Shadow(fel) born ability , which in turn spooked the shit out of her, causing her to seek redemption as a Paladin, or go full edgelord and believe that Conquest is her destiny.
Wouldn't this be a king arthur type? nonhuman blood and a magic sword + knightlyness
...
All 3? Why?
reminder that there is literally, LITERALLY zero reason to play a sorcerer over a wizard unless you think "can doublecast a buff or nuke + cantrip in one turn" 1-2 times per day is worth a massively better spell list, more spells, more slots recovered per day and more effective subclass features
Do you think taking a level of fighter for a fighting style would be worth it as a valor bard?
Kobold Dragon Sorcerer who also made a Pact with Tiamat to make him a real dragon when he grows up
Namor, the submariner, Paladin of the Ancients with a level in Storm sorcery
Johny Thoombs, Devotion Paladin with a level or two in Undying Warlock and Pole arm Master.
His line of grave diggers have kept the Acropolis of wakanda safe for generations, but someone stole the first King's skull on his watch.
Now he with the advice of that same kings spirit must take his trusty shovel and take it back from the Lich King and shovel some undead back into their Graves in the process
>tfw the hobgoblin captain crits and then hits
>That look of horror on the wizard's face as I say "I don't have enough d6's for this everyone give me yours"
I killed a PC yesterday 5eg and it felt good
What if I want to cover my body in rocks and melee it up with the fighter while also twinning buffs?
pay2win on my twitch
dont forget to give the dragon advantage against my boys only 3.99 american
Classic off tank combo: Thorn Whip to pull someone off an ally then wildshape in their face.
Ninja: Fog Cloud + Wildshape w/ Blindsight
GTFO: Spike Growth + Flight form, fuck your feet
Thundergod: Call Lightning+wildshape = lightning beast
Summon whatever+Wildshape + Pack Tactics COMBO
Versatility has always been the key to shapeshifting.
One of the greatest things about the rogue is that being single-ability-dependent and with backgrounds giving expanded access, it can become amazing at literally any skill in the game.
Your class is called "rogue"? So what? You can become a supreme diplomat, or the ultimate scholar, or the greatest outdoorsman there ever was. Not all rogues need to take specialization in stealth and thieves' tools.
>What if I want to cover my body in rocks and melee it up with the fighter while also twinning buffs?
Then you've proven that the user you replied to is either full of shit or a bad troll. Huzzah!
I dunno man, storm sorc gets some pretty cool powers. Free flight, weather control, and counterattack would all be breddy gud
But subtle spell....
>I don't have enough d6's for this everyone give me yours
The most terrifying thing a player can hear is "I don't have enough dice for this" from the DM.
Oh you meant all 3
Born from an impossible congress between fey of the winter and summer court, Gawaine has lived his whole life as a catspaw of the two queens, who each seeking to use the raging chaos inside of him against the other.
Titanya of the summer has pushed him into Paladin of the Ancients, driven to make him into a guardian of her court, while Mab ever the schemer, dripped Eldritch Knowledge behind his ear.
For two decades has his jurisdiction changed from one court to the other, on every equinox, and he has come of an age where his rumspringa is to be allowed, but the Fey queen never stand still without a plot, and his freedom might just be shorter lived than he could have possibly have hoped
You know how they say the best way to get the right answer on the internet is to post the wrong answer?
The best way to learn how to play a class it to talk shit about it.
user wasn't trolling, he wanted us to teach him.
>Thorn Whip to pull someone off an ally then wildshape in their face
Do I even need to say it?
Whether or not you hate Sorcs, SP were a mistake. Last(?) thread had a neat brainstorming about using HP/DailyRestHitDice in place of SP for using metamagic that sounded way cooler than generic points for BLOOD MAGIC.
GET
home hexblade 3/favored soul x is pretty good because you actually get a decent variety of spells + laser hands + med armor and shield to hide behind
I feel there may be something with warlock 5/red dragon or phoenix sorcerer x because of that new invocaton that lets you do a fireball for free after eldritch blast too
all they have to do is either make metamagic cheaper, make recovering spell slots more effective than wizard recovery per level, or give you more and spell slots would be ok without actually changing the mechanic
SP's were a fine idea that didn't go anywhere, what was really needed were combinations of SPs (or metamagic, i should really say) AND spells that worked together as one. for example, a spell that deals more damage if an enemy has disadvantage on the save, or a 10ft range spell that pulls the targeting enemy 20 ft closer, things like that.
Why people say abjuration Wizard is so good? Isn't better not to take damage instead denying it?
The dev team has explained that they specifically avoided using hit dice for non-healing purposes because players inevitably use them all and get stuck being unable to heal at the end of the day.
It SHOULD be a cost/benefit thing, but players are humans, and make short-term decisions, and get fucked by them.
That said, if it works for your table, I suppose there's no harm. Just be aware that testing has shown it's not a good system for most.
>recovering spell slots more effective than wizard recovery per level
The only reason you'd bring this up is because in 3e they had more spell slots. There's no particular reason for sorcerers to be the "more spells per day" class except for they did it in a single edition. "Lots of spells" is a boring flavor compared to metamagic.
So I agree with maybe making it cheaper, or making sorcery points recharge faster, or something. In general, it's probably better to focus on what already makes sorcerer and then make it better.
For balancing reasons, maybe. For cheap recycled mechanics can there be any fix but annihilation? EVERY CLASS DOES NOT REQUIRE A REFRESHING POINT SYSTEM.
At some point, despite your best efforts, somebody is going to take damage at some point. Abjuration wizard mitigates whatever slips through the cracks with a shield that can be refilled by ritual casting alarm.
Aasimar Paladin/Favored Soul/Undying Light
Do I even need to explain this one?
Fuck the dev team's decisions. Those recoverable hit dice are a great consumable resource. Then you could fit recovering MORE than your base hit dice in exchange for exhaustion for even MORE cost-benefit options. The devs are just laser focused on SHORT REST (per encounter) mechanics to even consider players capable of long term thinking.
Some of the streamlining in 5E is amazing (proficiency is great) but the ADHD bullshit is so very tiresome.
>The only reason you'd bring this up is because in 3e they had more spell slots. There's no particular reason for sorcerers to be the "more spells per day" class except for they did it in a single edition.
There's no particular reason for a "sorcerer" class to exist at all except because 3e did it, and that class was just "wizard but worse, but you dont have to deal with the shitty parts of vanacian casting". Except that in 5e wizards also don't have to deal with the shitty parts of vanacian casting AND have all the traditional advantages they had over sorcerer in 3e, while also giving things that 3.5/PF and 4e gave sorcerers to make them stand out (a bunch of non-spell abilities and more spells per day) to wizard too, and then just for good measure they made the wizard versions better in more or less every way AND gave sorcerers a smaller spell list for no reason despite being the same class AND put them in a game that already has a "non-book smart arcane caster with weird powers" with warlock.
Fuck outta here with this bullshit, it's a class that only exists to pander to 3e and 4e players but they took everything that made it worth using and removed it or gave wizard a better version
>EVERY CLASS DOES NOT REQUIRE A REFRESHING POINT SYSTEM.
this is true, not every class needs to be viable
Maybe? I thought about it but decided against it because I didn't think any fighting style was worth slowing down the bard progression (trying to get that extra attack ASAP), but I built sword and board STR bard and cast mostly bonus action spells (lots of healing words) so you may benefit from Great Weapon Fighting, Two Weapon Fighting, or even Protection if you have a lot of melees you'll be close to.
There are more game mechanics in the universe than spell slots and non-spell slots. Sorcerers get both of those slots.
Anyone?
There's a lot of redundancy in Fighter and Valor bards too, you gain less with fighter+valor than fighter+non-valor. It might benefit you but it's not anywhere near an optimal choice.
Does your DM let you multiclass with UA? Because the standard precedure is not to allow it.
Well, we can at least agree that the class shouldn't exist.
As long as its not inherently broken yes. If you can multiclass battlemaster, why not arcane archer?
Is there any way to trap Strahd's soul long enough to offer it to my eldritch patron?
Making an Artifact Weapon. Is there any already existing effect I can use instead of this?
>Sunder
>This weapon is exceptionally strong, even for a magic item. It automatically destroyes any nonmagical items it hits that are not being worn or carried.
In this case it's a super fucking sharp sword PCs can cleave through steel doors with.
Spleling is hard.
Remember to proofread, kids!
i'd write "Can cut through anything"
Automatically destroying anything it touches is super vague and exploitable.
I don't even know how object damage works in 5e but that smells awful.
>get disarmed
>sword hits ground
>planet obliterated
Battlemaster is official, meaning it was playtested for multiclassing. UAs like Arcane Archer were not. Essentially they're saying that a multiclassed UA character could be potentially game-breaking.
> Dragonic Sorcerer can't ever become a dragon
> Any kind of Wizard can
Why is this allow?
I know what you are talking about, but anyone could look at Arcane Archer and see that its just a worse Battlemaster, multiclassing it won't break anything.
It's not like some of the other UA classes like Sea Sorcerer or Twilight Druid, where you can directly see that some strange shit is possible by multiclassing