D&D 5th Ed. General Discussion
>Unearthed Arcana: Three-Pillar Experience
media.wizards.com
>5etools:
astranauta.github.io
>/5eg/ Trove:
dnd.rem.uz
>Resources Pastebin:
pastebin.com
>Previous thread:
D&D 5th Ed. General Discussion
>Unearthed Arcana: Three-Pillar Experience
media.wizards.com
>5etools:
astranauta.github.io
>/5eg/ Trove:
dnd.rem.uz
>Resources Pastebin:
pastebin.com
>Previous thread:
I just started playing this system. I'm running Lost Mines of Phandelver with some friends. So far we've had a good time, but I wonder how I should be giving out magic items? Some of them seem really powerful, and I don't want to remove the fun of the challenge from the game. Also, is it considered a faux pas to create your own magic items?
Picking up the Primeval Thule campaign guide. Conan+Cthulu? Sign me the fuck up.
Anyone have experience running this setting?
Take a look at the random loot tables arranged by level. You don't have to choose randomly if you want. Just start low.
No it's not a faux pas, but it's easy for an inexperienced DM to accidentally break the game by introducing a broken item. Use caution.
How features can an Intellect Devour use if it takes over a body? I guess they can't cast the spells the person could
creating your own magic items is normal. I've not played lost mines, but how exactly are the magic items overpowered?
I meant which features, or how many of course
It knows everything the target creature knows. Including spells and languages. The intellect devourer can use any of the abilities and spells.
If you're running a module just follow it. It hands out magical items at appropriate times.
12th level Life Cleric here, have been playing the rather conservative Beacon of Hope, Spirit Guardians, Spiritual Weapons shit for way too long.
What is some goofy shit I can do?
Anyone get access to the newest PDFs yet?