/5eg/ Fifth Edition General

>Unearthed Arcana: Three Subclasses
media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf

>Trove
rpg.rem.uz/Dungeons & Dragons/D&D 5th Edition/

>5etools
5etools.com
latest update-mega.nz/#!pQURTRDD!D0_R4jIXvN_wTZ1z-clszujTR3vVYaHYHXO1XnAzNrI
Use the Readme to get it working if you're computer illiterate, or ask for help ITT.

>Resources
pastebin.com/X1TFNxck

How do you feel about science fiction elements in your games?

Previous bread

Magic is indistinguishable from even modern day technology.

What if said technology is deemed anachronistic?

Then it's even more so the same. It's just magic by any other name.

So the issue is really a non-issue and and also bullshit,

Whats the objectively most fun class

wizard

Bard. Singing and insulting people is always fun.

I like at least small amounts of magitech gobbledygook. Spooky abandoned magic mad science, that sort of thing.

Bard probably

Any class you find fun.

Depends on:
1. Your system knowledge
2. What you've already played before
3. What other teammates are playing
4. What kind of campaign is being run
... And numberous other factors.

It's impossible to make an objective measurement without a large-scale survey or you being more specific.

Some of my players are for it, some others are adamantly against it's inclusion.

I can see that, my own opinion's gone both ways on the subject before. Too much of it just raises a lot of questions, with the "vaguely middle ages anachronistic time period" most fantasy games take place in relying on technology staying at a certain point. But I definitely don't mind the old cliche of old wizards with time and resources to spend on vaguely bullshit-alchemy-science-stuff.

Good points, I do agree. How do you feel about the inclusion of futuristic technology in a high fantasy game? Does that still cleave to "sufficiently advanced technology is indistinguishable from magic?"

Depends. On the ideal campaign, Bard and Paladin, on a munchkin terrible DM probably a divine or Draconic Sorcerer to fast forward through combat

Anyone have anymore of these fun cheat sheets, I'm playing with some new folk who might need the help.

You're gonna have to explain this one to me. How exactly do Draconic Sorcerers "fast forward" through the combat. I played one awhile back, and at the low levels before you can reliable spam Fireball they're pure torture. None of the versatility of the Wizard, none of the reliable damage output of the Warlock.

It is more of a long term strategy, indeed.
I had a tortorously bad DM for over a year whose idea of combat was running masses of bags of HP against our hypnotic pattern Bard have the party pinata the crap out of it.

So the maximum amount of damage in the shortest amount of rounds.

Which barbarian path makes most sense for a barb who is actually just an insecure coward pretending to be a fearless warrior? I play rage as being a rush of adrenaline and fear

>57383075 #
All three are really really good, depending on what you pick. I hate sounding like an MMO-fag but Tundra Herald and Ancestral are both good tanking options, the other two storm heralds have excellent damage for their action economy (and CON casting), and Zealot hits like a train and never stays down.
Ancestral has a nice fluff option, but the damage mitigation coupled with a 4th edition style mark mechanic makes yo actually put in work with that D12 and weapon resistance, and that's a very good thing.

>Want to play a Red Draconic Sorcerer for FIREBALL EXPLOOOOSIONS
>DM makes the first 4 levels go slow as fuck
>Finally get to level 5
>Awwyeah, I finally have fireball unlocked! I get to EXPLOOOOSION things now!
>DM proceeds to make half the combat encounters against fire-resistant enemies or enemies with fire resistant gear.
>DM says I have to pick out a new feat when I told him I picked Elemental Adept (Fire) as my free human feat.
>Also says I have to center the fireballs on enemies instead of casting it behind them (to avoid hitting my own allies).

Dunno, felt like sharing my experience with Sorcerer. Never had any of this bullshit happen when I picked Wizard, not sure why.

Ancestor's maybe? Could make it so the spirit that helps in his rage is an ancestor who actually was a great warrior, and leads enemies to attack him in hopes he'll get brave.

Its because your DM is retarded

>Which barbarian path makes most sense
Berserker. And i firmly believe it is only only that makes sense in general.

Well, actually, i am willing to consider totemic barb as well, but it think it is pretty narrow archetype.

Fireball is kinda super overpowered for it's slot level. No spell of it's level (except lightningbolt) does nearly as much damage, and no lower level spell can be scaled up to do nearly as much damage. I wouldn't blame a newer DM for not knowing how to deal with it.

That being said, he should have discussed it with you so you could both reach a agreeable solution instead of building all the encounters to counter you specifically.

Then again DM's talking to their players is the answer to like 80% of the problems in the game.

WOT4E Monk. Who doesn't like being the underdog.

If a DM said I had to center fireballs on creatures I'd consider walking out.
At the very least I'd respec. It's like saying clerics can only heal downed allies

Given Divine Souls ability to grab any cleric spell from level one, would it be balanced to remove the requirement for Theurge to grab all their domain spells before grabbing other spells from the cleric list?

No.
Divine Souls have very few spells known. Wizards are in best 'spells prepared' tier and already have arguably best selection of spells. Also, they can just learn spells from scrolls, which sorcerers can't.

Only if you remove the Wizard's ability to learn spells outside of the level ups, such as from scrolls and stuff.
Honestly this rule should be enforced on all Wizards anyway, not just theurges.

Kinda just leaves you with a shitty cleric with less HP and Armor, assuming the player didn't multiclass for those things. Healing in combat is generally a waste anyway, and out of combat you might as well leave it to the Bard or real Cleric or whatever.

I'm pretty sure most of you hate Critical Role, but I wasn't able to watch most of the premiere. Can I get some spoilers for their new races/classes?

Sure bud


Travis = Half-Orc Hexblade
Sam = Goblin Rogue (Female)
Laura = Tiefling Trickster Cleric
Liam = Human Abjuration Wizard
Ashley = Aasimar Barbarian
Talesin = Tiefling Blood Hunter (One of Mercers OC classes)
Marisha = Human Monk

Didn't watch it but an image of character stuff was posted a bit back. Liam is an edgy wizard, Taliesin is a jovial blood hunter, Travis is a Warlock, Marisha is a drunk monk, and still an idiot who cant read flurry of blows any more than spells, they have a tiefling cleric... And i forget the other details. I wanna say they rolled stats and Marisha obviously had nothing below 10

In all honesty, I'm the player in this instance. We're planning ahead for next game as the current one is due to come to an end and Theurge seems really crap themetically when it plays exactly the same as a wizard prior to level 10 for the most part.

Plus, no domains get Zone of Truth

Marisha actually has one of the worst stat pools, along with Ashley

Laura has total modifiers of +13, at level 2. Ashley has +5

Thanks anons

Has anybody made any homebrew for 5etools or knows what format it would need to be in?

Sam's character Nott is great. I'm not really interested in Fjord, Travis' Hexblade, yet - but I expect good things from how much I liked Grog.

Ashley's Aasimarbarian and Laura's Tiefling Cleric are kind of annoying. Hope they get better.

I have high hopes for Jester, trickster clerics are my fetish

But 5eg isn't the place to be shitting up with CR talk that most people don't care for

Theurge isn't crap, it's one of the more powerful wizard archetypes IN THE RIGHT PARTY.

Access to healing is super huge for wizards. Especially in a party without any healers already. It's just that if you're in a party where there's already a dedicated healer, the value drops off dramatically. A regular cleric will fill the role better and do it with more durability.

If your DM is letting you find/aquire spells to copy into your spell book easily, however, and you just wana nab an entire seperate class' spellbook, fuck you, you are being That Guy.

Judging by the current campaign (level 19), the current wizard has found a single spellbook in the entire campaign and already got two new spells from it

only got*

With the exception of Abjuration and Divination, MOST wizards don't play like anything special until level 10+. You're trading meaningful class features for a huge versatility of spells. Play Warlock or Sorcerer if you want a caster with lots of class features.

Why would you allow a wizard *more* Utility? They already make every other class useless in comparison

So let me just make sure I get this straight:
Wizards are dudes who worked hard the honest way to learn magic
Sorcerers are undeserving talentchads
Warlocks are sluts

Pretty much, except wizards are virgin, friendless losers who got too bullied by the martials.

A new player is potentially joining my group today. They won't know any of the rules. They want to play a magic person. I was just going to make a quick character for them, and later, if they stick around, they can make their own.

What's the best magic class to put them as? I was thinking arcane trickster rogue, but we already have a rogue, so there might be some overlap there.

Warlock

Ironically the paladin.

Warlock maybe? They wouldn't have to worry about preparing spells, and cantrips are easy to get your head around.

Give them a magical monster stat block to play, with a brief character description. Have them be the parties escort side quest, don't bother with a real character with pc stats for a potential one off. Monsters are easier.

Because Theurge is still a shitty cleric with less durability.

how do I bully my dm

I like that sheet, but can't you use your reaction on someone elses turn?

heat metal and fog

You seemed to miss the part where theurge is also wizard.

If I hold both ends of a rope, and then cast rope trick on it, does it just lift me as high as I want?
The spell says one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, but if I hold the rising end so that it carries me with it, and hold the other end of the rope up with my other hand, that will never happen.

Its got mage armor, access to shield, and potentially every cleric spell, on top of booming blade with a quarterstaff if you pick a domain with divine strikes, or god help you if you take Zeal from the Amonkhet PS, and then slapdash EK on top of it.

Two actions are possible:

Your character is instantly acclerrated beyond light speed, becoming pure energy and dying, as the rope trick spell travels an infinite distance in 6 seconds. You have to make a new character sheet, who will be introduced sometime in the session.

Or the rope trick spell rises until the rope COULD be perpendicular to the ground.

Your choice.

>potentially every cleric spell

Clerics only have 18 spells?

Or the rope extends to its full length anyway, ripping the character in half.

>Your character is instantly acclerrated beyond light speed, becoming pure energy and dying, as the rope trick spell travels an infinite distance in 6 seconds.
I got a good laugh out of that, thanks user.
It's always fun for ambiguity exploits to be thwarted with more outrageous ambiguity exploits.

If you want to steal the best cleric spells then you have to put the dedication in and focus on cleric spells rather than stocking up on the best wizard spells.
It's simple enough.

What would you say to someone saying "that's not how I DM"?

That actually couldn't happen, since the spell explicitly states "one end of the rope rises."
Nothing pulls on the other end of the rope.

A player to clarify.

I would tell him that it's fine to discuss it after the session, where his opinions will be considered, but in the interest of time, let's move on for now.

"OK."

And then either deal with how they DM, or pick my things and go home.

Is there anything else to it? I sense story.

I'm going to have a high level bad guy wizard use Dream on my players. How can they block it (beyond being an elf or not sleeping)?

What level are they?

7th level; a ranger, a wizard, a rogue, a paladin, and a bard. They have some slightly higher levels NPC allies, as well.

Actually, it's utterly harmless. But it is a phantasm and mind effecting so it won't work on mind barred people, nor will it work on the dead or undead.

Most importantly, the recipients can't question the bad guy, and he can't learn anything from them. It's literally harmless.

DM

Oh I thought you said worst.

>No casters or healers
How fucked is my party

Very. /5eg/ memes don't actually work.

Thoughts? I ported the Voldur from 3.5e homebrew to 5e. Wanted to replace the Savage Strikes with a version of Resilience.
>If you hit 0 HP but aren't killed outright, you can make a Constitution check (DC10) to stay fighting until the end of your next turn.

What's generally better: an archer with sharpshooter, a GWM with GWF, or a PAM with GWF?

At that level there isn't much they can do, they and the paladin could sleep in turns, and get his CHA mod as a bonus for their saves
If you fail the saving throw against Dream you don't get the benefit of the rest.

>What's generally better: ranged, melee, or melee?

Mask of many faces / disguise self / endless applications of fog cloud. If you never knew the creature properly in the first place you can't target them.
Or any form of the swampman philospihcal debate may work where a completely identical creature appears just as the old creature dies.

In theory, a deaf and blind creature that can't dream sufficiently may not be affected as they neither take the message nor notice the whole horror ordeal.

Contingency with dispel magic or a friend using dispel magic should be able to undo the dream spell before the end of 8 hours.
Antimagic effects, too.

Leomund's tiny hut is the most likely possibility.
Mind blank would block it.
Rope trick, mordenkainen's magnificient mansion and any form of not being on the plane while sleeping would block it.

Archer for DPR, PAM and Sentinel for mini battlefield control.

Would you allow disarm as an ability contest even with a battle master, and related maneuver, around?

Archery+CBE+SS is the strongest unless you have a feature that specifically requires melee. It does almost the most damage yet has extreme flexibility and runs off of dex, which is all great.
Shillelagh+quarterstaff+duelling+shield+PAM is best on a paladin but you should keep an ranged option.
GWM+PAM is best on a barbarian though you should keep a ranged option.

Really, it depends on class.

PAM lets you get an extra attack in while still holding a shield. Its leagues better than anything else if you have on-hit bonuses.

My players. Could not. Break out. Of jail.

Not even after I gave them a hole in the floor in one of two cells. Party of six, one a CoM druid. A tabaxi rogue.

Level 2.
No guards.
They had all their stuff.

Jesus Christ

The bad guy is attempting to bother them from hiding, trying to force them to act before they're ready! He wants them to come after him, especially now when he believes that they're ready for them.

However, Dream is an illusion spell; would it not work on someone, for example, who's mind can't be read, such as with an amulet of proof against detection and location?

That's the big kicker, not getting the benefit of a rest. They're in the city, now, relatively safe, but the bad guy is pushing them on, almost taunting them with his power in the hopes they'll march off and get themselves killed before they can stop his plans.

Nope, that would be like giving wizards or bards the chance to cast a spell unnoticed while there is a Sorc with silent spell in the party

Fireball is intentionally OP because it's iconic, but Erupting Earth actually scales better when upcast (higher average damage at 6th level or higher) unless your Fireball AoE is completely full of enemies.

In addition, the players are going to get a "care package" from a lawful good-aligned secret society, mostly of healing items and similar sorts of things; suggestions for what's in the care package?

Make it interesting things!

I would allow mind blank or any magic which brings the party to a new plane to make them immune from dream

I'm potentially building either a barbarian (zealot) or a blood hunter (lycan or ghost slayer). The blood hunter could be any weapon build but the barb would be a minotaur or goliath with some fuckhuge weapon and take absurd advantage of my DM's crit rules (max dice then roll and add).

In addition to what?

I'm the guy trying to screw my players with Dream.

A diamond for resurrection, magic ointments, some healing potions of varying rarity, an amulet or a periapt, each PC could get a different one, it could be an amulet of health or a periapt of proof against poison at that level, or maybe a periapt of wound clousure or even an amulet of proof against divination if you want something less powerful.

This way they can decide if they want to share and on who gets the stronger ones.

For a druid player I have who wants to make healing potions for the party; poke holes in it anyone?
>Your "Sacred Plant" when collected in quantity, in combination with certain other mysterious herbs and roots, can be alchemically treated and refined over the course of one long rest to create a simple rejuvenating tincture.
Requires four successful dc14 nature checks (while traveling the relevant terrain) to collect materials and one long rest to make the tincture.
A tincture can be consumed as an action, any creature who does regains 1d6+1 hit points or 1d6+3 if it is being consumed by the tincture's original creator.

A player elected to play a temporary character because his current one has been captured and the party make take at least 2 sessions to rescue him.

It'd be fair to give his actual character any xp the temporary guy gains, right?

Downtime of a year = hundreds of potions
I mean, sure, if your DM is fine with it. Or you could just take the damn healer feat.

Druids have Herbalism kits, so they can actually make potions of healing by downtime rules.

A tie between Light/Tempest Cleric, Evoker Wizard and Draconic Sorcerer