/5eg/ - Fifth Edition General

>Unearthed Arcana: Eladrin and Gith
media.wizards.com/2017/dnd/downloads/UA-Eladrin-Gith.pdf

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

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

>Resources Pastebin:
pastebin.com/X1TFNxck (embed)

>Tomb of Annihilation leaks album
imgur.com/a/iglMj

>Tomb of Annihilation complete official art dump (pdf)
mega.nz/#!JyB0zbhI!UqyuEBdi65FfAWpQYJU8htDvJ8XE4wy_vpLOBQEZXc4

>Tortle Package (pdf)
mega.nz/#!Kgw10Qha!DvWcsgAyGdNFtspYAUNWNCCPrzALIWY36ES9UXWCXRI

>Previous thread:
When was the last time your party was threatened by normal animals?

Other urls found in this thread:

youtube.com/watch?v=oGAC-gBoX9k
giantitp.com/forums/showthread.php?222007-The-Definitive-Guide-to-the-Tippyverse-By-Emperor-Tippy
twitter.com/NSFWRedditVideo

First for warlocks are the most fun class!

Death?

I can't sleep without knowing if I'm right or not, the answer is a tug-of-war isn't it? ISN'T IT? THE FROG WIZARD WILL NOT BE DENIED

Does anyone know if the Gith race has been added to any of the character generators out there, yet?

There's a Nature Cleric and a Ranger, most animals can be noticed ahead of time and then calmed down or even charmed as a last option. They don't have much trouble.

I refer you to this post, user.


I KNEW IT! That certainly is an interesting piece of trivia.
Also I'll be taking that oversized penis off you now

I'm not the user that gave the riddle, just a friendly user that pointed you to the reply if you'd missed it from the last thread.

I'd take it, but not quite right

Anyone ever play a game revolving around a core party that switches out other players for various sessions? How'd that work out for you?

Thinking of trying it as I have a decent number of people who want to play, but schedules don't always match up.

Yeah that was in response to the riddle user but thanks for pointing the answer out! Your penis is safe.
For now

How exactly does rolling for the result of a dino race work?

Every dinosaur rolls a dice so its likely that multiple dinos will win

Are there necromancers in this game? Like, player necromancers.

My DM gave my bard a Hurdy-Gurdy that is effectively a +2 Longbow that deals Psychic damage.

It's fucking magnificent.

What is a good module for a group of complete beginners?

Also I think they got the betting odds around the wrong way, didn't they? Isn't 7:1 7 ways to lose and 1 to win while 1:7 is 1 way to lose and 7 to win?

Sunless Citadel

I kind of want to give my party a Shield Guardian + Amulet, how much should I be charging for this thing? I know the amulet is 1,000 GP, but what about the robot? Should I have the amulet be separated from the robot and just make it 1,000 GP flat and hope they go looking for it? Or joint package it as it can run back to the amulet's wearer.

>When was the last time your party was threatened by normal animals?
I don't think it's happened thus far with my most recent group. They've been in the Underdark so the most "normal" animals they've encountered are giant spiders. My other group that's in Barovia, on the other hand, is stalked by wolves almost constantly.

I've never tried a West Marches campaign, but isn't that one of the basic principles?

youtube.com/watch?v=oGAC-gBoX9k

Colville presents it as a way to structure your game so that the players take more initiative rather than sitting back and waiting to be entertained. Personally, I'm not sure it'd be less work for the GM, but I do like the idea of turning DnD into a pseudo-MMO, and it might be good for a GM who has a lot of potential players.

Usually a powerful wizard gifts it to them or they murder him and take it

Way back in level 4 they ran into a larger than normal Aurochs that nearly took out the parties Assassin and Gunslinger in a raging fit. It was and still is one of the funniest things that I have ever seen in my time as a DM.

Have you tried reading the PHB champ?

Hank's bow?

Potentially starting in a game that is set in a psuedo medieval Europe with usual D&D trappings. Mostly Focused in Britain.

I've spitballed some idea's with the GM for my character and he's cool with the idea of some sort of ecclesiastical inquisitor (Pic somewhat related).

I like the idea of a Paladin/Bard multiclass. Taking inspiration from the likes of The Three Musketeers and Don Quixote, I think a wise talking, rapier wielding Spanish Man rocking a killer mustache and spreading the good word of Jesus sounds like a pretty neato character concept to me. The GM seems excited to bring religious confrontations and other plot hooks into the mix so it shouldn't go to waste.

Question is, what would you guys recommend as far as fleshing out the concept goes? Is their anything I can do to make him shine and do the character justice? And What is the best way to go about paladin bard multiclassing?

Read nigga read

The wizard and his party are dead and this is being traded/sold off for someone who found it and has no need for it.

Yes, but if you want to play one, you should neck yourself and spare your DM the trouble. Corpsefags are the worst kind of player. It is known.

Define "corpsefag", please. I laughed a little too hard when I read it.

It is known. I have a necromancer in my party and it was a great deal of trouble getting him to be responsible about this thing, something I had to cultivate since level 1

Well probably around 25 thousand gp

Got it thank you.

Seconded. I assume it means morbid gothy people.

That's kind of true but Rogues can't open up the enemy for their allies as well as Stunning Strike does and they can't run across water or up walls and they'll never be quite as fast as the Monk. Not to mention some of the other special features like teleporting or turning invisible or instantly killing/dealing 10d10 damage to something etc. etc. I think Monks are a little on the weaker side and are probably worse than rogues (because they lack the extra ASI, the skill proficiencies, the expertise, and the free scaling damage..) but I think Monks aren't unplayable bad. Pretty decent overall, for the first time in a long time.

I think it means necromancer players, especially "muh socialistic utopia of good necromancers" kind. Fuck those guys.

It is known.

A Golem of the CR 5 variety costs around 50 thousand gold to craft, as well as 2 months of a higher level player's time to do so.


So maybe think on that ball park

So as a final climactic piece to our Phandelver campaign I want my players to escape a collapsing wave echo cave. Anyone who's tried this have any advice?

All I have right now is that I'm going to make them do it from memory/the crude map they have and throw in some saving throws for dodging rubble and shit. I was also thinking maybe each player has a three strike sort of deal for failures

Hmm... I could see that. 2edgy.

Dude. Stop bringing your half-baked political ideologies into games. You're just as bad as they are. No necromancy in D&D is free or "socialist". It all costs material components.

Keep in mind I am just pulling numbers out of my arse

Ironically in one of my homebrew sets, the lich necromancer rules a communist dystopia from the twin capitals of his empire at the poles.

It's rather impractical to have separated territories on a unified power, but Teleportation networks help work around that

Skill challenge seems like the obvious route.

>No necromancy in D&D is free or "socialist". It all costs material components.
Animate Dead's material component can be replaced by an arcane focus, which is functionally infinite. Dead bodies are limited, but abundant given enough time.

Tippy, is that you?

>He doesn't know about the classic Romero zombie Apocalipse allegories.

Okay senpai...

No, but I've been pretty open with the idea before and it's gotten some good feedback.

How does 70,000 sound? My party does not have this much money but would most definitely be willing to trade some of their magic items for it.

Tiopyverse is an infamous setting, basically 3.5 taken to logical extremes. Pretty sure there's a 5e version too.

giantitp.com/forums/showthread.php?222007-The-Definitive-Guide-to-the-Tippyverse-By-Emperor-Tippy

That sounds good. Remember that they might not be the only ones interested. Other archmages, zhentarim, harpers or cashed up nobles would all want it

Are there any cool supplements for Victorian era in DnD? I don't care about the state of magic and its power as long as there are guns.

I Googled Manual of Golem which is a very rare item, and then Googled CR 7 golem which are between 50 to 65 k gold

That brings around 107, 500 gold pieces for a shield guardian being sold at *cost*

Tug of War works.

Mortality is another answer.

Just play your character as a necrophiliac.

Not everyone watches shitty movies like you do

Posting good riddles.

You enter a temple with three immortal druids. The druids are named Floki, Vorka, and Sansi.
You do not know which of the druids is which.

Floki will always tell a lie.
Vorka will always tell the truth.
Sansi will tell either a lie or the truth at random.

You may ask three yes or no questions. They will answer "Vas" or "Vic". These are their words for yes or no but you do not know which word means which.

They understand your questions perfectly. To escape you must give the proper Druid his name.

>Compared to PF and 4e, 5e is significantly more low power.
Why can't my friends recognize this?

Any help from gamblers?

They probably do recognize it, but they (correctly) think it's shit. 5e is bounded and boring, and I'm not talking about bounded accuracy. It keeps the shit parts of 4e like martials having resource management shit, and the feats in 5e are so boring and uncreative that they literally brought back weapon focus despite the entire point of the game being to not have those modifiers .

Don't get me wrong, pathfinder is shit too. I'm running one campaign in each at the moment and I hate pathfinder worse, I'm planning a party wipe soon but I need a clever plan so they can't be posts I used an overpowered monster to kill them. My 5e campaign is less broken but the rules are just so fucking boring. But wizards doesnt care cause thanks to critical roll they have more players than ever.

We ran into a goblin den where they had a bunch of wolves they bullied into submission that they let loose on us. My ranger managed to convince them to turn on their masters with a high enough animal handling check as well as tossing them some beef jerky and a corpse of one of the goblins.

so, with my players newly robbed with only the clothes on their backs, lost in a massive city that they just arrived at, the only pity they have been shown is being able to sleep in a windy attic at a local inn until they get back onto their feet

what's a good, short level 1 quest for the party? something that will make the innkeeper go "huh, you're not complete shit, mind helping me with a thing?

i was thinking of a bar-brawl, but i want something with a bit more soul, maybe someone who is already staying in the attic; down on his luck aswell, and pleads for the newly arrived party to help him, and that once he gets out of the poor-house he'll reward them greatly

>Party finds themselves destitute
>Hasn't immediately murdered and/or counter-robbed some plebs to enrich themselves

You have strange players...

Some dumb shit causes a riot, and city guard temporarily conscripts them. They can even stay in the watch if they want.

Anyone ever do a West Marches style game, or something similar? How'd it work out?

And because of it you are not as good a DM as I

Have them be hired as scabs for the municipal sewage workers who have all gone on strike and are refusing to go back down into the city's ancient and extensive sewage system citing 'unsafe working conditions'.

Party gets some gold if they'll go down there in the place of the treasonous sewage-workers and dislodge a large mass that seems to be backing up the ablution facilities of the palace guard.

city guards were the ones who robbed them upon entering the city, using that as a future plot-hook

newbie group that is "led" by a LG paladin

>It keeps the shit parts of 4e like martials having resource management shit, and the feats in 5e are so boring and uncreative that they literally brought back weapon focus despite the entire point of the game being to not have those modifiers .
The point was to keep the bonuses from becoming a progressively steep arms race between AC and hit bonuses, so that things like the King's Guardsman and Orcs were always some level of threat. A relatively scarce (for non-Fighters) Feat for a +1 bonus neither breaks bounded accuracy nor overcomplicates the combat.

And you were always bound to be disappointed expecting the mechanics and tables to provide the entertainment and flavor. This is true of any TTRPG.

They mention elsewhere they're too tired and also sick themselves. If you do their job for them they put in a good word so you wont be senselessly murdered or press-ganged.

It just seems so ridiculous the good aligned order of the gauntlet would do something like this. Do they march into villages and threaten to hang anyone who doesn't provide them service and supplies for free too?

that's actually a pretty decent idea, i was planning on using the sewers and the fact that the city is built on the ruins of an elven city, to have the sewers pretty much interconnected with ancient parts of the old city, creating a maze of interconnected tunnels and pathways.

might use something along those lines

>It just seems so ridiculous the good aligned order of the gauntlet would do something like this.
Absolutely.

>A relatively scarce (for non-Fighters) Feat for a +1 bonus neither breaks bounded accuracy nor overcomplicates the combat.
So why not have some more of them? Pretty sure it's a hammers- only fear. So now to be the best at hitting in 5e you have to use a mace? Explain why this feat gets to give a bonus, but nothing else does? Because math is hard and "wahhh I have to remember a situational modifier " but a boring ass +1 feat because Mearls is a fucking dumbass who didn't realize "maybe if I made the save- or- prone trigger on a crit it won't bog down combat", is okay? Lmao @ 5e apologists.

What the fuck Feat are you going on about anyway, the UA ones? They had feats for several classes of weapons.

Those are playtest unnofficial Feats, you might as well be on the rag about someone's homebrews.

Just noticed the thread moved.

Planning on running Tomb soon my lads, someone in this general once suggested that it's fun to customize or even add dungeons from Yawning Portal? What kinds of suggestions should I add to the module?

Tomb of Tamachoan is Lore perfect. Tomb of Horrors is in continuity.
Sunless Citadel could work for a cult of T rexes

Those are good choices. I kinda wanted to try putting an even more dangerous place in the area in the inspiration from Zul'Gurub, but I suppose Tamachoan works for that.

I want to give the Tome of Strahd new spells, I was thinking some of them being Unearthed Arcana

Find Vehicle seems like a lot of fun. What are others?

I put both Sunless Citadel and Tomb of Tamachoan in Curse of Strahd and it worked fine. You just have to switch some names around.

Like who made the tomb? Fucking Dusk Elves. Where? Why just behind that Tser Falls cavern

Where on the DMG are the rules for alternate alignments?

That's pretty spicy. I can dig it, it'll give the party some extra adventure options they can use to get swole. Does anyone know of a site that collects dungeons made by people? I swear I heard of one before.

I don't see how that can work unless you change the monsters.

Hey 5eg, I wanna use Warcraft trolls in my setting but I'm not sure how to stat or associate them, and what do I do with the original trolls?

Sometimes, but minimally. You don't even have to go full "Casa dela Muerte"
Dungeon calls for a weretiger? You put a werewolf wearing the tiger stats!

There's an old World of Warcraft supplement for 3.x, isn't there? You can probably convert some racial bonuses from that.

Look at the lizardfolk stats and reskin them as blue trolls

Wouldn't you switch the armor for regeneration? And the bite move too.

Regeneration is a no-no on pcs

>martials having resource management
I still don't like the pseudo-magic of superiority dice. Is the idea that they're pushing their bodies beyond normal limits or something, so they need an hour to rest before doing it again?

>Is the idea that they're pushing their bodies beyond normal limits or something, so they need an hour to rest before doing it again?
The idea is that martials can't have nice things. Because martials doing anything that even approaches close to realistic is "weaboo faggot shit." Don't even get Veeky Forums started on martials doing things that exceed the human limit.

I was thinking switching the bite and the armor for a second wind ability.

something scary escapes from the local mage's guild and they best the shit out of it

When a Vampire turns into Mist after being knocked to 0 hit points, can the party simply follow it to see where it's gone?

I'm having a difficult with my setting, hope you guys can help me with it.

The current age of it is very high fantasy, but I want to DM something turned to Dark Fantasy, the question is that one of the key elements I use to campaign hooks is a a tavern network named "Adventurer's Tavern", a place where people can put their quests and set rewards, the adventurers that complete these missions receive renown and can get into more dangerous and rewarding missions.

The question is: Do you like is possible to use this "Adventurer's Tavern" in a darker way? Something more dark fantasy? more grim?

Also:

How do you guys decide either a rival group fails or succeds in a mission?

in theory. but a clever vamp is going to take paths that are hard/impossible to follow.

Hypothetically. It can fly, and go through cracks and stuff so it might lose the party.

>Tfw Strahd tuned into mist, flew up my ass

should have filled your ass with water, user.

"Cleric, could you pour some holy water up my ass? J-just in case..."

No homo.

>No homo.
In that case, no.