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>Previous Thread
Which Ravenloft domain is best?

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Are mystics busted?
>What's the most fun you've had with a shape shifter in your party?

I'm making an attempt at hacking 5e into something closer to a classless system as a game design experiment. The route I'm going is opening up the features of each archetype, and making them available to a character of that class as they level up. IE a Fighter being able to take combat Maneuvers AND improved critical.

At each level, when you would normally get a new feature for your archetype, you can choose from any available archetype features from that level and lower.


Thoughts? Does anything immediately fall apart / scream broken?

The features aren't balanced. For example, the first totem of a barb >>>> the second ones he can pick from. There are just a lot of "ribbon" abilities that are kinda cool, but not really important.

Would you suggest restricting it to that level then? Like at 7th level, Fighters can only choose a 7the level feature (I think that's the ribbon ability tier for Fighters)

I think that the power curve is relatively balanced "sideways" but there's probably some silly optimal combination for wizards.

Okay, I'm planning the next session, and I'm having troubles understanding how NPCs would react to a certain event.

Imagine, you're a member of the Thieves Guild. You and your other low-ranking buddies are guarding a merchant, who's paying your guild off very well, to the point you're effectively working for him.
Suddenly, this group of adventurers comes in to sell a shitoad of loot. The merchant starts inspecting it, and suddenly he gets his fucking head bitten off by one of the chests that turns out to be a (no longer) hibernating mimic.

How do you react?

Steal everything the merchant owns and isn't nailed down before his successors get there.

I'd be assuming the adventurers have just assassinated our merchant and they must be part of a rival underworld organisation.
I'd be needing some massive bribes to forget about something like that. Bribes roughly as large as whatever real treasure exists

>Which Ravenloft domain is best?
Ehhh, depends on what you want to do. My favorate domain in the game I ran was Darkon, simply cuz it was the most generic fantasy land out of all the countries in ravenloft, so I used it as kinda a joke for when I thought things were getting too grim. Everywhere else it's all dark and you fight monsters that are metaphors for abuse or some shit. In darkon, things are well lit and you fight owlbears. that made it so much more shocking to the players when Azalin Rex accidentally blew everything up

The description for Shoving says that on a successful shove, I can move the target five feet "away" from my character's position. Does this explicitly need to be five feet directly backwards, or can a shove move a character in any direction away from my character so long as the target is moved away?

For example, I am fighting an enemy on a narrow bridge. If I wanted to throw the enemy over the side of the bridge, could I "shove" the enemy to the side even though his back is to the length of the bridge, or would I first need to grapple the enemy and then move him once he's grappled to flip him over the side?

I'd allow you to shove diagonally, personally.

They could have done that anyway without the adventurers, couldn't they?
They need to blame it on the adventurers running off with the shit.

The merchant was clearly shit for just accepting random shit without expecting mimics or anything.

Get ready for combat.
1. If adventurers attack, stay away. After they've looted, take the remaining loot and say 'it was all stolen by some adventurers' and try getting those adventurers done for the murder.
2. If adventurers don't attack, try to scare them off before escorting the shit back to town and working everything out, hoping for a reward or at least not to lose the guild's reputation.
3. If above but the thieves' guild was already incredibly shadey and illegal, they might as well just fucking loot the whole load of shit and even fight the adventurers off on it under the claim that the adventurers are some sorts of bandits, but avoid actually breaking out into a fight.

I think RAW is straight back, but I've played it as any direction. Also I think Pushing attack is straight back

Move 5ft before shoving. Problem solved.

If you try to shove someone off by grappling them and then moving them instead of actually shoving them, I'd probably say there's a second contested check to try and do that considering grappling is more that you drag them along behind you.

My players have taken a job to get rid of a swamp witch who's been stirring up trouble. The only thing they know about her is she likes to combine animals into bizarre chimera, and practices a little necromancy on the side (as swamp witches are wont to do).

Any good ideas for some supremely screwed up hybrid creatures to throw at them?

If someone is getting shoved or thrown off a ledge, I'd call for a DEX saving throw whether player or monster.

Would you call for a Dex saving throw if it was done through magic, like gust of wind or telekinesis?

A goose

Dex doesn't sound right unless there's something you can grab onto, and dex already has enough uses already.
Strength is far more logical as it's a deal with resisting being moved around which str saves deal with and also athletics is used for climbing rather than acrobatics if it's to hold on.

Really, though, they don't need a save. It serves them right for standing 5ft in front of a cliff.

Why would you nerf creative options available to mundane characters?

Dire platypus

It here's something to grab onto, sure.
I see DEX as encompassing reflexes as well, and since it's more than likely happening in combat, well...

Also, I'm an easy DM, so if you made that argument and wanted to roll an athletics ch cm instead, sure.
It's not a nerf, I'm just very anti "rocks fall from the sky / you get struck by lightning" type stuff.. Most players wouldn't e really like just getting tossed offa cliff with no chance of saving, and I like transparency across the board. If monsters have access to it, players do too and vice versa

Shoving already has a saving throw, why the fuck are you giving them two? And what would the DC even be?

>It's not a nerf, I'm just very anti "rocks fall from the sky / you get struck by lightning" type stuff.. Most players wouldn't e really like just getting tossed offa cliff with no chance of saving, and I like transparency across the board. If monsters have access to it, players do too and vice versa
Make sure your players are aware that standing near a cliff is a REALLY BAD FUCKING IDEA because that's common sense. If they're forced over there or stand there anyway and get pushed off and nobody helps them (Bard with cutting words, for example or wizard with feather fall) then they fall off if they fail the first check. They don't get to keep making checks until they don't fall off, that feels like inconsequential DMing where your actions don't have consequences.
Of course, you can then make the penalty a bit less harsh. Maybe not tell the other players what happens and instead take the guy out of the room, have them roll something to try to stop themselves on the way down (they'd still get hurt and be put in a bad position) and if they fail that then if you really are a kind DM not going for murdering players there may very well be a ledge part-way down they slam into, rather than dropping whatever 500ft you described.
Then you go back into the room, they don't talk and the other players have to work out what they're doing. Hopefully one goes to check to the cliffside, and they'll see the guy's down that ledge, but they won't know if they're bleeding out or not.

... and continuing from that, you can have the guy roll death saving throws in secret until whoever arrives by them to try saving their ass.

There's a lot more tension, more dynamic elements included and it reminds players that they are mortal. But they probably won't die.
Much more memorable then 'well, I got another save and didn't fall off and die' or 'I did fall off but then either I just died and that's boring or I got five more saves then didn't die'.

The DC would be challenging, but appropriate for the terrain, possibly with disadvantage depending on other conditions.
Catching yourself at the last second and hanging off a ledge, / cliff / bridge is also a possibility which changes up the battlefield, is potentially lethal next round, and can force other players to drop what they're doing and go help immediately instead of "well check on him later"

I don't get the burst of surprise about this. This game is so arbitrary and dependent on the DM making on the fly calls, yet people get so shocked when you arbitrarily make an on the fly call.

If you wanted to do that, awesome, more power to you. I'd love to play with you sometime. I have a different style, different players, make different choices, and am a completely different person. It's bound to happen.

I'm with "DEX save to grab the ledge" user. It just looks like a much more dynamic thing to do than "your piece was moved 5 feet above the abyss, you fall" imo.

Plus just the possibility of grabbing onto a ledge is pretty fitting for the heroic shit D&D is about.

Cat donkey. Normal-sized cat head stuck onto a donkey's shoulders (no long donkey neck)

Needing some clarification. Yesterday I stirred a massive fucking undead dragon and got stuck in a fissure trying to run away from it. To save myself I used Turn Undead and the dragon rolled a wisdom saving roll of 6 and 4 wisdom modifier.

I assume the DC for turn undead is my cleric spell DC right?

Yes

>Another not D&D Colville video

Have you ever shoved someone or been shoved? You don't lose all mental faculty I until you hit the ground. If they overpower you or catch you off guard (IE successful making a shove) you can still try to catch yourself, grab onto something or someone, break your fall, avoid hitting something or someone etc etc.


It's not two chances to avoid being shoved, there's two different things happening.

So I'm making a fighter in 5e and I want to make him a pikeman cos dat reach not looking for critics on that just some backstory anyway I've seen you guys talk about how fighter and ranger multi make a good combo what about it is actually so good?
>inb4 hurrr fighters and rangers are never good

Is it me or do the Wizard spells peak at levels 0-3 and get slowly less useful from thereon in?

Just go pure fighter. Want more options in a fight? Battlemaster. Want to be really good at big dick swinging? Go Champion.

There's almost zero point adding ranger levels to a fighter

They neither peak nor get less useful. It might be just you.

I admit it is partly for a pure flavour standpoint he's a half elf bastard of a noble who spent equal amounts of childhood both with his fathers guard garrison and his huntsmen.

There's a section in The Book of Lost Things where a huntress does exactly this. My favourite was a human with a weasel head, both normal sized for their original bodies. Also she was planning on making herself into a centaur by cutting off a horses' neck and attaching her torso to it I think? It was a good book that one

If it's purely for flavor reasons, then either Soldier background, or a home-brewed hunter / woodsman background would serve the same purpose. Unless you just really want to multiclass into ranger. If you do, you're slowing your progression with little to no payoff.

Yeah maybe, it just seems like once you've got access to level 3 spells you're just waiting for Wish. Polymorph's nice though I guess

What if I want my fighter to have an animal friend though

Take proficiency in animal handling

As long as you don't give more chances after the second chance. The second chance can come in many forms such as 'you hold onto the creature that would have shoved you 15ft off the cliff', 'you land on a ledge lower down and start bleeding out instead of outright dying', 'you catch the edge of the cliff but it'll take a certain DC athletics check taking your entire turn to get up again if nobody helps you' or whatever.

Each sets the character up for possible and soon death, but doesn't feel as arbitrarily 'Actually I don't want any characters to die' as if you combined all the above options. I think what we're all surprised about is that when you say 'dex save to avoid it' it sounds like 'dex save and their shove attempt becomes irrelevant', whereas in the above cases it would be 'save and you'll be in a bad position but not as bad as it could be'

Or magic initiate feat

youtube.com/watch?v=OOprv6a4xgc

Everyone should get proficiency in performance

Take a wizard level, choose Find Familiar, problem solved

Mage Initiate > Find Familiar
Multiclass into ancients Paladin until you get Find Steed
Talk to your DM about having a non combat pet
Play a beastmaster ranger and drop fighter
Or I guess play a beastmaster ranger and dip fighter for action surge

>500ft
This reminds me of this one encounter, where a trap sent our Monk flying off the cliffside. One guy was freaking out when the GM said it was a 500ft drop.

The Monk asked for the damage, wrote it off on his sheet, and stopped thr GM when he tried to skip his turn. He then got back into the fight before the long encounter ended (took like 9 turns total), bevause monks are bullshit, and his Wood Elf Monk can scale 180feet of vertical surface on one turn by expending a ki point. And you really dont give a shit about falling damage at level 15.

Fair enough.

>Magic Initiate > Find Familiar
What did he mean by this?

The problem is more that someone first has to succeed on a contested roll or a save spell, and then move you a measly 5 feet. Take into account the sheer setup required for that to happen.

And then you allow an additional roll to avoid it. You aren't "thrown off, no save", you got your save, and you failed it. Otherwise you could keep giving them saves until they succeed.

Magic Initiate feat. Take the spell Find Familiar
What's to not understand?

Take magic initiate, and pick familiar as your level 1 spell.

Probably the fact that "magic initiate > find familiar" normally refers to magic initiate being better than find familiar.

But clearly it can't mean that so you have to assume the next thing which is that the > is an arrow.

Are you sure you're autistic enough to be here?

does anyone have a link to the one grung above pdf?

If you're going for Aragon, I guess you could splash two levels of ranger for Favored Enemy, Archery Fighting Style and Hunters Mark

Understandable, have a nice day

First reply in this post chain. You sure you aren't the autistic one for not seeing how he got it wrong? Both are valid interpretations, and not everyone is familiar enough with the system to understand even simple things like this.

Fair enough.

I love you, user.

AM Veeky Forums is actually civil and pleasant wtf

anyone?

Shove either knocks the creature prone or moves it directly away from you. There's some leeway when against a larger creature if you're using a square grid, but otherwise it's fairly straightforward. Pretend to move towards the creature, such that you enter its space. That is the direction that the creature is moved backwards by a shove.

In the DMG there is an optional action "Shove Aside". In this action you can move the creature 5 feet to a different space within the attacker's reach. The attacker has disadvantage on the Str (Athletics) check for this move.

Shoving has a saving throw against being shoved. If you win it you aren't shoved. If you're moved to a space in which there is no floor, falling isn't a direct result of the shove, but rather gravity. Succeeding the dex save doesn't invalidate the shove.

Because the burgers are all asleep.

But user, I am a burger.

Is the most pure Eastern inspired blademaster type in 5e a cross of Fighter/Samurai and Monk/Kensei? With XGTE coming out and both being included, it can't be considered a filthy UA cross now.

I was thinking Fighter 11/Monk 9? Pump Dex, Con and Wis, use a longsword as Monk/Kensei weapon allowing it to key off Dex and take Dueling as the fighting style for that +2 damage bonus. Fighter 11 for 3 attacks per round, plus the bonus attacks from Monk can take it to 5.

Using Samurai's first ability you get advantage on all attacks until the end of your next round. Of this 3 would be at 1d8+2+5, and up to 2 more would be 1d6+5. So there's a lot of chance to crit in there.

Good versatility on ranged and melee options, can grant a +2AC until start of next turn after attacking with an unarmed strike, all of which count as magical. Action Surge when you really want to bamf it up, and get the bonus of the Samurai adding Wisdom saves to your proficiency, meaning you either have Str, Dex, Wis, or Str, Con, Wis depending on what class you start.

All this while wearing a comfy robe and being able to run around on water and walls. What do you think?

Fuck you.

What buffs should be applied to artificer that are quick and easy?

You seem to be under the erroneous assumption that the XGtE version is unaltered from ua.

Hey guys, any tips on being a good DM? I'm writing a campaign, and I want it to be enjoyable, but I'm a bit of an introvert with social anxiety. I want to be proficient in performance but my charisma score isn't great.

Reposting this If anybody is bored enough to try and find faults in the calculator, logic/math, or formulas, please do and let me know.

>Make an Arcane Trickster
>Very obvious from the get go, Vhuman with a ritual caster wizard, high Intelligence, expertise in Arcana, etc.
>That Guy makes a Paladin. Then goes into a rage at level 3 when he is told -again- that he cannot multiclass into a sorcerer before level 10 (standing house rule to avoid munchkins, he was fully aware of this long before character creation.)
>Rerolls his character, and makes a wizard instead.
>3 sessions later, he is extremely mad about my Rogue having a far more comprehensive ritual book than him, able to cast rituals I cant cast as spells, and being better at arcane checks, constantly trying to argue I should roll at disadvantage, "because only a true wizard would have a good chance of knowing this"
Wew. This is going to be a fun campaign.

Why don't you just learn to play a different classless system like GURPS, or Runequest or traveler rather than trying to turn D&D into something it isn't?

So, I'm planning on GMing my first 5e game in a few weeks, but my friends wanted something a little different. So we'll be using the World of Warcraft 5e RPG fan made conversion.

docs.google.com/document/d/1oaqqtXQG-fT-C5_yajhLbUabdpN5XPn7hmV-MXAGz78/mobilebasic#h.mi4wrq58q2rd

I was just wondering if anyone had played it before, and if they had any advice relevant to this particular conversion, not just 5e in general.

I was also wondering if the fan conversion had any sort of GMs guide, and if there was a discussion board for it beyond that one single topic that pops up on google. Also, if theres a special character sheet for it that can be used on roll20?

Adopt a dog from the shelter

Bullet point dialogue and places of interest. Don't fully script anything outside of major plot discussion. Draw out a sketch of an area, whether you fully map it or not. Include a quick list of npc name race profession combos. Bullet point descriptors for common business locations PCs might frequent, taverns brothels,guild halls inns.

It is pretty silly that a full wizard can NEVER be better or even equal at arcana to a rogue or bard with int

>t. Butthurt "Wizard main"

Damn that picture gives me feels. The only romance in the series, and he falls like the rest of them into bloodthirsty madness. Tears ahead.

>maining wizards when clerics exist
user pls

Playing an out of the abyss game soon.

Myself and one of the other players are going to play A drow (uncle) and Half elf/drow (nephew) heading to the underdark to rescue their sister/mother. Thinking when she escaped the underdark she already had a child that she left behind, years later the guilt was enough for her to return.

Question is, anything I should know? Building my dude as a ranger, literally just watched the sheep. His father is a normal dude and he received all his training from his mother/uncle.

Taking humanoids as my favoured enemy and planning on using a bow most of the time, though the dm said something that sounded like I may not have a bow....

Rogues and Bards have a deeper understanding of the universe than wizards. They are deeper meanings in things, and can be more skilled than a theorycrafter bookworm can ever hope to be, including understanding the arcane on a different level.

That seems fitting to me.

The skill feats are fairly usable.

I never said they were smart.

So Im planning to be a Party Face Aasimar Cleric of Light.

Str 8
Dex 14
Con 14
Int 8
Wis 16
Cha 14

is this a good start?

No one to play with/ learn a new system with. Married with kids here, with a dedicated but small group of relative normies who only want to play d&d in our limited time slots

You've focused too much on your spells, especially those of your focus. As a DM I wouldn't even make you roll to identify a spell effect if it's in your spellbook. And probably give you advantage on rolls related to your school of focus.
But when it comes to magic items, eldritch symbols, magical traditions, planes of existence, the inhabitants of those planes, etc: Wanting to be better on average than the rogue or bard who specifically spent time learning and researching about such stuff is just silly.

My point exactly.

Being a wizard isn't being an expert in all arcane areas. You are still better at pinpointing any spell you have access to, which a Rogue will likely never be (Very very limited spell level, after all), so being mad about not also being innate more knowledgeable about anything Arcane, is pretty dumb.

I would personally also give an AT advantage on identifying illusion magic, similar to a wizard gaining advantage on spells from their school.

Can Tortle Monks benefit from Unarmored Defense? The PDF details that they don't get the Dex bonus, but what about the Wisdom?

>Int 8
>Cha 14
Are you playing an airheaded bimbo with huge tits?

you choose your AC calculation. so you can either take the free 17 or you can take the 10+WIS+DEX

>could I "shove" the enemy to the side

DMG 272 has the "shove aside" option for exactly this situation.

>charisma is physical appearance

Yes, multiclass to Barbarian and you can have 22 AC at second level (+3 wis and +2 con)

What are the best languages to take for an Out of The Abyss game?

With the first ability score improvement, should I take Shield Master feat as a melee fighter?

Could your rules understanding be any worse?