/5eg/ 5th Edition General

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

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

>5etools
5etools.com
Stable releases - get.5e.tools/

>Resources
pastebin.com/X1TFNxck

Previously, on /5eg/:
What are your favorite unusual mounts?
Have you ever played a small character with a medium mount?

Mount stories: go!

Other urls found in this thread:

youtube.com/watch?v=Ml4wAnvfM4M
roll20.net/compendium/dnd5e/Bard Spells by Level#h-Bard Spells by Level
twitter.com/SFWRedditImages

Axe Beak
I was playing a Steve Irwin-based bard focusing on grappling and animal/monster knowledge.
Shit was cash.

>What are your favorite unusual mounts?
>Have you ever played a small character with a medium mount?
>Mount stories: go!
Yes.

Halfling Lore Bard. Had a horse until level 5, when it tragically died.

At level 6, I picked find steed, and summoned a wolf. Ended up grabbing mounted combatant at level 8, and become quite good at mounted combatant with a Rapier. It was pretty funny, even if people had a tendency to call my character a furry, because I generally spent time getting to know the wolf, while they ran around wasting gold on whores.

Still, it became a memorable duo, once the jokes finally subsided.

When's the earliest I can go full knigga? Maybe not pic related tier knigga but pretty knightly and tanky

>finish LMoP as a lvl 5 Fighter
>next campaign we'll all start at lvl 5
>roll up a new character, Valor Bard
>ask DM about what'll happen to our previous characters loot (since next campaign is going to continue on the old one)
>DM: "If you want your old fighter's stuff you're going to have to defeat him 1v1 with your new character in a deadly combat arena"
>2 hours of the most intense fight I've ever had ensues

Anyone else's DM do anything similar?

hours of the most intense fight I've ever had ensues
Did he at least play the appropriate music?

youtube.com/watch?v=Ml4wAnvfM4M

Cavalier, Forge Cleric, anything with Heavy Armor Master.

Depends on when you want to do it.

My GM did more or less the same, but
>GM encourages us to give a solid background to him
>Makes a LMoP character
>Old fighter guy, wants to retire, not feeling it anymore
>Has a son who has to take up his mantle one day
>After LMoP, he accepts one of the many offers (Can't remember who, but he stuck around with the guy we rescued from the goblin cave), and passes his loot to his son, and settled down in Phandelin with his elf wife.

My GM did not expect that, but he let me do it anyway. It let my Bladesinger start with a pretty nice weapon at level 5.

Why did it take two hours to beat a level 5
It should've been over in like 5 turns max. He either smacks you with like 2 - 3 GWMs, or you Dissonant Whispers him into a corner

People who play or DM on Roll20, does your group use music in your campaign? How does it go? Do you think it helps with immersion? Do you think it's worth the effort for me to find suitable music for my campaign?
What kind of music do you use? Mostly ambient and/or combat music?

Maze like arena with traps everywhere and plenty of high walls to hide behind, most of the time we had no idea where each of us were. Bards don't have dissonant whispers, in fact I didn't have a lot of offensive spells at all. Tried to keep my distance and take potshots at my fighter with a bow but he has ridiculously high AC. Failed to get him with Hold Person multiple times so had to keep dancing around him and luring him into traps.

My DM uses music and it's pretty neat. He uses ambient for RP scenes and combat tracks for (duh) combat. Moreover, he does the thing with making a track out of ambient noises and music Darkest Dungeon style (the music there becomes more intense the less light level you have).

mostly distracting, for us

could be because our gm used largely video game soundtracks we were all familiar with

My DM has an enormous set of good songs (nothing with vocals, though). He generally keeps specific songs for specific types of scenes and just has a bunch of random songs he cycles through for random scenes.
It's generally OSTs from JRPGs or some other decent Western ones for hype.
As an example of specific settings he uses, if we're fighting on bridge, he plays Battle on the Big Bridge and will probably find some way to throw a copy of Gilgamesh and Enkidu at us. If we're doing a miniboss before a big boss, he'll play something like Unfinished Battle from Xenoblade or Into Free from Dragon's Dogma (without vocals, obviously). Something that builds hype.
That's just off the top of my head, though.

Fantastic, im jealous. All my previous characters get whisked away to fill govermental positions.

>Bards don't have Dissonant Whispers
what

Didn't see it on the Bard spell list at least, so didn't pick it.

Mecha Allosaurus with night vision goggles that i can enlarge with spell.

>You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.

It's only on TWO spell lists, Bard and Warlock, because of how thematic it is to each class.

Can anyone recommend an awesome lv1 one-shot adventure for new players? Something that has a nice balance between RP and combat would be nice. Thanks.

>awesome
>level 1
None.

Guess I just used a shitty source page.

roll20.net/compendium/dnd5e/Bard Spells by Level#h-Bard Spells by Level

I played Zangief. I grappled a dragon and clung to its back with the riding rules you can do on creatures of large sizes.
It couldn't beat my AC (I kept getting lucky) or my Bearbearian resistances and I kept slapping it with Stunning Strikes until it fell down (I think it needed a 2 to fail) and then I rode it to the floor Monster Hunter style

You're better off with making something yourself, lad.

Death House, although the difficulty can be pretty hardcore for new players so maybe tone some encounters down.

>Weapon Master
>You gain proficiency with four weapons of your choice.
Weapons, as in, very specific weapon, like Greatswords or Daggers, versus Martial/Simple? Does it stack with general Martial/Simple Weapon proficiency, or is the feat just plain useless if you're already a martial?

You go to the candyland city and fight a bunch of gumdrop monsters who shoot chocolate at you. The chocolate heals you and it keeps your babby level 1s safe and happy

This Death House is written as a milestone adventure, and if you run it as written, players are supposed to reach level 2 before encountering any combat.

It's better if you just give him a leveled quick build character, it's just for one session after all.
If you really have to use lvl 1 character, then school bully investigation, no twist, just ordinary bully.

Weapon master is a weird feat if you are already martial.

You know what’s odd about the proficiency system?

Armor proficiencies are the only proficiencies that don’t involve your proficiency bonus.

And weapon or spell attacks never, as I have found, are the beneficiary of any form of Expertise in which proficiency bonuses are doubled.

It's supposed to be "hey I'm a cleric who has only simple proficiency, let me take a longbow and a sword/hammer" etc. It's a waste if you have martial, HOWEVER there might be a situation when there's some exotic setting-specific weapon that you're not proficient with, like an ayy lmao laser rifle maybe, then it might be worth a shot.

Specific weapons.

It doesn't stack (there's nothing for it to stack with).

It's probably one of the worst feats one can take, it's there to allow your character to wield weapons their class can't normally. I've only ever seen Rogues take it so they can get Whips for reach+finesse.

Expertised weapons would be absolutely retarded

Well, that's understandable, since 5e doesn't want ACs to become an unhittable target. Plate armor + shield + proficiency would be an AC of 26 by 17th level, which someone with a +11 to attack would only have a 30% chance of hitting.

Conversely, getting Expertise with attacks would push a 17th level character to potentially have a +17 to attacks, which means they'd have a 50% chance of hitting AC 28, and would auto-hit someone in plate armor if not for the fact that a natural 1 is always a miss. So that unbalances the underlying math of the game as well.

Having said that, though, some kind of power or ability which lets you temporarily add your proficiency bonus to AC, or double your proficiency on your next attack, would be neat.

Expertise I can understand, because it's a skillmonkey thing. Armor Proficiencies I found odd, but I guess that's kind of because everything already has a big AC to begin with and it would be weird to have someone's AC be extremely high and someone else with a wimpy AC and then trying to be the GM and make an enemy that poses a threat to dude A without melting dude B.

>(there's nothing for it to stack with)
Weapon class. For example, a Landsknecht is good with most war weapons, but the greatsword is his specialty, so he does better with it than anything else with his proficiency applied to it twice. At least, that's what I was imagining its purpose was. It sounds kind of retarded, though.

So, Offensive Duelist feat?

Wrong, there are a few encounters before the first milestone. You level up when you discover the hidden passage into the dungeon area, but the house itself has a suit of armor, a spectre and a broom of animated attack. The two former ones are really strong for level one characters (animated armor has super high AC and Specter resists pretty much everything and can instakill many lv1 characters due to its life drain effect, which drains ~10 max HP on a failed save, so if that hits your Sorcerer or Wizard they're dead immediately).

>weapon class

Is not really a thing in 5e, although fighting styles are supposed to do this. So, like I said, there's nothing for it to stack with.

I really fucking wish we had ways to increase our proficiency with weapons

just levelup bruh

By weapon class I meant the broad categories of weapons such as Martial Weapons, which martials by default have proficiency for when using any weapon that is classified as a Martial Weapon, which is what I imagined that Weapons Master proficiencies would stack on top of.

Which means literally everybody will be equally good at using a dagger at level 20, no matter what class you are.

That's retarded. I want my weapon master / grand master options.

A bit more refinement of weapon feats then?

Why's it matter? It's not like the fighter is randomly gonna switch from his greatsword to a dagger. As far as your characters are concerned, no one knows how to use a dagger properly outside of you.

>"I am a master of the art of the mace!"
>"However, I don't get +2 to attack with clubs that are basically the exact same thing"

GM viewpoint: this allows me to let someone specialise in a weapon not on the list, or a non-weapon of their choice. Example, a player decided to specialise in some weeby chain weapon, which was a short sword statline, but could be thrown once without letting go of the weapon, as well as being counted as wielding two weapons. It is not something I would normally give, but at the cost if a feat, it felt fine.

Similarly, I let a Monk specialize in 4 different everyday objects, and let them count as monk weapons. He picked bottles, chairs, tables and trays.

More or less. And official, instead of being UA, which my GM is too much of a faggot to allow.

Because it allows you to legitimately be better st something than someone else. You know, Character customization. We uses to have that.

No they fucking aren't.

>Similarly, I let a Monk specialize in 4 different everyday objects, and let them count as monk weapons. He picked bottles, chairs, tables and trays.
>JackieChan.gif

>variant human
>take the feat multiple times
>make every object a weapon

Then get a magic dagger and now you are better than them with it

That sounds neat.

Jackie Chan would have chosen ladders instead of trays.

So.. you're not better.

Please explain to me how a person could be better at hitting a thing with heavy blunt stick than at hitting a thing with another heavy blunt stick.

Why the fuck does it matter. You want to be better for the sake of saying your character is actually better when swinging it, but for RP purposes you fuckers won't tell the difference between two people with 20s if one person has used a dagger his whole game and the other hasn't, they'll just imagine the dagger guy is better. Most people don't know that the magical +3 dagger makes them 15% more likely to hit.

If you really want specific weapons, here's a homebrew rule: no one gets proficiency in anything, you pick two weapons. Go.

One is a stick - Literally a short stick - while the other is a stick with a very heavy head. The balance is completely off, and you need to hit with the head specifically.

I dont even care if it applied to several weapons bunched up in categories, but your example is retarded, and I am honestly surprised you don't know this.

Meh.

I just miss the proficiency system form 2e, sue me.

Are there any official resources for illicit drugs? I'm making a drug fiend barbarian, I'm buying gear instead of taking class freebies, and I'm not broke yet.

PHB says nunchakus are clubs as well (in martial arts description)
Now, if you'll argue that a wooden club and mace are more distinct than a wooden club and nunchaku, I should probably be worried.

It's not like WotC gives a shit about any kind of realism.

By lvl 5 you should have plate already. Plus a shield and your AC is 20. Defense fighting style and it’s 21. Not too shabby right there especially in a game where AC just never scales

Nope, but make some shit up with DM, having illegal trade is hella interesting.

Adding to this, Paladin has Shield of Faith and Eldritch Knight has Shield, for spell boosts to your AC.

yeah dude the roll20 compendium sucks dick

use 5etools in the OP

A most Potent Brew
DMs Guild

>WoTC doens't care
>therefore there is no distinction

>Bottles, chairs, tables and trays
>not Rope, Ladders and Dustbins on the condition that he's drunk, is holding a baby or doesn't want any trouble.

>there's no distinction in the rules
>let me make up one
???

I mean, ultimately it's DM fiat central.

To be fair, that is just outlining options for the turbugrogs who liked having 120 fucking weapons with minor differences, and gets their panties stuck if they have to take a CLUB to represent PRACTICALLY THE SAME WEAPON.

But I see your point.

I liked giving them situations where they had limited resources or equipment, and insyead of just using his fists, he used chairs, because there is pretty much chairs everywhere.

He became known as the chairmaster.

His catchphrase became "take a seat".

>actual maces and clubs are different things idiot
>you're the idiot because WoTC says nunchucks are clubs!!! RREEEEEEEEEEEE

you're changing the goalposts to a diving board

Not the same user, user. I'm just saying it's perfectly normal to treat one as the other, or even just use it for stats for another weapon.

My GM does, he tends to keep it within the realm of the game, so stuff like the witcher, elder scrolls, warcraft, etc. I feel that it helps set the mood for the players. However I tend to just listen to my own music on very low, stuff like blind guardian, kamelot, luca turilli and whatnot.

there are only so many dice, I mean sooner or later you're going to have two things with a d6 b damage, but a mace and a club are not those things

new to game, can backgrounds give special bonuses?

my friend who is also new wants to make a fighter with the background that he was raised by tieflings, and thinks it should give him a special trait

Define special trait? Most backgrounds give small bonuses as an incentive to get people to create at least a token story for their character.

DM fiat. What kind of special trait we're talking about here? Backgrounds can (RAW) be customized, sure, but it's mostly skill/tool/language proficiency and one special """ability""" of sorts which is mostly for RP purposes.

Yeah, most backgrounds have some special features associated with them, so if you want to make your own, it's fine. Just keep in mind they should mostly be minor roleplay oriented things.

Any decent alternative rules for inventory/encumbrance?

A player(firbolg) looked at the current encumbrance and variant rules and seem to have calculated that they could carry a chest of drawers with straps attached instead of a backpack.
I told them I'd think about it as it would require an artisan craft a special harness.

I've found the best way is to generally not care about it unless it reaches an absurd point. It generally feels like too nit-picky a rule to care about 90% of the time.

Like- yes you can carry all your standard adventuring gear without being concerned, even if it would push you just over encumbered.
No, you can't carry 20 greatswords and 2 sets of plate armor, that's ridiculous and will make you pretty encumbered.

Just take it at your discretion. In this case you might consider having him drop it off his back whenever combat starts, but otherwise not caring about it.

I prefer the simplicity of the vanilla encumbrance rules, but wearing a dresser as a backpack would result in so much disadvantage they would have to roll just to use stairs without dropping everything.

Why so you feel the need to jump into this conversation just to shitpost? 5e doesn't differ enough on how weapons are treated, he is right.

And I was the one he originally argued with. So either contribute meaningfully to the conversation, or shut the fuck up.

I usually do it like they tell you to in Shadowrun. The weight doesn't matter as much as the size of a thing, so just use common sense. Standard adventuring supplies fit in the backpack or strapped to it, weapons are in the scabbards, shields are strapped to the back etc. If they want to take a miniature battering ram with them though, they have to work for it, possibly two people having to carry it at the same time.

Your player's idea sounds pretty fun, but carrying a literal box would hinder the character in combat. Maybe make him drop it at the start of battles as other anons suggested.

KILL
ALL
HOMEBREW
KILL
ALL
HOMEBREW

DIE SCUM DIIIIIIIIIIIIIIIIIIE

What homebrew do you guys use?

Ok.

Point-buy or rolling for new players?

>they could carry a chest of drawers with straps attached
>pic related ships at 130lbs
>how much does he think a chest of drawers weighs

are you looking for something besides carry/5 rule?

3d6 in order :^)

stop trying to start a shitposting fight

>and if you run it as written, players are supposed to reach level 2 before encountering any combat.
Our rogue climbed up to the second story instead of entering through the front door and then died to a ghost or something.

you have my axe

Let them choose.

>for new players

could you just not

Gotta make your own so that you're the only one to blame

(Oh, and Pugilist)

I WILL PULL OFF YOUR HEAD AND SHIT DOWN YOUR THROAT HOMEBREW SCUUUUUUUUUUUUUUM

You have as many draw actions as you have attacks, +bonus from dual wield feat

You cannot multiclass before level 3 (and even then it needs a valid story reason)

Lucky increases your state by 1 (Disadv->Neutral->Adv.->3dice adv.)

EB scales with Warlock level, not character level
>GWM and SS only adds 5 damage instead of 10.

36 point buy with 20 cap

>Pugilist
the NPCs from this are top tier

No.

Dandwiki usually has much more balanced & interesting stuff then the crap that WOTC publishes (just look at hexblade, wizard, WOT4E). Pic very much related.

UNCLEAN FILTH
I SHALL PURGE THIS PLANE FROM YOUR TAINT
BURN INSECT BUUUUUUUUUUUUUUUUURN

Man, encumbrance is really a hassle. I'm doing one campaign where we pretty much ignore it (aside from super heavy things, or aside from carrying ridiculous amounts of gear), and one where we don't.

In the one where we don't, the DM ruled that dwarves don't get encumbrance penalties, so while my dwarven barbarian has an effective 54 or so slots and carries around a fucking ladder wherever he goes, other characters are encumbered even when carrying nothing but their starting gear (because most of those packs take up like ten slots).

Honestly encumbrance rules are dumb purely because of the fact that it makes no sense for a character to start off with more stuff than they can carry.