/5eg/ D&D Fifth Edition General

Crusade Against Filth Edition

>Unearthed Arcana: Three Subclasses
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>Trove
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>5etools
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>Resources
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Last time on /5eg/; What's your favorite weapon to grant your Paladins?

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imgur.com/a/yDxD2
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Weapon are for noobs.

That's why I go shadowblade on my bladesinger

>tfw accidentally post in bait thread
Eh, whatever.

Polearms are the strongest weapons in real life and in-game, so why aren't you giving them polearms?

tfw mods haven't filtered shadbase out yet

Make the campaign full-on gay to repell the pussy.

Maybe they didn't build to use polearms.

I'm a big fan of X and Board for flavor.

Just because they don't use the most powerful weapon doesn't mean all the wizards in the world are going to conveniently make weapons in case a sword and board paladin shows up 400 years later
They're going to put their magic in only the best weapons.

Why would wizards bother to make magical weapons that they very rarely can use?

So why does the other thread link to a porn website anyways?

Anyone ever fought a god?
We are going to fight eight of them at once when we get to 20 and I'm scared.

>Lightning Fleuret
>While holding this weapon, you can cast the following spells from it, Charisma is your spellcasting ability for these spells: Green-Flame Blade or Booming Blade. When cast this way the spell has a range of 10 feet, you can substitute the spells damage type for lightning, the melee weapon attack ignores the weapon's normal reach, and if the spell hits, the weapon damage type changes to the damage type of the spell.

What do you think?

/pfg/ is butthurt about our general not being as shitty.

Is this actually the reason? That's retarded!

Sounds neat. Give it a shot.

>make the campaign full-on gay
>thinking that won't attract the pussy

Girls love that shit, man

sure, kind of boring though.

Reach on booming blade is a bit strong...just hit enemy and walk out of range without getting attacked, then free proc on booming blade since they're forced to gapclose

I just might!
What could make it more interesting for you?
You can do this with Spell Sniper.

If it did something that wasn't just a cantrip but lol new damage type. Have it provide some utility that I can't get normally.

The best designed magic items open up options for the players using them.

Nah, it's not.

I'm in their Discord and they honestly never talk about this thread. The system /sometimes/ because the admin likes it but that's it.

Why would wizards make weapons for themselves in that case when they can just use cantrips or staves?

Oh, then who's the person posting shitbase constantly

A new year a new game. I playing a half elf celestial warlock I'm going for tome pact. Background suggestions for my Patron I can bounce against my own ideas would be appreciated.

War Wizards, Bladesingers, sometimes Abjurists.

Maybe someone commissioned a magical rapier from a wizard.

Just a shitposter. Ignore and report.

Working with my PCs to give them each a campaign long side quest. One of my PCs wants to ride a dragon. So I wanna introduce him to a dragon egg he take care of, but I want there to be some moral friction to the process. What should I do?

>Non-core wizards
Aren't real wizards
They're phonies.

Hmm... This might be a bit much but...

>Lightning Fleuret
>This magic weapon deals an extra 1d4 lightning damage on a hit. While holding this weapon, you can cast the following spells from it, Charisma is your spellcasting ability for these spells: Green-Flame Blade or Booming Blade. When cast this way the spell has a range of 10 feet, you can substitute the spells damage type for lightning, the melee weapon attack ignores the weapon's normal reach, and if the spell hits, the weapon damage type changes to the damage type of the spell. In addition an action, you can summon 4 small crackling orbs of lightning to orbit around your form for 1 hour. You can use a bonus action to send one of the orbs streaking toward one creature or object within 80 feet of you. When you do so, make a ranged weapon attack. On a hit, the target takes 4d12 lightning damage. Whether you hit or miss, the orb is expended. Once used this feature cannot be used again until the next dawn.

Borrowed from the Crown of Stars spell, if that makes this more interesting/unique. I considered saying you need to be in a location where you can see the sky to summon the lightning orbs, I'm just not sure how to word that.

>Abjuration School
>non-core

Reposting this: Can anyone post the greentext story of when a bunch of unwashed nerds put out an ad for a new DM and they ended up finding one who had them clean themselves up to keep playing, gave them gold stars for behaving and it turned out she was a teacher?

try not making it a damage buff, because that gets into balance issues. Try instead to make it unique utility.

Like a lightning weapon that can turn the damage into lightning, and also pull metal objects to the weapon.

DD 5th Edition Wakfu
Rate these races
Cra
Ability Score Increase: +2 Dexterity, +1 Wisdom Size: Medium Speed: 35 Feet Keen Senses: Proficiency in the Perception skill Cra Weapon Training: Proficient with longbows and shortbows Hit and Run: You may Disengage as a bonus action Master Archer: +2 to hit with longbows and shortbows
Ecaflip
Ability Score Increase: +2 Dexterity, +1 Charisma Size: Medium Speed: 30 Feet Darkvision: Can see within dim light up to 60 feet as if it were bright light Lucky: When you roll a 1 on an attack roll, ability check, or saving throw you can reroll the die and must use the new roll Feline Nimbleness: You can move through the space of any creature larger than you Feline Leap: You have advantage whenever you make an ability check for jumping
Eniripsa
Ability Score Increase: +2 Wisdom, +1 Charisma Size: Medium Speed: 30 Feet Transcendence: You have a small pair of wings and while you are not capable of true flight you may use Feather Fall and Levitate as at-will spells. Expert Healer: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains a number of hit points equal to your proficiency bonus
Enutrof
Ability Score Increase: +2 Wisdom, +1 Dexterity Size: Medium Speed: 30 Feet Faking It: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Prime of Life: You may recover a number of spell slots equal to your Wisdom modifier. You can’t use this feature again until you finish a long rest. Treasure Tracker: You have advantage on all Perception and Investigation rolls made to find treasure, gems and precious metals.Shovel Master: Proficient with great axes

Feca
Ability Score Increase: +2 Wisdom, +1 Intelligence Size: Medium Speed: 30 Feet Untouchable: You get a +1 to your Armor Class when wielding a shield. Always have proficiency with shields. Provocation:Monsters targeting allies within 5 feet of you with melee attacks must rolls a Wisdom saving throw (DC 8+ your Wisdom modifier + your level), if they succeed they attack normally and if they fail they have disadvantage when attacking any target other than you. Lasts for 1 minute, you can’t use this feature again until you finish a long rest. Perfect Armor: You know the Blade Ward cantrip. Once you reach 3rd level, you can cast the Shield spell once per day. Once you reach 5th level, you can also cast the Aid spell once per day as a 3rd level spell. Wisdom is your spellcasting ability for these spells.
Iop
Ability Score Increase: +2 Strength, +1 Dexterity Size: Medium Speed: 30 Feet Menacing: You gain proficiency with the Intimidation skill Brave: You have advantage against being frightened Savage Attacks: When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical.
Osamodas
Ability Score Increase: +2 Constitution, +1 Wisdom Size: Medium Speed: 30 Feet Tamer: You have Proficiency with the Animal Handling skill. Always have proficiency with whips Speak with beasts: You may convey and understand basic and simple ideas with beasts. Symbiosa: You may cast Enhance Ability as a 2nd level spell on yourself. You may use this spell a number of time equal to your Wisdom modifier before you must take a long rest.

Pandawa
Ability Score Increase: +2 Strength, +1 Charisma Size: Medium Speed: 30 Feet Brewer: Proficiency with brewer’s kit Bamboozle: Whenever you hit an enemy with an unarmed strike, improvised weapon or bludgeoning weapon you push them away from you 10 feet. Master of Merriment: You gain a +2 to your Initiative rolls. Also when you drink a strong alcoholic beverage you get a +2 to your damage melee rolls for a number of rounds equal to your Constitution modifier. When the last of these rounds is over you take a level of Exhaustion. You may drink multiple beverages to extend the duration but each drink adds to the levels of exhaustion you take.
Sadida
Ability Score Increase: +2 Wisdom, +1 Strength Size: Medium Speed: 30 Feet Survivalist: Proficiency with the Survival skill Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena Fleet Footed: Treat natural difficult terrain as open terrain Forest Protector: You know the Thorn Whip cantrip. Once you reach 3rd level, you can cast the Entangle spell once per day. Once you reach 5th level, you can also cast the Spike Growthspell once per day. Wisdom is your spellcasting ability for these spells.
Sacrier
Ability Score Increase: +2 Strength, +1 Constitution Size: Medium Speed: 30 Feet Sacrifice: When an adjacent ally takes damage you may switch spaces with them and take the damage for them. You may use Sacrifice once per round. Clinging to Life: When you drop to 0 hit points you fight for one more round before becoming incapacitated. Moribund: For every 10 hit points of damage you take you receive a +1 to your melee damage rolls to a maximum of +3. This bonus goes away for every 10 hit points of damage that are healed.

Sram
Ability Score Increase: +2 Dexterity, +1 Intelligence Size: Medium Speed: 30 Feet Superior Darkvision: As Darkvision but with a range of 120 feet Stealthy: Proficiency with the Stealth SkillStabber: You get a plus +2 to damage roll when using piercing weapons with finesse. Spooky: You know the Chill Touch cantrip. Once you reach 3rd level, you can cast the Silent Image spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once per day. Intelligence is your spellcasting ability for these spells.
Xelor
Ability Score Increase: +2 Intelligence, +1 Wisdom Size: Medium Speed: 30 Feet Temporal Waves:You may add or subtract up to 2 on your initiative rolls. You may use this ability a number of times a day equal to your Intelligence modifier. Master of Time: You know the True Strike cantrip. Once you reach 3rd level, you can cast the Sanctuary spell once per day. Once you reach 5th level, you can also cast the Hold Person spell once per day. Intelligence is your spellcasting ability for these spells.

Runequest Dark Troll
Ability Score Modifiers: +2 Constitution, +1 Strength
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Underworld Dweller: You have Proficiency in Stealth
Sunlight Sensitivity: You suffer Disadvantage on sight-based Perception checks and on attack rolls when you or the object of your attack/scrutiny is in direct sunlight.
Echolocation: Your Darkvision represents sound waves and is blocked by the Deafened Condition rather than the Blinded Condition.
Rock Gut: You are capable of deriving sustenance from any organic food source or inorganic substance such as rock. However you may only digest rock and other inorganic substances once per long rest. You have resistance to poison while using Rock Gut.
Uz Weapon Training: You have Proficiency in Club, Greatclub, Mace and Sling.

Legend of Zelda Gerudo
Ability Score Modifiers: +2 Strength, +1 Charisma Size: Medium Speed: 30 feet Vision: Normal Powerful Build: You count as 1 size category larger to determine your capacity to Carry, Drag, Lift, Pull and Push. Gerudo Weapons Training: You have Proficiency in the Scimitar and Trident. Daughter of the Desert: You are acclimatized to desert conditions and require only half the normal water amount per day.

First time DM. Should I just use a pre-made adventure or is that too boring?

depends on the adventure, but honestly I'd suggest against it past maybe... lost mines of phandelvar (to get your boots wet so to speak)

Use a module so you can focus on rules adjudication until you get into the swing of things. Play LMoP, and then see how it feels.

>Lightning Fleuret
>This magic weapon deals lightning damage instead of the weapons normal damage type. While holding this weapon, you can cast the following spells from it, Charisma is your spellcasting ability for these spells: Green-Flame Blade or Booming Blade. When cast this way the spell has a range of 10 feet, you can substitute the spells damage type for lightning, the melee weapon attack ignores the weapon's normal reach, and if the spell hits, the weapon damage type changes to the damage type of the spell. While wielding this weapon you can use an action to pull all metal objects that are not being worn or carried and are 200 pounds or less within 30 feet of you to your location. In addition an action, you can summon 3 small crackling orbs of lightning to orbit around your form for 1 hour. You can use a bonus action to send one of the orbs streaking toward one creature or object within 80 feet of you. When you do so, make a ranged weapon attack. On a hit, the target takes 3d10 lightning damage. Whether you hit or miss, the orb is expended. Once used this feature cannot be used again until the next dawn.

How about now? I dropped the extra damage and let them keep the !NotCrown of Stars features with lower damage and orbs. I went with 100 pounds for the metal drag as there is no limit on it.

Pre made adventures really cut down on the stress of prepping for me, and are probably better than what I might come up with.
Depending on how much time you have I recommend reading some of CoS and then watching how Chris Perkins runs it and changes things and adapts it to his players

Thanks, but our group just played LMoP in our last campaign. Guess I'll get to work on my own setting.

People are saying shad but the OP just looks like art of a paladin.

If you still feel like a new DM after running LMoP, move on to PotA or CoS.

Was meant for . From what I'm seeing it's looking like a Very Rare item similar to Frost Brand.

What weapon would you give a hexblade warlock?

I was thinking maybe a glaive that could force an enemy to make a save or be afflicted with short term madness.

Abjuration school doesn't get melee waepon proficiencies as standard.

Out of the two, I suggest CoS, it's a bit more open ended with how things go, easier (IMO) to adapt things to character choices, and all around more fun. I HIGHLY suggest you read the whole thing though, and take notes, lots of notes.

rod of the pact keeper to boost their EB ability
obviously

Wizards get quarterstaves and daggers by default. More than enough to at least try and wade into melee combat.

drop the lightning orbs, because it feels like it overly complicates it.

Not really, though. When most monsters fuck you up royally at close range, all you want to do is keep away and either use ranged attacks, spells or fucking run depending on circumstances.
Instead it's more likely someone who actually needs and uses weapons will ask a wizard to make a weapon for them.

Rod of the Pact Keeper works well, Ring of Spell Storing is also amazing for everyone. Weapon wise any of the swords from the DMG work well as they stack with Improved Pact Weapon. If those are not good enough for you here are some homebrew items I made that might also work.

It’s a chromatic dragon egg so the little wyrmling is more inclined to its parents behavior(black sadism, red greed,Blue narcissism, green manipulative) so it’s a process of nature vs nurture or he tries to find a way to hamper the dragon’s intillegence/sentenience

Apologies meant to post this one.

Sure. I'm not saying it's ideal, but it's doable. Just needs a bit of know-how.

A Solar who was sent down to the Mortal realm by x God to defend y place. During that time it came to understand the frailty and brevity of human life, and grew close to an elf woman who felt the same. They did deed, and she birthed an elf who grew to be someone famous.

You're his great-great grandson or daughter, and the human side of the family has forgotten the angelic blood. Great grandangel still watches over you though, and you and he connect via a chance encounter of magic.

The bond is weak at first, but you're determined to grow stronger to understand this being.

Aw, I like the lightning orbs they are cool and flavorful. Though yeah they probably cause the weapon to feel a little bloated.

How is drunker master monk? I about to finish a campaign as a wizard and I have never played as a monk.

drop the cantrips then. Something has to give imo, and I wouldn't drop the weapon's utility.

>EB
>On a PAM Hexblade
Fuck is wrong with you?

I'll drop the orbs. I'm sure I could put it on another weapon. By the way what Rarity were you looking at when balancing this?

>Lightning Fleuret
>This magic weapon deals lightning damage instead of the weapons normal damage type. While holding this weapon, you can cast the following spells from it, Charisma is your spellcasting ability for these spells: Green-Flame Blade or Booming Blade. When cast this way the spell has a range of 10 feet, you can substitute the spells damage type for lightning, the melee weapon attack ignores the weapon's normal reach, and if the spell hits, the weapon damage type changes to the damage type of the spell. While wielding this weapon you can use an action to pull all metal objects that are not being worn or carried and are 200 pounds or less within 30 feet of you to your location.

This seems like a rare item from what I can tell?

I mean, hexblades are best at EBing, so why not EB? It was clearly designed with EB in mind.

That does not mean that the player is playing the Hexblade that way. They could be using the martial side of it more and focusing on Glaives or something.

Will we ever be free of the faggotry of egotistical pedos?

Because before level 11 PAM lets you make 1 more attack than EB would, which means you get to proc Hex/Hexblade's curse an additional time, add your modifier and additional time, and have an additional chance at critting.

Having a +1 weapon makes you equal to EB at level 11, and a +2 makes you better

Only at level 17 is EB better, and most campaigns never reach that level.

Also, Sentinel + PAM allows you to really cheese, pretty much guaranteeing an AoO which means ANOTHER proc of hex/Curse ect.

That MADness, though. If you want sentinel+PAM to stop enemies 10ft away you can't use a shield anymore and you're not using the charisma attacks deal which makes one question what hexblade is really for in that case
If you can get a +X weapon, a rod of the pact keeper is just as good.

Ranged combat is superior to melee combat and repelling blast only makes it even better. But yes, for the more relevant levels you can use PAM to do more damage than EB, though it doesn't really feel worth it for the risk you put yourself in unless you have allies who boost melee ability such as with wolf barbarian.

There you go user.
imgur.com/a/yDxD2

> party beat CR14 creature at level 7
Single Monster is bad meme.

>Not using Charisma attacks
Yes you are.

>I'm sure I could put it on another weapon
Not sure if this is Very Rare, but its a starter.

Premades like training wheels- a good way to get used to running things until you want to do everything yourself. Starting off with a module then going your own way is very common and seems ideal. I personally started with my own campaign, which suffered a lot from my own inexperience and eventually dropped off. It would have been better to get practice in with a premade.

Unless they have legendary actions and resistances, you should never let out a single monster against the enemy.
Unless he's intended just to soften them up and waste their resources. My party thought that the Fire Giant was the boss fight, but he was actually just a speed bump before the real boss fight.

If you want to use quarterstaff and shield, sure. But you can't do sentinel cheese with that.

Honestly, I might start giving my PCs stickers now...

If you cast Invisibility on a familiar, then cast a touch spell through the familiar, does it turn visible?

Three high level clerics are going to ambush the party in the next session. How do I make this battle interesting?
The party is level 17 with six players and the clerics are gong to have 8th level spells each.
I was thinking of littering the battlefield with Symbols and using Control Weather to impose disadvantage on ranged attacks so the party would need to get close while dodging spells.
Once they get there, good old earthquake could rearrange the battlefield. The clerics would probably have any non-concentration buffs they can up at all times including Death Ward to give them more chances to cast.
Anything else to give the players more to cry about? They are pretty heavily equipped with magical items including artifacts so I don't want to go easy on them.

You can use a glaive with charisma too.

I'm shocked that somebody actually plays at levels that high. Do you have any experiences and insights to share with us?

That's kinda cute, creepy, and funny.

I award my players with in-game relationships and inspiration occasionally, I never thought about stickers... I can't do it cause my game is run on Roll20. I give them kudos and tell them I'm always proud of them no matter what they do, and I want them to succeed so I hope that's enough for them.

Oh, right, part of the pact of the blade synergy and all that. Though getting to use a different pact is an advantage all in itself.

"If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type."

>insight
Shit gets wonky at high levels. Characters have so many ways of dealing with stuff you need to keep them under pressure constantly. Their damage and CC potential is huge so single monsters work even worse than low levels.
The characters are also very hard to actually kill, barring player retardation. Even stronger enemies need to be played smartly to make them challenging and to prevent the paladin from critting liches to pieces in a single swing. Had that happen with and illithilich because I'm a moron and didn't have contingency dimension door prepped for him.
Different party compositions have different weaknesses, ours is poor ranged damage potential and a retard wizard player. The DM can aim for those weaknesses to make fights more difficult.
That's about it. I still haven't gotten used to the players being this strong. It feels like they were level 7 just yesterday.

>3 fucking threads up at the same time
the hell is wrong with you Veeky Forums?

Now I'm wondering whether or not to respec my warlock to just be a tomelock.

The party consists of a Paladin,a rogue, a ranger and me.

>fav pally weapon
i should rebalance this for 5e someday

Shadposters

Already in the DMG.

>caster hold persons enemy
>paladin hits him
>dispels hold person fucking the whole party over
it's not as good as it looks

>be me
>trying to play tomelock
>dm says i have to play my patron myself
>half the point of playing a warlock is gone
what do Veeky Forums?

your right it did have a downside but it worked wonders for all the mage fights in the game with their buffs

Grant yourself boons and be very lenient with yourself.

I know some weenies who'd love to have this option since it'd mean they can just make their patron 100% benevolent with no other end of the deal instead of the bargain coming to relevance in the campaign.

Make it so you have no patron, you're a researcher of the eldritch and unknown and your powers come through exposing yourself to the unknowable and making it out with your sanity intact.

If your DM doesn't want to play the part of your patron, it might as well not exist.

Some patrons are 100% benevolent, it's possible to roll it as patron attitude in XGTE.

Any suggestions for multiclassing as a pally? I'm currently oath of the ancients, and I'm thinking of going fey-bladelock for story reasons, but I was curious about any other good options gameplay wise.

What should be my level 1 class in a Bard/Paladin multiclass?

Bard has more skills/better saves, but paladin has better proficiencies and hit die, so more starting HP so I'm kinda torn.

Oh no, what a nightmare.

>Be cleric
>DM clarifies that I'm a cleric of a new god, and it's hugely important
>Apparently, my arc is about creating a completely new religion
>Oh, that sounds nice
>This is everything that I wanted!

According to the DM, we're almost 2/3 through the campaign. So far, I have almost no followers or disciples. Why? Because my god hasn't revealed anything about himself yet to me. No ten commandments, no guidance, not a single word of anything. I don't know absolutely anything about him except for his name (and neither does anyone else in the world, apparently), so I can't exactly preach or convert.

>My god is awesome!
>Oh yeah? Fine, tell me about him.
>Uh... Well...

See this is what I was afraid of
I'll just do this thanks user
Depends on subclasses you're gonna take

I'm avoiding Lore because it's meme-y, so Swords/Conquest.