D&D /5eg/ - Fifth Edition General (DnD)

Tiny Creature, Tiny Problems Edition

>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:
Adventurers often deal with threats and problems much bigger than they are. Has your PC or party ever dealt with problems smaller than they were, like a dispute between pixies or a feud between kobolds?

Help me decide on a Warlock patron for CoS. Gonna be a Kobold who uses to the Mask of Many Faces Invocation to disguise herself as other races. Mostly as Halflings.

Might not be great advice, but the idea of a hexbladelock kobold amuses me.

>Gonna be a Kobold who uses to the Mask of Many Faces Invocation to disguise herself as other races. Mostly as Halflings.
Sounds like Archfey flavorwise.

I was considering doing something like that, especially with Pack Tactics removing disadvantage with heavy weapons. It'd be ridiculous to be swinging around a huge silver greatsword. My DM is allowing me to use a version of Kobold that doesn't get negative strength because of how weak the UA Kobold is.

>Kobold
>Warlock

Care to explain to Tiamat how come you're not going Pact of the Fiend?

Why is religion an intelligence skill? I'm accepting both meme and serioues answers.

It's a somewhat effective and sillybuild, but you can do something themely logical like fiend. Most anything else should be fine too. Decide what kind of fun you want to have.

Hexblade can still be fiend related

Maybe its a fae disguised as a dragon, and the kobold thinks that is some sort of draconic sorceror or something stupid like that.

Also
>Kobold
>CoS
You'll probably need to use that Invocation all the time.

Religion is a skill that allows you to know esoteric knowledge about hundreds of faiths, their rituals, holy days and practices, as well as their historic/supernatural origins.

Any hayseed with some hair pomade and a Good Book can espouse a particular faith, that's where Charisma and if you're lucky some Wisdom kicks in.

It's just history and knowledge of a subject. I could see turning it to wisdom in the case of applying basic knowledge and trying to derive the underlying things about it and apply them.

There's a difference between following what your local priest says and studying the holy texts on your own time. The power of your faith is a product of wisdom; your understanding of the god you follow is intelligence.

Anyone find a way to do a large group game like West Marches but... not in the dungeoncrawler style of West Marches?

Archfey is definitely an interesting one. I've never considered using it because I didn't like the flavor but the features and spells are interesting.
I was planning on the back story being, this isn't something the Kobold wanted. I'm sure any Kobold would jump at that proposal, so it wouldn't have to be forced upon them. Though Fiend would be fun.

I'm bad at decisions. My first choice was Celestial, especially since we're playing CoS. Perhaps I'll just stick with that.

>You'll probably need to use that Invocation all the time.
That's the plan.

>Celestial
Sounds good. I'm just not sure what that backstory might look like.

Me neither. It's a difficult one to come up with.

To clarify, you use Persuasion (Charisma) or even Deception to convert someone to your Faith, not Religion

You MIGHT use Wisdom (Religion) to guide one of the faithful through a difficult decision in their life. (you are constrained to using the assigned attribute for all possible rolls, as per RAW)

But general adventuring use (Where does the Cult of the Flayed God meet during the eclipse and why do they need the Red Jeweled Heart of Gom) you are looking at INT (Religion).

*aren't (dammit)

Rolled 13 + 7 (1d20 + 7)

Amidst the jagged stones of the windswept dunes of lost Karnash, to restore that which was taken from them.

What's interesting is the overlap between History, Religion and Arcana.

It's almost as if they were just trying to find something for INT based characters to do with skills.

Personally, I grant characters a bonus non-core skill for every INT bonus (languages, tool profic, musical instrument ect).

A layman might know about their local religion practices, but they know shit about other religions, while a Theologian is a specialist on all religions.

So what's the tier list for the official modules released so far? Where does ToA fit in?

Even among those kobolds who have been blessed with the ability to cast magic, healing is very rare; kobolds have friends and foes but they do not hold onto them as tightly as most humanoids, and the average kobold life cycle is so brutally short that healing simply isn't worth it.

Not you, though. For you, a friend is something worth more than a passing grimace when they die, but somebody worth saving. But you were neither born intelligent enough to understand how to save someone nor blessed with the innate ability to do so. Likewise, Kurtulmak is either uninterested in your feeble pleas, or your voice is lost among those of the millions of your kin who each pray for his deliverance.

But one day another voice answered. For while your voice was just one among those of countless kobolds crying out to Kurtulmak or Tiamat, yours was the only kobold crying to him/her.

And it intrigued him/her; that a petty, bitter, tribal creature whom he/she had empowered his/her followers to defeat might also wish to save a life.

And so, knowing that you would face ostracism from your own tribe, hostility from outsiders (among them his/her own followers) and dangers far beyond what a Kobold would normally face, he/she reached out to you. If even a Kobold could be redeemed, after all, what else couldn't be?

Because religion checks are not about "Do I know how to pray", they are about knowing religious knowledge obscure for most and you learn that by studying

I want to be a player in a CoS game so bad. Help TG how do I play with myself.

Either first best , second best ,or at least tied with CoS.

CoS > PotA > ToA >> OotA > LMoP > SKT > ToD

Class tier list?

I'm currently running a campaign heavily inspired by the Berserk manga. I've obviously had to retool it to fit into a playable D&D setting. I've left out any characters from the main group, Guts himself, Casca, Puck and so on, though I'm using their names for other fitting characters throughout the story.

Since Berserks main themes focus on struggling in the face of impossible odds, so far as to go against fate and destiny itself, I've chosen to focus on these things in my campaign as well. I've had to make a compromise when it comes to races and classes that fit into the setting. I've banned wizard outright and any wizard subclasses like eldritch knight and arcane trickster, but I've let my players play any other caster with refluffing where needed. This part slided well with my players, as we agreed upon the potentiel benefit from these limits. Ontop of this the majority of everyone but the players and other rare places are human, though most players went for human as well.

Tough its hurts a bit to mess too much with something I love so much, I've also made modifications to the Brand, the Beherits, the Apostles and the order of events from the story to better fit a D&D setting, but keeping faithfull where possible. In the span of the first session, the players ended up ripped away from their family farm and into a life living with the Brand. The idea was that the players weren't inherently adventuers, but because of the Brand were forced into being one.

Continued in next post:

So aside from the Mariner fighting style which is kinda meh we don't really have a way to be a buccaneer fighter, do we?
I want something like what rogue gets with swashbuckler for a crossbow using pirate fighter, but the only real option seems like battle master, which is always the answer to everything fighter related anyways.

So far, I'm essentially taking them on a fieldtrip through the best moments from Berserk, as well as some of my own creations mixed into it. The things I add are only so it translates better to a session of D&D. So far they've met Lady Flora, who has given the players magic items akin to those from the series, including the Berserker armour itself, a salamander Dagger, The sylph sword and sylph cloak as well as other items over time not from berserk. She acts as one of the only people og magic besides the players. They've also visited the Pagan rave party from the Tower of conviction, though I split that from the Tower and into a seperate situation. They've also been to Windham and is currently working their way to the Tower of Conviction where I intend for Father Mozgus to be the main antagonist during the Incarnation Ceremony where a member of the Godhand will take corporeal form to be the BBEG for probably the majority of the campaign.

We've had 5 or so sessions so far, though we play for 12 hours once per week and its the best campaign I've ever run. Important to note probably, is that none of my players have read berserk or know its what I take inspiration from, but I do inform them that its inspired by one of my favorit stories.

So going from essentially blogging about my campaign, does anyone have any similar experience running a campaign heavily inspired by one of their favorit stories? I would love to hear what changes was made and what worked out and what didn't.

>S tier
Mystic, because having proficiency in all skills apparently invalidates all encounters

>A tier
Wizard, bard

>F tier
All others

I pretend to play a necromancer wizard on a evil campaing.
As I'm not used to play evil cahracters, Iwould like some ideas for my background.

In my estimate;

S tier: Mystic
A tier: Wizard, Bard, Cleric, Palading, Druid.
B tier: Sorcerer, Rogue, Fighter
C tier: Ranger, Warlock, Monk

Revised ranger should be atleast A tier as well with the ridiculess amount of damage they can pump out from range.

> Cleric A tier
Any words of wisdom for running a cleric? I might roll my first one in 5e for our next campaign but each domain seems so different I have no idea what to pick.

I'm running Curse of Strahd

Anything important from the other modules that I should know to include in this?

I have already inserted the Gulthias Tree, Vampiric Mist and Shatterspike from Tales of the Yawning Portal into it, and I've enabled the Rite of Stolen Life from Tomb of Anihalation as a 4th level Warlock and Wizard ritual spell

Tempest, Light and War are for offence, rest are for the support. If you want to play melee - War, ranged - Light. If you want to play support - consult with your party first then revise your options.

The best advice I can give is read the entire module, it gives you a lot of knowledge that lets you improvise better.

Besides that, music or ambience and heavy descriptions when appropriate can make for great tension and even some scares depending on your group and how well they eat it up. I've had good succes keeping my players paranoid with descriptions of sounds that doesn't lead to anything and so on.

Arcana can also do either too, since they get two wizard cantrips, get to add their spellcasting modifier to it later and also gets Wizard spells as their Domain Capstone.

Someone want to give me tips on making/playing an Ancients Paladin? I rolled well so I think I'm going to go variant Human and do PAM + Sentinel to be the crowd control guy.

Mystic is weird, because it has one or two blatantly overpowered disciplines (Nomadic Mind, Nomadic Archer and the Animate Weapon part of Mastery of Wood and Earth), but the rest starts lagging behind full casters after level 10, where they mainly have the advantage of being very resource-efficient. If you removed those three disciplines it wouldn't be much better than Wizard and Bard.

Any personal favorites? I was thinking light but was worried I'd just end up as a poor man's wizard

[Brackets] archetypes are arguably a tier higher, (Parentheses) archetypes are arguably a tier lower
>S Tier:
Mystic, Wizard[Divination, Lore], Bard[Lore]

>A Tier:
Fighter[Battlemaster](PDK), Cleric[Arcana](Trickery), Paladin[Oathbreaker]

>B Tier:
Sorcerer, Druid[Moon], Barbarian(Berserker), Rogue(Mastermind), Revised Ranger

>C Tier:
Warlock[Undying Light, Fiend], Ranger(Beastmaster), Monk[Open Hand, Shadow](Four Elements)

>D Tier:
Artificer[Gunsmith]

I'm sure I forgot some stuff

What's really great about Clerics is that you can do whatever the fuck you want with them. There's lots of versatility, and I don't think there are truly terrible choices to make on domains.

Forge is a very versatile support that can function on the front lines.

Grave is a slightly weaker and less versatile healer than life, but it has more support potential, and it gets the "maximize healing dice" ability faster than Life, though in a more situational fashion.

Arcana overall fills the mixed combat/support role very well, but at the cost of a very lame starting channel divinity.

People usually say it is suboptimal shit, but of all of PHB domains Trickery is my favorite. You get to be a cleric and a sneaky bastard at the same time, especially with Urchin, Charlatan or Criminal as a background. Very good in careful parties that rely on surprise, which my usual group always does.

Gunsmith artificer is fine. Same damage dice as Rogues without the sneak attack requirement, guaranteed magical items, and you can become a strike witch at level 6.

Its main weakness is that tool usage rules are so lacking, so it can't make use of Tool Expertise as much as Bard and Rogue's skill expertise.

Solid B tier, C at worst.

>get involved in a new adventurer's league group
>build a bread and butter revised ranger
>realize that nobody is optimizing at all and I took the sharpshooter feat

It's weird, I went from running a very min-maxed table to an extremely "haha Tabaxi everywhere, gotta do strange multiclassing!"

I usually run a utility wizard, it's kind of exciting to be the uncontested striker. And primeval awareness is ridiculous.

What would be the offspring of an elf and a demon/devil? A tiefling with pointy ears?

It's still a half-whatever. Might look different, same stats. Tieflings are not nearly half of demons or devils besides in appearance.

The Tortle Package (Official OEF version)

Send Space com

/file/2r5uha

an even sluttier succubus (male)

>adventurer's league
>revised ranger
user, b-but that's illegal!

Holy shit, this one is miles better than the old one. Thank you!

I like the wall in Wood and Earth as well, that one's a pretty solid discipline overall.

Nomadic Mind just needs the focus changed, getting any proficiency you want basically whenever you want is way out of whack with proficiencies across the rest of the system; only possible loss of this feature is if you use one of the Order abilities that locks out your focus until the next long rest, and Nomads, the skill order, don't even have a way to lose that! I mean, when you compare it to the Knowledge Cleric ability to gather proficiencies or to Jack of All Trades you can really see the difference. I think the rest of the discipline is fine because you get skills by paying for it with Psi points, which are inherently limited. If they changed that focus to something else; like maybe just a +1 with any particular skill; it'd be a fine discipline.

What do you think about Precognition though? Focusing on it gives you advantage on initiative checks and from level 5 onwards Danger Sense makes you literally immune to surprise rounds and gives you a +10 to initiative for 8 hours. I also think Bestial Form is kinda crazy, since none of the transformations require concentration and they all last an hour. You can fly for 5 psi with no way for anyone to remove it from you, and since it's a 5 psi ability you get access at level 5.

A cambion.

The fuck is a mystic?

Been playing a Dwarf wizard that started with 20 STR 20 CON and 18 INT

pretended to be a fighter for like 8 levels of conujuration wizard

feat for heavy armour use.

mobility feat

>What do you think about Precognition though? Focusing on it gives you advantage on initiative checks
Honestly, Mystic's main strong point is all the little buffs from focuses, so I'm fine with this.
>Danger Sense makes you literally immune to surprise rounds and gives you a +10 to initiative for 8 hours.
This is very strong, but it IS concentration which does constrain the mystic somewhat while maintaining it, so while I'm thrilled with it I don't think it's absolutely gamebreaking. The rest of your party could still get surprised, after all.
>I also think Bestial Form is kinda crazy, since none of the transformations require concentration and they all last an hour. You can fly for 5 psi with no way for anyone to remove it from you, and since it's a 5 psi ability you get access at level 5.
This is true. If they increase the psi cost of flying I think I'd be okay with it, since the other ones aren't quite as encounter-breaking.

The whole Focus system probably needs a change to prevent it from being infinitely swappable out of combat (you might as well just make all the bonuses passive at that point), but putting Nomadic Mind's focus in the ground is the obvious bandaid for any table before it gets an official rework.

Wouldn't playable cambions be op as fuck, though?

Requiring a full minute of concentration before a focus can be swapped should keep Focus Switcheroo to a minimum.

Thanks Mageguru, you're the best

Any possibility of an update to ToA pdf? A few pages are skewed, text is blurred here and there. If you need any help with that - I would be glad to provide.

Yes. So don't.

Get v2, I posted in the last thread.

Maybe your great grandpa was a cambion, and it's mostly been filtered out with excessive mortalfucking.

Who said anything about playable cambions?

What's your next character, /5eg/?

You mean tieflings? It's cool

Too early for this shit

>Only two genders

Eh, but then you couldn't swap well in combat.

I think the obvious fix is to just limit the amount of times you can change your focus, same as basically anything else, but that makes it more boring. Or you could just remove all the really strong focuses and leave the actual system as it is, which makes it weaker but leaves the uniqueness of the system intact.

They could just take out Flying too, the discipline does get a climb speed anyway, that's close enough. Leave flying to Mastery of Air or Weather or something.

Nah, it's the bomb. So fun. Primeval awareness is better than most first or second divination spells

Is playing Paladin to 20 boring? Should I multiclass? I keep hearing people saying that it's amazing until somewhere around 6-11 and that by mutliclassing you are better at doing Paladin stuff than a pure Paladin.

>I play in an game where the DM doesn't care and isn't that interested in challenging us

Oh that's cool, do you want to tell us all the cool things your DM let you do without stopping for breath for 3 minutes straight?

Read the whole paragraph again. It says that the future version WILL be legal. This one is not finished and is not legal, Crawford or Mearls, someone made it clear on twitter.

If you don't think you'll get to your capstone and playing purely to play then just go for bardadin or sorcadin multi.

Depends on the Oath, I think Ancients is really fun.

>What's a good way to find in-person groups?

>Especially ones around California Sacramento?

The general advice is: look for a Local Game Store and see if they run games. You might find AL games this way.

With an OoA Paladin using Polearms, should I take the Great Weapon fighting style or Defense?

I feel like rerolling 1s and 2s on a d10 and a d4 isn't really worth it compared to on 2d6 like with a greatsword. I'm already getting smite extra damage, etc. Plus I could sit at 19 AC once I get plate, which sounds solid.

Thoughts?

Really though, unless your DM is lame Magic Items are going to happen. If we're theorycrafting here, that's a net minus on the class power even though it's cool.

Artificer seems like they hit a power spike right around the time they get their construct, which is super strong compared to the Beastmaster Ranger. I don't think the class scales well outside of the flasks/gun damage dice though.

Because it's a skill about knowledge. ALL Int skills are your knowledge about a subject

Is there a way to make a rather big pocket dimension with the RAW or do I have to homebrew something?

>Really though, unless your DM is lame Magic Items are going to happen.
Sure, but being able to pick what you want to get is very helpful.

>Artificer seems like they hit a power spike right around the time they get their construct, which is super strong compared to the Beastmaster Ranger.
The big thing is the utility/mobility, not the damage. At level 6 a wizard can cast fly for a while, but mounted on your robot giant eagle you can fly forever. A wizard can cast move earth but you have a creature with a dig speed. If you dumped strength you can get an Auroch to give you the ability to carry or move more shit. It'll be well into the late ASIs until the beastmaster creatures catch up to the construct in stats.

Plus since the construct can be large (unlike the beastmaster option) you have a lot more mount options.

What happens to elves in the 80 years after they reach physical maturity? How would a 20 year old elf act?

It's sad, even after the whole Revised Ranger rework Beastmaster is still pretty dumpster tier. They took away double attack on the class in exchange for Beast double attack, but they explicitly state Beasts can't use multiattack, which was the only efficient way to play Beastmaster prior to the nerf.

"Young" elves almost exclusively frolic.

Is Mystic v3 OP?

Why would a Monk hate and want to destroy all magic?

Very low INT.

Cult-ish radical monastery. The founder may have less direct aims.

some mages destroyed his temple and killed everyone but him and now he wants every mage dead

The Wizard refused to cast Haste on him despite asking nicely several times.

He's angry because way of the four elements suck.

What if an elf was raised by non elves and didnt have the luxury of frolicking

Magic is not natural and disrupt the balance of this world

This is the real answer.