/5eg/ - Fifth Edition General

>Unearthed Arcana: Into The Wild
media.wizards.com/2018/dnd/downloads/UA_IntoTheWild.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 special designs and accessories does your character adorn their armor with, /5eg/? What does your helm look like?
Surely you aren't just wearing "stock" armor, right? Surely you don't charge into battle with a naked noggin, right?

Other urls found in this thread:

reddit.com/r/DnDBehindTheScreen/comments/6gveal/big_boss_solo_inserts_or_plug_and_play_features/
reddit.com/r/DnDBehindTheScreen/comments/45gp2k/designing_the_mechanics_of_the_big_bad/
youtube.com/watch?v=wGFUMKie1K8
twitter.com/AnonBabble

How do I make a Bulette challenging to a lvl4 party of beween 5-8 people.
I'm thinking legendary resistances and actions but what else?

Well he's a magical character, so he uses stuff like mage armor rather than actual armor most of the time. But he's got kind of a bird theme going on, so feathers are used a lot. Particularly as trim around the neck of his cloak.

Quick, guys, if you needed to heal your body from magic AIDS, and proper magic didn't cut it, what kind of a place would you look for?
What if your soul had magic cancer instead, not your body?

Make use of its burrow speed, end turns underground whenever possible

Turn it off and turn it back on again

My sorcerer has robes that look more like a military uniform, something like the Warlock robes from Destiny, justified by his background as a military officer.

>Then they just ready their actions to attack it!
Ahhhh, but if it comes up and attacks someone they might not be able to reach it and therefore they can't use their reaction, Delightfully Devlish user!

Also, you can only make one attack as your reaction, so fuck you, mister Fighter.

Do you know what a sinkhole is, user?

Despite having seen an ocean only once and staying far away from it, my rogue wears a little tricorne

I'll have to re-read the spell-preparing rules. Some spells cannot be prepared without a target and some targets are creatures, so they simply can't cast some spells while it is underground, which is pretty good.

So it tunnels under them and they fall in, then it uses its action to attack someone else?
Seem's kinda cheesy to me, they might even ask for a Str or Dex save to grab onto the side of the hole.

I had a custom half plate armor made for my hexblade, it features my patrons symbol engraved in silver on my collarpiece. Otherwise very utilitarian, when it's time for battle it's time for battle.

No feats, no multiclassing. I’m a barbarian, party also has a tome lock, lore bard and storm tempest cleric.

Do I go 2H or sword and board?

>No Feats
Pick a spellcaster.

If my regular cleric casts healing words, can he cast spiritual guardians in the same turn?

No.

Can only cast another spell if it’s a cantrip. Cannot cast two spells.

>accidentally destroyed a country by having my Unseen Servant jerk a king off during an audience with him for fun
Welp

How do sorcerers do this then?
I cant figure out the importance of their quicken metamagic if they can still only cast another cantrip.

Specific beats general. General rule is can only cast one spell per turn. Don’t have my books in front of me, but if it says allows two spells then it allows two spells.

I vaguely recall it doesn’t though - my assumption is allowing you to do something like casting a full action spell and then casting a full action cantrip as a bonus action.

Yeah, this makes sense. I'll have to find the page in the phb to get a better grasp on it.
My players are mostly from other groups and their DM's have likely not been enforcing the main-bonus spell economy so it might be hard explaining it to them.

actually the general rule is that if you cast a bonus action spell you can only cast a cantrip with your main action, if you have access to multiple actions by for example multiclassing into fighter you can happily sling more than one full action spell in a turn.

They don't. Sorcs are stuck with that restriction too

lets them do something else with their action, like dodge, disengage, or throw a cantrip.

wow, I thought that sorcerers could cast 2 action spells in a round but I suppose they're not really that great.

>A fairly wealthy and intelligent NPC is permanently crippled in a way that significantly disables them..
How do I explain this, in a world where magical healing is relatively common? The first thing my players are going to ask is "why didn't you get healed?" and the second thing is "do you want our bard to do it?" Do I just hand-wave it with magic?

most people here consider them the worst caster

A crippling poison specifically designed to be incureable by anything other than a god. Or make it so the injured leg has been somehow turned undead.

A magical mishap/feedback did it to him, and can't be cured by magical means

So I'm going to add some stuff to the Bulette.
>Reckless
Gains advantage on all attacks that round but everyone has advantage when attacking it.
>Agression
Monster can use its bonus action to move up to its speed toward a hostile creature
>Difficult Terrain
It either leaves passive difficult terrain behind it when it moves or there is a rainstorm causing everything to have difficult terrain.
>Legendary Actions (1)
essentially the same as reckless or I could make it give a weaker melee attack as a legendary action, or have it be the same as aggresion
And depending on the party comp that it faces I will give it between 1-2 legendary resists. If players are getting stomped then I'll remove the remaining resists and say narrate that is getting tired and remove its legendary actions.
Which one of these should affect the difficulty of the monster the most?

reddit.com/r/DnDBehindTheScreen/comments/6gveal/big_boss_solo_inserts_or_plug_and_play_features/

reddit.com/r/DnDBehindTheScreen/comments/45gp2k/designing_the_mechanics_of_the_big_bad/

Wouldn't cutting a limb off and destroying it make it unable to be healed?

Regrowing missing limbs requires a 7th level spell, depending on how high magic your setting is that level of magic could be rare enough that there's simply no one in the area that can do it.

I'm rescreating a race I made for AD&D for 5e. They're effectively a subterranean race of hefty stone-scaled lizardmen. They have a somewhat drake-like appearance, though they're not draconic in nature and are largely bipedal.

I currently have them with the Goliath's Powerful Build racial trait. However, that really doesn't suit them too well despite their stature and composition. My question is: what would be interesting and/or appropriate racial trait to represent their immense weight? Not only are they naturally wide and bulky (+2 Con), but their stone scales are also nearly an inch thick (AC 14 + Con), adding much to their overall weight.

I'm mostly looking for something simple or elegant, though I'm open to all suggestions anyone may have. I was thinking something along the lines of reducing the distance they can be pushed or pulled by a static amount, though I'm not sure that really works for 5e, or how I'd write it out.

>even bothering to link to such a garbage UA

>reddit
This guy has some pretty interesting stuff to say here. I'll give it a read.

Cantrips are pretty good in 5e though, since they scale with level. And some sorcs can add their ability modifier to damage, which makes it similar to doing a full attack + a high level spell in a single turn.

Advantage on checks to resist being shoved or knocked back, perhaps
>AC 14 + Con
jesus fucking christ why

once I started to incorporate these things My bosses have actually been able to be Solo threats they are meant to be.

Spells don't need a target to ready, but they DO get wasted if you don't trigger it. Who says the Bulette comes up every round?

That's a good one actually, thanks.

>jesus fucking christ why
It works like the tortle's natural armor, so it doesn't stack with actual armor, and they don't add their Dex.

Another option is for there to be more than one of them (a mating pair for example), or to include some other hazards on top of just the bulette. For example its a common passage area so the ground is littered with pits, or a set of carrion birds that follow its passing for example 2d8+8 bloodhawks, weak in general but with the numbers to distract making the bulette more dangerous.

The other thing to think of is that the bulette has darkvision and tremorsense, making the battle in the dark will put the players in a tough spot, or at least have to keep a hand open for torches.

You do realize that that feature, by itself and lacking any stats, makes them possibly the best caster race period.

I agree with this user, thats pretty op without some kind of drawback

The area is already decided, I ended the last session with the boss erupting from the ground. (I was running late for shit don't blame me)
Its in full light, and very little cover in an open field with some destroyed stands acting as difficult terrain.
>mating pair
Negative, I need a solo boss monster.
>some minon monsters
can't do it, solo monster
>ground littered with pits
can't do it for plot reasons, he's just erupted into a carnival full of helpless NPC's
>darkvision and tremorsense
Tremor sense will be useful here but not dark vision
I'm thinking of adding more broken or untouched food stands to provide more cover for the thing to dive behind.

Do you think I should bump their AC down to 13 + Con, then? I'm perfectly fine with them having one more point of AC than the tortle's 17 at max Con. Also, it's their primary racial trait and they don't get any bonuses to any caster stats.

Haven't kept up with the /5eg/ threads lately. Is Coffeelock still a meme or did someone find a hard RAW on "no" for it? Or ask the devs on twitter or whatever?

Refluff tortle. Done.

Well, I'm trying to make a Hobgoblin Wizard, so I'm wondering if I should take 13 Dex & use a feat for Moderately Armored, take 15 Dex & use a feat for Moderately Armored (for that +1 Dex saving throw, I suppose) or take 15 Dex & keep my Light Armor only and invest in Resilient for proficiency in Dex saving throws. Note that I get a free feat on level 1 (but not an ASI), because the DM hates Variant Humans so much that he banned them and gave all other races their free feat.

So my options are basically:
a) 18-19 AC, Dexterity saving throw +2, with/without Stealth Disadvantage [13 Dex, Moderately Armored]
b) 20 AC, Dexterity saving throw +3, with no Stealth Disadvantage [15 Dex, Moderately Armored + Medium Armor Mastery instead of ASI later]
c) 15 AC, Dexterity saving throw +3+proficiency, with no Stealth Disadvantage [15 Dex, Resilient(Dexterity)]

Regardless of the option I choose above, my starting Constitution is 18 and Intelligence 17 (with racial bonuses). I'm not gonna focus on Concentration spells so I think I don't need to get War Caster ASAP, so I can be 20 INT by level 8 if I pick a) or c) as an option.

Real helpful there, thanks. Too bad none of the other racials traits make sense for them.

there is no way to say no other than Rule #0

No armor feats.
Hobgoblin just takes war caster, resilient con or +2Int.

You probably shouldn't give them a +con if you are doing ac from con period, let alone making it on par with plate.

Isn't War Caster + Resilient Con kind of an overkill?

I must be out of the loop as well.

Quick rundown?

I was planning on building a large dungeon for my players to explore over a few sessions. (we usually play story heavy city kinds of things so im looking to change it up). Reading the post in has given me an urge to try out some legendary actions on creatures that normally wouldnt have them. What are some legendary actions you enjoy/fear?

It's the caster version of PAM+GWM or SS+CBE, its by far the best option, but you can do just half of it if you aren't V.Human or for flavor.

iirc its a hexlock that abuses the RAW to get infinite spell slots

My DM thinks I'm a punching bag, so no. But just take warcaster if you can work on that.

How is it any stronger than the tortle's 17 AC right out the gate? To get the plate equivalent, you'd literally need 20 Constitution. Also, lizardfolk already get 13 + Dex AC, which is really what I should be comparing them to.

Hold breath: Expand it from underwater, since it seems a bit silly.
>hold breath: adapt at being in underground environments with questionable air quality, the race has learned to hold their breath for truly impressive amounts of time.

Retreat to shell
>brace: an incredibly heavy and stout race, whatever the fuck race can spend an action to dig themselves into the ground - locking their joints and hardening their scales; setting themselves into a nearly immobile but nigh impervious state.

Razorback:
>as a reaction, flex your scales so that their sharp edges flare out - cutting attackers.

Shellmaster:
>those born with truly dense and heavy hides are able to deflect blows along the densest parts of their bodies.

Not hard.

A warlock/sorcerer multiclass can take a short rest to turn their warlock spell slots into sorcery points, then turn the sorcery points into spell slots. Provided you never take a long rest, you can generate an arbitrarily large amount of spell slots. Penalties for not taking a long rest can be partly or totally mitigated, depending on which optional rules you are applying and on your DM. RAW it works, in practice it's not that powerful because of the inefficiencies and limitations of flexible casting, but DMs don't like it because it has a hypothetical infinite in it, and because it's being clever with rules.

you could claim that when damaged their scales grow back thicker, make it start at 11+con, and then increase at certain levels.

As for their immense weight, give them advantage on any roll to avoid being pushed, knocked prone, or otherwise knocked around.

Lizardfolk don’t get +2 dex though, do they?

Dex is also the norm for AC calculation, and yes it has slight benefit over light armor, but it has no benefit in terms of survivability/ac over Mage Armor.
The sticking point here isn't the concept of ac, but that Con is already a very important stat, so buffing it while also increasing it is folly.

Immense weight makes me think of the space marine issue all over again.

An entire race that is defeated by second story wooden buildings.

In that case, should I do it like this?
15 Dex, 17 Con, 17 Int
free feat: Resilient (Con)
L4 ASI: +1 Dex +1 Int
L8 ASI: +2 Int
L12 ASI: War Caster
L16 ASI: +2 Con
L19 ASI: ?

Or should I prioritize War Caster over 20 Int? I'm probably gonna be a Diviner or Evoker.

Actually another point to add: even casters want con, but deprioritize dex. It’s not a dump stat, but lizard man makes it a bit more valuable.

Versus this race would take con, that casters already want, and give it even further incentivization. And start you with a +con.

I would say warcaster before +2 Int. But I'm not that user you were replying to.

So, we're going manticore-hunting. Is there any way to guarantee that I get to keep the pelts? No leatherworking proficiency.

ask around town for someone who can teach you how

Whether War Caster should be before or after 20 int is largely dependent on how you play. If you are getting into melee often enough to benefit from the spell AoO, then i can see it coming before maxing int, but otherwise i agree with what you are have.
Oh, its also much better than maxing int if you tend to be a buff/utility wizard. Int is more important than it normally is, which is saying something, for an evoker due to being more blast oriented.

That's the plan. Proficiency with alchemical stuff should help. Maybe get some salt, a barrel.

How decent is this race option? Feels a bit weak to me. The fluff is some kind of plains-dwelling rabbit people.
>Ability Score Increase. Your Strength and Dexterity scores each increase by 2.
>Eagle Eye. You have advantage on Wisdom (Perception) checks made to identify or spot things at a large distance.
>Weapons Training. You have proficiency with the spear, handaxe, blowgun and shield. In addition, when you wield a throwing weapon with which you are proficient, its normal and maximum range each increase by 10 feet.
>Sprinter. When you take the dash action on your turn, you gain an additional 15 feet of movement until the end of your turn.

>How decent is this race option?
It's furshit. Go back to Pathfinder.

Both are bonus action spells anyway and you can only use one bonus action on your turn.

Once my Warlock gets Stud leather armor +1, I can safely throw Mage Armor out right

You cannot use an action to do a bonus-action action, nor can you cast two levelled (non cantrip) spells during your turn under any circumstances (except for mearls's action-surge exception because he has a hard-on for casters).

Sounds perfectly fine to me, though if that's all they really get, then yes, that's a bit underwhelming, for sure. How about increasing their base movement speed by 5 ft, to 35 ft? Though you may want to reduce the dash bonus by 5 ft too, then, to 10 ft.

A racial that increases their jump height and/or allows them to do a running jump from standing may be appropriate, as well.

Metal skulls and chains. And ya damn right he doesn't wear a helmet, it'd mess with his pompadour.

>tfw no stud warlock boyfriend

Ehh, it's a nice spell to keep around when you need it.

>Warlock

>D&D isn't furry
m8........

youtube.com/watch?v=wGFUMKie1K8

My character wears a red chevalier hat when not wear a helm.

I think I died a little inside watching that. What a waste of potential.

>Ehh, it's a nice spell to keep around when you need it.
Literally when? Imagine how many better spells I could replace it with.

When you stop sleeping in your armour.

Good call on the jumping thing, thanks user. I might also add a skill proficiency like Survival or something.

...

So you literally make your players take an hour to take off their armor if they're fighters in plate?

>It takes an hour to take off plate
Does ANYONE actually follow this retarded rule?

I'm joining an online game with a bunch of people who have only played PF or no tabletop games, I need some "Read the PHB" images to throw at them before I actually get teaching. Help, /5eg/

Yup, that's good, too. My suggestion is a choice of Athletics or Acrobatics, since those skills pair well and synergize with their other traits, while also making sense for rabbits. Plus, so many races already have Survival as a racial proficiency that it's a bit homogeneous at this point, really. However, you know the race better than I, so go with whatever you think makes the most sense.

They can
It's only if you cast a spell that's a bonus action to cast you are restricted to cantrips only for your other spells. A multiclass fighter can also cast two spells a round with action surge

Im making an Air themed dungeon/temple at the top of a huge mountain dedicated to elemental fanaticism.
What is a good AND interesting AND pretty difficult puzzle i could throw in? im having a real hard time figuring it out. It should also be thematically sound, not something totally random.

What level are your players? Things like open air segments, walking on clouds that are usually solid, and areas that go up and down more often than side to side are fun, but trivialized with higher level spellcasters, and then become better encounter environments than puzzles or encounters by themselves.
Things that involve currents and airflow, directing air in certain directions and perhaps even forcing an area to rain to go through can be interesting puzzle mechanics, but you'd have to design them yourselves.

Something to do with flying where they have to move through an obstacle course made from suspended hoops or rings? Potentially all the while doing something else, if you want to up the ante.