/5eg/ - Fifth Edition D&D General

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Last Thread: Do you have a favorite set-piece to play in? Like, a castle's great hall, a dark forest, city streets, or a poorly lit dank dungeon?

Other urls found in this thread:

forgottenrealms.wikia.com/wiki/Dwarf
homebrewery.naturalcrit.com/share/ByOwNQJEG
twitter.com/SFWRedditVideos

City streets, so few DM's (myself included) can make it great though.

Daily reminder that Dual Wielder is not intended to work with ANY improvised weapon

Can I have some feedback on this creature? Anything on CR or ability wording, what abilities to remove, etc.

Thinking about doing Eldritch Knight 7/War Wizard 13

Any opinions? Would going just straight EK be better? Or multiclassing with Abjurer or Bladesinger?

To clarify, an improvised weapon can only be treated as a weapon for skills, feats, etc if it actually resembles a real weapon that the user is proficient in.

So no, a fucking shield that resembles no weapon ever can't be used for dual wielding

Someone explain the forgotten realms to me. I'm playing through HotDQ tomorrow, and i need to know where the dwarves at.

If the players adds +2 damage from Dueling style he can't attack with his off hand period

Daily reminder that you should usually do the exact opposite of what crawford says if you enjoy fun.

Here: forgottenrealms.wikia.com/wiki/Dwarf
Go nuts.

>muh tyranny of fun

Yes faggot let's just let the players do whatever they want cause they want to and ignore serious balance issues and the game's design philosophy just so you can get an extra fucking 1d4+strength damage for free without losing the AC bonus

Not necessarily. According to the sage advice answer he only said it wasn't intended for dual wielder to work with shields.

Whenever Crawford mentions RAI it's because something unfortunate works RAW. Shields work with dual wielder RAW.

>serious balance issues

heh. Nope.

The real problem is the +1 AC from dual wielder on top of the shield's AC bonus.

Not talking about crawford, this is from the player's handbook.

So the best way to build a dual wielder character is to grab Tavern Brawler and the Dual Wielder feats?

>Weapon can be treated as an actual weapon if it resembles a real weapon

So shields wouldn't work but something like a shiv would function as a dagger?

Requesting the designer's twitter? Sage advice? quote where they encourage refluffing class mechanics.

Basically. If you break off the leg of a table, that can be a 1d6 club.

They do that roughly 30 times in the DMG.

>table legs do more damage than actual clubs
woaw

The improvised weapon rules are fucked.

I'd assume so. You could probably regard broken glass bottles as a dagger too given how they're functionally similar if you're not going for precise cutting.

If anyone knows a weapon that resembles a shield it should probably be allowed though. I wouldn't allow it being compared to something like a sharpened disk though as it would be slashing damage while improvised shield weapons would absolutely have to be blunt unless for some fucking stupid reason you'd pre-emptively sharpened your shield in which case it's not improvised anyway, it would have to have its own stats written for it.

Improvised weapons have a damage die of 1d4 you dumbasses.

Yes, +3 AC

>two feats for +1 AC
wow what a great build

If its club sized it should function as a fucking club, if its staff sized make it a staff. This shit isn't the product of bad rules its bad DM decisions

Only improvised weapons that have no resemblance to an actual weapon. It says in the PHB that otherwise your DM can have an improvised weapon treated like a regular one. For instance a table leg being a club.

>use my bonus action to strike with my sword
>use my shield as an improvised weapon as my action

dual wielder mofos

>To clarify, an improvised weapon can only be treated as a weapon for skills, feats, etc if it actually resembles a real weapon that the user is proficient in.

[citation needed]

If you roll for starting gold, do you add your background gold to it?

Reminder that you're GAY if you want to use your shield as an improvised weapon

No. You don't get any of your background items.

yes.

starting gold is class based in lieu of the basic equipment listed in the class.

background gold is separate and you get it in either case.

never change /5eg/

well okay.

I'm going to figure this out.

literally

>balance
>from the faggot that ruled lucky grants SUPER advantage if used in a scenario with disadvantage.

Crawford is a fucking retard.

The starting gold given for your class would need to be rolled for, things provided by background are determined by the player/what the dm will allow. Since you don't roll for your background gold you'd just add it on (unless you wanted to roll)

I need help /5eg/. I know y'all get the question all the fucking time.

I want to play but I have no friend that can DM and I really don't want to play the shop. It looks like my only avenue of play is going to be becoming a DM. I'm scared and don't know if it's any fun being a DM or if I'm ready. I only have about 40 hours of play experience. I know it's best to start with a module. But any help is nice.

But even without crawford the rules don't allow for improvised dual wielding unless it resembles a real weapon

Any tips from you lads into running a sandbox game for my group? I never done it before and I would appreciate all tips! Thanks.

...

Be ready to improv. A lot. You can have 6 different scenarios ready to progress the plot and your party will choose something else entirely.

Well fuck I've been doing that all wrong, then.

I let my players do both. I also let them multiply the money they roll by 3 since they start at level 3

So anyone know when the next product should be announced.

4

I thought background meant along the lines of character backstory, not listed background options. My bad


At level 3 you could even give them an uncommon magical item of their choice provided you make it not be combat related.

Start off in a town with many small threads and an idea of where they'll lead. The way I'd do it is have small indicators of where to find quests. Begin in a central area of the town, say a market or town square. Put things like a notice board, wanted posters around the place, maybe a particular tavern favoured by mercenaries, maybe an NPC with a broken cart/arm in a sling/some scars, a town mayor the party can always seek out, perhaps there's an undead in disguise that the party can find if they bother to check for one, maybe someone is secretly casting a fog around the town, maybe there's been a recent odd happening that doesn't involve any actual deaths or disappearances but occasionally half-eaten fruit is found in the mornings.

Lots of little things where the clue doesn't necessarily lead to what the party *thinks* it will lead to. That mayor might only have boring tasks cause he's inept, but later on you find other people disgruntled with the town's authorities . Maybe that undead guy isn't evil, he's been cursed without his knowledge and his body hasn't started to decay yet. Maybe that broken cart isn't due to bandits but due to a subtle change in terrain, indicative of soil being dug and replaced carefully but not perfectly. These are things that I find make it interesting for the players to discover because it subverts expectations and sets the tone for them to think creatively as opposed to relying on real world knowledge to predict where a plot is going.

Is a kobold cleric a terrible idea?

>unless it resembles a real weapon
where does it say that

Well you can use Sacred Flame in sunlight and attack spells only when you have your free advantage, so it's not too bad.

only because it's not a paladin

the screenshot was posted earlier Only cases where the improvised weapon is similar to an actual weapon can it be treated as such.

Cleric of Pelor

>Only cases where the improvised weapon is similar to an actual weapon can it be treated as such.

That's not what it says. Not RAW not RAI.

It says IF it resembles a SPECIFIC weapon the DM might treat it as THAT weapon, not that "only improvised weapons that resemble actual weapons can be treated as weapons for the purpose of you know using them"

I hate that you have so few skills in 5e... It's crazy.

what

homebrewery.naturalcrit.com/share/ByOwNQJEG
I just got done homebrewing my revised Sorcerer, including
-the spellpoints variant in the DMG merged with sorcery points
-more spells known past level 10
-more metamagic, eventually gaining them all
-origin spell lists
-revised capstone feature
-some jank formatting that makes the Spellcasting and Class Features text merge into the Sorcerer table
It's my first draft and I have yet to playtest it. Any advice or criticism is more than welcome.

Each player gets less skills than 3.5/P

She needs to go bankrupt and be driven into doing porn to make ends meet already.

If you have a negative constitution modifier do you remove those from your rolled hitpoints each level?

There are fewer skills in 5e (18, which you get at least 4 of at character creation). When you are proficient with a skill, you get the maximum bonus barring specific class features to it, so instead of having to spread thing you are automatically good at the shit you wanted to focus on.

I NEED your help in setting traps, or some sort of safety measure ( even comedy ones would be fine )

Im a 12th level sorcerer that purchased a small house in Waterdeep. There is a rogue in our group that I KNOW is going to enjoy trying to sneak in and steal my things.

What can I do to protect my stuff besides hording it on myself?

I'm desperate, please help.

thats a good question. Strictly speaking I'd say you're actually adding a negative modifier

Glyphs of Warding and Alarm spells

are there rules for what animals can qualify as mounts?

Hire another rogue to protect your stuff

Just finished dming Curse of Strahd. Now my friend wants to dm Yawning portal. I'm leaning towards a necromancy based character, what should I make?

What if you want to be a skill monkey? Four skills isn't a lot. Especially when you have to spend one just to be able to see and hear things.

Lore bard. Use your secrets to take the zombie spells.

They'd need to be suitable large enough (I think the rule is one category larger than the rider) and capable of being trained effectively. I'd say you actually need a player who knows how to train animal companions or such as part of their class, not just rolling to try and train it.

Both skill monkey classes either start with six, or have a way of getting more proficiencies.

How about if I just bought a mastiff mount as part of my starting gold? Would it have to be trained, or could it be considered already trained?

Illusion bard y/n ?

Any tips on how to play such a character?

If you want to be a skill monkey you'll either be a rogue, that starts with 6 skills and gets double proficiency to two of them, or a bard, who gets 5 skills and can add 1/2 proficiency to all non-proficienct skills.

I'm not sure that's cheap enough honestly. The rules actually state they're used as mounts but you'd have to be gnome/halfling sized.

Going with a beastmaster ranger could make this work though

just be a rogue/bard

iirc mastifs are 25 gp, and gnomes/halflings are playable races. So would that work?

There was a webdm episode that mentioned this t one point.

Essentially you multiclass a bunch of shit, taking the skilled feat, lore bard for +3 extra proficiencies on top of the *any* three, i think levels i warlock for the beguiling influence invocation so you get deception and persuasion

variant human rogue/bard +skilled as your feat

Still not enough. And what if I want to be any other class? I have to choose between

>knowing how to ride a horse without dying
>being able to talk to people without slurring my words

A trained mastiff is worth more than a normal mastiff is the problem. As a beastmaster ranger you'd get a pet for free regardless however it takes until level 3. Your companion can theoretically be trained to do a lot of shit however as you're a beastmaster

no, a mount mastiff is worth 25 gp.

That's not how skills work or what they mean.

...

I stand corrected, go with the mastiff then. Just be wary that they'll be pretty weak if they get caught out in combat

Handle Animal vs Persuasion

If we're just talking about stupid multiclassing for skills then Half-Elf Scout Rogue 6/ Lore Bard 4/ Knowledge Cleric 1 with Skilled and Prodigy gets proficiency in all 18 skills and has expertise in 11 of them.

He did say skill money so that works quite well.

Also take the lucky feat at some point cause the DM is gonna put requirements of 30 on skill checks at that point

If you make it so that you give out origin spells to a class like the sorcerer, one that doesn’t have a very big or perticularly impressive spell list, you at least make sure most of them aren’t spells they can get on their own spell list. Giving a full caster the ability to cast level 9 spells twice is the most retarded capstone idea I have ever heard. Whilst I agree that sorcerer should have more metamagics, giving them all of them at max level seems to defeat the point of specialation, I’d give them the same amount of metamagics as in the phb but spread them out less.

That’s still not how they work or what they mean.

best I could do just poking around

you can take your precious snowflake levels starting at level 4.

does half-elf come out better than v. human + skilled?

going to die the minute you need to do anything athletic

>player shows up to table with a Mastermind Rogue 3/Whisper Bard 3/Shadow Monk 1
>Endgame is Mastermind Rogue 3/Whisper Bard 6/Shadow Monk 11

He's gonna be fucking booty isn't he? I don't want him to feel useless in combat but I don't want to discourage him from the character he wants to play either.

>If you make it so that you give out origin spells to a class like the sorcerer, one that doesn’t have a very big or perticularly impressive spell list, you at least make sure most of them aren’t spells they can get on their own spell list.
Fair enough, I'll redo some of them. I don't want to make them too impressive, though, since having a not-so-impressive spell list is fair a weakness and I don't want sorcerers to be flawless.
>Giving a full caster the ability to cast level 9 spells twice is the most retarded capstone idea I have ever heard.
Any ideas for a different one? Again, this is just a first draft, but I'd like to have a powerful capstone to discourage multiclassing.
>Whilst I agree that sorcerer should have more metamagics, giving them all of them at max level seems to defeat the point of specialation, I’d give them the same amount of metamagics as in the phb but spread them out less.
I disagree with this. Sorcerers having less, but more flexible magic makes them unique. I could try removing a few of them, but I think just four is too few for a class that's meant to be flexible with their casting.
Thanks for giving your thoughts.

Not sure why they picked that over variant human but if he's already capped out at all skills with that setup they might as well just get the extra stats considering half-elf has a total of +4 to their total stat points

ah that makes sense. I don't generally theory craft.

lamentations of a non-optimized player
you should have dipped hexblade

>playing Chult
>Our DM using new chart for crits (both fails and successes)
>Our Dino triceratops take a arrow to the gut from a crit
>arrow deals 7 damage a turn
>Our Dino “Tropic Thunder” is dying from this wound
>Party Ranger, a mix of Indiana Johns and Steve Erwin, is positive that he can get the arrow out (+3 medicine no prof)
>Dives into the belly of the Dino and makes 4 20+ (20, 25, 20, 20) medicine checks to pull the arrow out.
>his wife using a steel mirror to give him light
>He crawls out after crushing the checks
>Shirt turned Red from white.
>Arrow in his mouth
>Winks
>”Crikey that was a tough one, I suppose I can add Dino anatomy expert and veterinarian to my list of classes offered”

Rolled 16, 15, 10, 12, 4, 18 = 75 (6d24)

>but I'd like to have a powerful capstone to discourage multiclassing.

pfft. I'll just play to level 21.