/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

>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:
How would you use 5e in order to play a campaign based around a war?

Other urls found in this thread:

strawpoll.me/14019003
youtube.com/watch?v=c4z9rvMfFfc
youtube.com/watch?v=FP0g7KTSOUI
rolladvantage.com/tokenstamp/
2minutetabletop.com/
twitter.com/AnonBabble

Put the PC's in some important organization that handles things in small (yet vital) scenarios while the main war goes on in the background

Depending on how the PC's do on those tasks, and which ones they do, the war changes

I wonder if it's possible to deal with it on a larger scale, or if another system would work better... or if another system could be nailed on top to make that part work.

In the DMG you can find tips for a war campaign.

What are some cool UA classes to play?

Read this book.

I've been really impressed with the Storm Herald Barbarian and Inquisitive Rogue.
Granted, I've DM'd for those rather than played them, so that's a bit of a different perspective.

What's a good amount of money to give to 3rd level PCs, each?

The DMG has values for how much money you should give the PCs at various levels.

Knight
Ancestors Barbarian
Bard of Satire
Forge Cleric
Monster Hunter
Favored Soul (first one)

Do you like rolling for damage?

Mearls......

Should i allow variant human?

If I didn't my players would all be dead. By bad luck is finally good for something

No, it loads to samey builds that leave players either doing more roll-playing than role-playing, or feeling underpowered and left behind because they didn't go for the "optimal" choice

No, don't allow ANY variant rule at all, they are there just for toxic players to ruin the game

Thanks heaps, bro!

Fucking Christ, the bodak is insane.

I allow it but make it have +1 to one attribute instead of +1 to two. That seems fair to me, and now most of my players pick something other than variant human.

Horizon Walker
Inquisitive
Hexblade
Knight

strawpoll.me/14019003

Is it much harder than its CR says? I was thinking of pitting my players against one next session.

Bodak?

What if I like playing and Critical Role?

>Reading anything from 3.x

D&D 3.5 players deserve to be rounded up and killed. Every time I see people suggesting something from third edition I start to feel my blood boil. IT IS ALL SHIT. IT IS A SEVENTEEN YEAR OLD SYSTEM THAT IS 100% CRAP. Third edition ruined a generation of roleplayers. They are so addicted to their crap system that they could not see how 4E improved on damn near fucking everything in D&D. The fifth edition could have perfected that, but instead they went back on it all to try to make the game more like 3rd edition. Hit dice? Rolling for stats? These are SHIT MECHANICS that are essentially "roll to see how much fun you have" based on Gary Gaygax's shitty realism boner that he slapped around while making wizards shit. Then Monte Cunt and his faggot friends got hold of it and made the game into ivory tower bullshit, overcompliacted rules and overpowered high magic bullshit that completely ruined the tone of the game. D&D was irreversibly ruined by 3.x. it made the game into high fantasy wankery with casters that can do whatever the fuck they want and fighters that can do fuck all. All the subsystems in that book at overly rulesy bull shit or a bunch of magic items that give +1 to son obscure shit but don't stack days fuck that! Fuck 3.5, the designers of it should be sued for the damage they have done to the community, to be distributed among anyone who can claim ownership to a 3.5 rulebook.

LEAVE

>XGE previews
>Inquisitive
Man, Crawford is getting me hyped

youtube.com/watch?v=c4z9rvMfFfc

Yes. The tremendous shittiness of the non-variant human outweighs the slightly overpowered for certain classes quality of a variant human

>merals makes combat a slog fest in both editons that he designed
>wants to remove damage rolls to make combat even more linear and boring
Hahahaha figures.

No thank you, user.

I could see a certain logic in taking the average for rolls for spells with an excessive amount of dice involved. You can just roll your damage dice at the same times as your attack roll though so it really doesn't make a difference to non-casters

>Playing in Forgotten Realms
>Guy makes a barbarian called Wulfgar

>tfw they nerfed Horizon Walker
>tfw all new subclasses have more spell known
A mixed bag

youtube.com/watch?v=FP0g7KTSOUI

>Horizon Walker
I don't remember that being any kind of powerful, especially on the ranger chassis.

Wasn't Horizon Walker already bad?

is this bait or did mearls lose what last shreds of his mind he had left?

Seconding this.

I'm a regular player, and I'm a fan of Critical Role.

After watching the entire damn series, I can admit it has it's high and low points, but I'm still loving the characters and the story.

>Not making a Ranger named Drizzt

I have to ask, what are some of the dumbest character names you have come across, either in your own groups, or in stories posted here on Veeky Forums?

I've played one-shots with Dwarvington the Dwarf, Mr. Wizard(self-explanatory), Barbie the Barbarian, and Twizzler the Tiefling Sorcerer.

What about you guys?

Why are there 4 base classes that cast magic with Charisma (without choosing a specific archetype) and only one class that even benefits from Intelligence, the classic casting ability?

Did the designers think they'd sell more copies if players had more options to play the "I roll to seduce" character? Did it work?

Warlocks not being Int is bullshit.

A dex barbarian halfling called Bilbo Baggins. He gets angry everytime he sees a woman.

I houserule it so warlock players can choose which they want to use. They have to stick with it once they pick, but it can be either.

Or just use the "whichever is higher" language

In my mind, Warlock should be Wisdom if anything since they get their power in similar ways Clerics do.

I'd like Sorceror more if Constitution was their main ability. I mean, if the magic is "inside them", wouldn't it make sense that their casting ability was tied to their actual vitality?

I houserule that Sorceror and Warlock don't exist.

I'm dming a 5e campaign on roll20 for the first time. made the first session just using the crappy free tokens it comes with and patched the maps together with Google searches. i downloaded the monster tokens from the OP but I'm wondering where do you guys get maps and whatnot? any advice for someone new to roll20 and 5e in general? (former 4e dm)

Yes lets just remove the entire ruleset like classes and damage and hit chance and gear, and all "game" elements from the game in general. After do that we can all go outside and run around a playground pretending to be giant robots and That Guy always says "I reflect your damage!" when you hit him with the giga beam. Finally, DnD as it was meant to be played.

>twizzler

shoulda been Red Vines

The details of their magic is rather vague, you could argue anything. The whole "seekers of ancient knowledge" thing put them firmly into Int themes however, and the whole personable/wise person and force of will angles seem out of character generally.

The guy was eating Twizzlers at the time.

*shrug*

Myself, I don't really eat licorice anyway.

>I houserule that Sorceror and Warlock don't exist.

Also, Int breaks the whole Paladin/Warlock memebuild.

Maybe it could change via patron. Charisma only for the feylock.

Enjoy being a player in D&D and want to get my friends together and make a game but I feel I am very uncreative and railroady when I dm. I also lack the willpower to read through any supplementary material like DMG or through an adventure more than once.

What should I do?

>supplementary material like DMG
Nigga that's mandatory

Keep being a shitty DM.

>I also lack the willpower to read through any supplementary material like DMG
Just read Chapter 8, but read it!

You think that's bad?

I'm the only GM for 100 miles, I've been making my players play all fighter parties for so long that when I open up the other classes they don't play them because they all prefer fighters now.

Remember to go back to the pointer to move tokens around, and remind your players to, we fuck it up even after 4 months of playing. Browse around patreon and reddit for free maps to use, even if it's just the public shit one with the grid hard baked in. You can import a lot of monsters from 5etools, with their token and sheets filled out - this can be a bit broken so be sure to double check it all works ok. Check out the trove for a few roll20 assets.

I had an idea for a Pact Patron, but I need some help fleshing it out.

The Baleful Rune is an arcane mark that has gained sapience. It seeks to duplicate itself in every reality, and has a strange power over language and writing. It is an extremely Lawful being, preferring its agents to support the law and local commandments whenever possible, and to avoid causing anarchy. It teaches its agents many secrets, including how to carve magical runes.

The first level ability allows a Warlock to craft runes, talisman-symbols that grant them extra magical power. These runes would take up attunement slots, but grant the Warlock essentially the power to craft magic items for themselves (albeit from an extremely curated list).

Everything else is up in the air, however. I see this as being a halfway continuation of the Truenamer, and so want to include some abilities that mimic that old class. Like, for instance, the ability to share one's truename or personal arcane rune with someone, allowing them to summon you by speaking or writing it. Or allowing you to write your own rune somewhere and be able to perceive events through it later, or even launch spells from it.

Any suggestions?

>Tokens
rolladvantage.com/tokenstamp/
Find art for the character, use this to make token
>Maps
2minutetabletop.com/
There's a few here.

...

>I'm the only GM for 100 miles, I've been making my players play all fighter parties for so long that when I open up the other classes they don't play them because they all prefer fighters now.

do you have a mindbreak fetish?

DM gave my level 4 moon druid a staff of the woodlands.

I want to have some fun with awaken given that I no longer need to worry about the component cost or the staff in general.

any thoughts?

It's pretty funny to imagine that actually being true. Just think of the work required to find out you're the only GM in 100 miles

I hear people talk shit about Critical Role all the time here, but how do people feel about The Adventure Zone?

My feelings about watching people play games are fairly universal

Good fun, bad DnD

Does anyone know where to find a gaming grid for a good price. I've been wanting to do grid combat for awhile but I'm having a hard time to find good ones.
PS: ones that can be used with dry erase markers are preferable

I DM for Drax the Destroyer, Goliath Barbarian
I play a Bard named Chad Thundercock and a Cleric named Fou Shan.

>How would you use 5e in order to play a campaign based around a war?
Actually doing this in my current game.
Using an existing setting (Faerun), with the characters all members of a large mercenary company serving as specialists and officers in it.
They do traditional adventuring stuff outside the army itself whenever their commander orders them to because they have a solid track record of success, and these tasks generally involve espionage or scouting or resource-gathering or dealing with low-intensity threats that still need to be quickly resolved. There's very, very little actual dungeon-delving since mostly dungeons aren't relevant on a military or political level; closest thing was a sewer system infiltration to undermine a city's defenses and an infiltration of a castle before a battle to eliminate it's resources. Loot is still loot since mercenaries take trophies and have a "finders keepers" mentality about a lot of stuff anyways.

Every few "normal" sessions I have a Battle Sequence using the UA Battlesystem rules as a way to show the campaign moving forward. Depending on how they completed their other objectives while on foot it changes the course of the battle in their favor or against it.

Once I had 30 minutes to create a character, so I created "Catman". He was a catfolk druid that had an army of domestic cats. He wore a fancy suit and a tophat and he used to be a performer in a circus.

It started being a slog near the end. Danger Dice Gang has ended up being the D&D 5e podcast I listen to the most, they do get a few details in the rules wrong but it's still entertaining to listen to them.

Where's the shadow of the left guy's Mohawk? That not right.

Did you expect an orc to have a high Disguise Self DC?

Any other DMs here that suck absolute dick at voice acting?

Feels badman

less funny accent, more changing your pacing, word choice, and emphasis on certain syllables and sounds. Or just trust your players can use their imagination and describe how the character sounds first.

You don't have to be Mathew fucking Mercer for Christ's sake.

You just have to make it so that Bob the Blacksmith and Tom the Tavern Owner don't sound exactly alike.

But if to hit and damage are fixed then you will always know the outcome of any battle

>Do you like rolling damage

Im thinking of making a conjoined twin character. A dragonborn draconic sorcerer with different colors for the race and class.
Is there anything in the fluff that goes against this? Lets say 2 dragonborn of different colors had children and they came out conjoined with one taking after the father and one taking after the mother.

I want to make a game that's a living world with a group of like 10 or so players involved in it. I'm thinking of having them be a part of an army and having a sort of meta-game overworld map. Deciding where to send certain units, what forts to man, etc etc. I'm thinking sorta West Marches style where different groups are doing different things.

Ideally the game would work something like this:

A major stronghold is about to be attacked by an enemy army. Group 1 has a session where they act as special forces and attack a supply train. Group 2 has a session that is the battle proper, where they lead the forces defending the wall. Depending on how well Group 1 did, the difficulty of the battle is reduced to show that the enemy's supplies were cut off. Group 3 is tasked with escorting a VIP out through the sewers during the siege. It's easier if Group 2 does well in the battle and it's harder if they've lost or done poorly.

Has anyone tried anything like this, and if so any tips?
Does this even sound fun to anyone else?

I'm looking for a gish character who falls primarily on the melee end of the scale. Eldritch knight seems like the most obvious answer, but just reading the class features it seem kinda bad.
Any input on this? I've only gotten the chance to play the caster classes up until now. Also feel free to recommend any gish-type characters you've enjoyed, I've yet to play a martial character in 5e yet so I know jack shit.

Paladin
Eldritch Knight

Eldritch Knights aren't bad, but they are kind of a bit more defensively oriented than I would really like personally. Unless you're using a looser interpretation of gish like and including paladins there's really no gish that's really on par with it in terms of melee as most other options are much more about casting

>mearls

who likes having fun?

Halfway through a campaign composed of people from my friend group but I've begun to really dislike the DM, for out of game reasons. Used to call him a friend but he acted in a rude and selfish way to me.

I don't want to let down my friends who are part of the group, but I kind of want to leave and not hang out with this dude again. What do Veeky Forums?

Blade singer played as intended.

Bump.

>tfw capable of a wide range of voices but only capable of a few accents
>can do a decent scottish accent (as far as "voice acting" is concerned)
>can do a few "popular" english accents
>can't do a northern english accent or an irish accent
>can't do french or german accents
>can do an okay spanish/italian/vaguely latin-influenced accent
>can do an okay russian accent
>can do passable indian/arabic/persian accents
>tfw all my foreign humans are either russians, vague latin types, or arabs
>everyone else is a southern english farmer
>tfw american and players can't even recognize anything that doesnt sound scottish, english, or russian
>don't even know why i'm so autistic about it, since the players probably don't even care

You should check out the Compendium of Forgotten Secrets, user.

I have, and I love it.

Doing God's work
All-Fighter is the way to go

>Curse of Strahd game starting up
>playing a whip-wielding Barbarian and no one can stop me

Are you a fucking retard?

Pls make Bugbearmont

I don't think my group is hardcore enough to handle Strahdselvania 3

I always took the Belmonts to be rangers with undead as a favored enemy

They're Fighter-Rogues and all their vampire-killing prowess comes from a magic item; they whip everything to death regardless of it being undead or monstrous or whatever else. Simon's just a fucking weirdo who wears a leather skirt, though.

desu my favourite way to resolve damage is similar to shadowrun. Base weapon damage + increased damage depending on how good the 'to hit' roll was.