/5eg/ - 5th Edition General

No way fag edition
>Unearthed Arcana: Due after lunch v2
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>Last time on /5eg/:
What are your favorite lore/map/encounter resources to steal from?

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I dig Scandinavian and Native American lore.

What the fuck is the difference between Dragonborn, Half-Dragons, Lizardfolk and Kobolds?

Why the fuck are they all separate races with separate origins?

Whatever about the other three, Lizardfolk are just lizard people. Dont think they have anything to do with dragons.

As for the others its probably something like the difference between chimps, orangutans and gorillas.

Is it possible to gauge how many spell slots a caster has? To put it another way, does a caster with full spell slots look different to one with no spell slots, if you know what to look for?

DM fiat. By raw, no.

You could probably assume that someone that looks fairly tired or hurt probably has fewer, but that would be entirely conjecture.

Alright so I this is going to sound cheesy, but I want to know how long would it take someone with the Fly spell to reach the clouds? I want to twin spell a Fly so I can fly around the clouds with my PC's wife, and when he's strong enough he wants to do it with him, his wife, and kid.

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Look up cloud altitudes and do basic math to find out how far you can go on a Fly spell. Just exercise a little bit of brain power.

What are your usual house rules, changes and traditions when starting a new campaign?

I hate Gnomes but I hate taking away options even more so I kinda just refluff/reskin them into civilized goblins. Same with Half-Orcs and Half-Elves, I refluff them into civilized Orcs and Changelings/Fey Humans rather than being hybrids.
I also make short rests take about 20 minutes instead of an hour.
I really, really enjoy describing healing potions as a disgusting, thick, faintly glowing liquid that tastes kinda like cough syrup. It makes for great little roleplaying moments sometimes.

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>probably something like the difference between chimps, orangutans, and gorillas
Literally what the fuck was evolution thinking?
>lmao let's make several different species that are 99% genetically identical
Are you retarded nature? Just combine them, for fuck's sake.

Why does soul cage have a duration limitation of 8 hours when you can only have one soul caged at a time and each caged soul has a limited number of uses?

Half-Dragons are specifically dragon+creature. Dragons can breed with almost anything, and they have some specific traits that are almost universally passed on. Some dragons breed for fun, others to spawn loyal followers, some for nefarious purposes, some probably even for love, even if it is fleeting.
Dragonborn are a race of dragon-like humanoids. They have some draconic features, and lore depends on setting and who you ask, but they likely share a distant history with dragons in some way.
Lizardfolk are entirely unrelated to dragons, they are lizardesque humanoids. They tend to be tribal, are often thought of as unintelligent whether true or not, and have cultural norms that conflict with most other humanoids, such as cannibalism and emotional distance to their actions.
Kobolds breed like rodents, are naturally obedient, crafty, and are treated as vermin or cannon fodder by the other races. An individual kobold might be accepted, but a swarm of them is a menace at best, and the prelude to a bigger army at worst.

>healing potions as a disgusting, thick, faintly glowing liquid that tastes kinda like cough syrup
I kind of like how cough syrup tastes though.

So you can't trap the soul indefinitely.

My bard just died, gonna reroll at lvl 1 (previously was 4). Would a lvl 1 wizard be too detrimental to a lvl 4 party?

Also what do you guys think of the Artificer and Mystic? Considered looking into them if the DM allows it but I haven't read anything yet.

How would six level 5 PCs fare against one bodak? Would I be slaughtering my players?

Nobody play tested nature, they just keep throwing new shit in every month.

Is your DM retarded?

Mystic can do all sorts of wacky shit. Speaking of wacky shit who the hell thought it was a good idea for you to start again at level 1?

Yes
Undertuned and too limited
Plays on a parabola, too versatile

>I know, I'll make sure the guy whose character was shitty enough to die doesn't get any uppity ideas about being a good character this time, I'll make him re-roll as a shitty level 1!

Literally punch your DM

The best way to handle a PC death is to start them one level lower than expected, either based on party level or previous level, and then getting a full level from a quest, either personal quest that serves as your introduction, or the first arc endpoint.

>Six level 5 players
>against a single cr 6 creature

They'll humiliate it in two rounds tops, user

Dang, its possible to make it if I did an Extend Spell as most clouds are up to 20,000 feet up and a 10-minute fly spell would give them but the problem would be falling. 20,000 feet up requires 17 castings of feather fall with Extend spell to survive the free fall. Unless the clouds are lower around 6,500 feet I could cast feather fall 6 times with extend spell or cut down the time we are in the air by about half and fly down before the 10-minute timer runs out.

Guess I better start looking for some Mid-Level clouds.

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Lol I didn't expect to get so many replies shitting on my DM. He definitely doesn't hate me but we are all fairly new.

You'd be better off looking for a magic item that bestows a flight speed, like a broom or carpet of flying.

Or hit Dragon Sorcerer 14 for wings.

Or be an Aaracockra, or a variant tiefling with wings.

Apologies I meant to say a 10 minute Fly spell would give them 12,000 feet if they dash the whole time up and extending it to 20 would lead to 24,000 feet up if they dash the whole time.

Its magic so I don't think it should be physically draining to dash while under the fly spell?

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Most here are against any sort of meta penalty, but even those in favor of them are against such a drastic one.

These two hour sessions are killing me. It's going to take like 3 more weeks for the party to get out of this dungeon.

For the record, it takes one casting at proper timing to survive. You don't need to wear exponential parachutes.

Remember how fragile you were at level 1? You would stay that way if you started at 1. You'd just die next encounter, and so on because your team is higher level, making the encounters that much more difficult. You'll be stuck re rolling characters, giving your other PCs the excitement of a guest appearance character of the week.

Four out of my six players have hp between 31 and 38. The other two have 45 and 57.

The bodak's Withering Gaze does 4d10 damage on a failed save and half as much on a successful one and that's not even mentioning it's Death Gaze ability. I want to challenge my players but I don't want to stomp them. I've heard of a single bodak wiping out entire parties so I'm really cautious about throwing at my players.

I want to eventually fly with my whole family in the clouds. So the Dragon Sorcerer and Variant Tiefling don't work. The Carpet of Flying would work, I guess I just feel using magic and touching the clouds would feel better thematically.

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5e is divided into fairly discreet power tiers by level.

1-2 are tutorial levels
3-4 are intro
5-8 are adventurer levels
9-14 are hero levels
15-20 are superhero levels

If you want to make replacement characters come in at a lower level, at the very most start them at the bottom of the current tier, not below.

If you feel a regular would wipe out your party, either weaken it through flavor (previously wounded, caught in a trap, small for it's type, etc), or choose something else. Or maybe have more faith in your party.

Half-Elf Dragon Sorcerer, what should my starting array be?

>8, 16, 14, 10, 12, 16
Or
>8, 14, 16, 10, 12, 16

4d10 averages 20-something. That'll scare your players, but not wipe them.

The pc death potential comes from the Aura of Annihilation causing auto failed death saves. Just turn it off if you think it's too much.

It also has a massive 58 hp user. That's going to die in 1 round, so you'll be lucky if he manages a turn.

Oh, your right! I was thinking terminal velocity was going to be a problem but then I looked up that Skydiving is usually around 12,500 feet so you could survive that 6,500-18,000 foot fall with your family before needing to hit the breaks with Feather Fall. Thanks, user! You're a lifesaver literally!

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at 58 hp and AC15 it will go down in one or two rounds assuming your party isn't terrible at dishing out damage

>player makes a 4th lvl wizard
>wow user look at these spells I picked
>ok but make sure you can grab em, that they are of your school, level and class.
>of course, I'm not an idiot
>Half of them were from warlock or druid.

Really makes me think

It too one of my players three attempts to pick six warlock spells. Not because of the spell list, because he failed to count to six.

Where can I find some decent pregens?

My party came to realize slowly that our druid had, in fact, not bothered to level up in the last 3 levels when she couldn't cast spells we were hoping to utilize. She was playing at level 9, when we were all 12.

At least they don't fail to comprehend basic spell mechanics detailed in the description

>ok I use misty step and teleport into the closed room
>i summon floating disk and get on it and make if float to the top of the tower

I have a player who's been playing a fighter for an out of game year, weekly sessions. In this campaign. We've been playing d&d for more than three years now.
>" What do I add to hit again?"
>"You get proficiency to damage as well right?"
>"Action Surge is a feat, right?"
>" Now I know why I've been shit so far, I just realised I was rolling a d12 the whole time not a d20"

What's the best usage of Hex ability checks?

Strength and Dexterity for stuff like grappling enemies / disarming?

Or Charisma for talking?

Doth Constitution/Wisdom/Intelligence have any use at all? It doesn't affect saving throws so I can't see anything there.

We have one Druid who has to look up the stats of the same goddamn bear he transforms into every single time.

Also a monk who never uses ki unless we remind him that he hasn't used ki in a while, and when we do he's always like "oh, uh, how do I do that? what does that do again?" when we suggest he use Flurry of Blows.

And several people who think plate mail + shield + Defense is OP because no-one can hit you anymore (which isn't entirely false, but you're trading in a lot of potential damage - finishing an encounter in 5 rather than 3 turns gives the enemies extra opportunities to bash on your casters or try and make you fail Wis saves or something).

Wisdom covers perception, if you're being stealthy.

Mostly you'd do Dex or Str for grapples though.

I guess, that was solved by her casting nothing but cure wounds, blight, moonbeam, and the occasional flaming sphere.

>We have one Druid who has to look up the stats of the same goddamn bear he transforms into every single time.
Nothing wrong with that, most players don't memorize their own stats, let alone a second set. Ideally you'd print off a sheet for something you use constantly, but versatility is the whole point of wild shape. The PC should either be sticking to the phb creatures, or buying an MM though. Or using 5etools

Honestly enemies don't make all that many ability checks. If you have a grappler in the party, STR is definitely an option, but they can also just choose to use DEX. But if you're fighting really beefy-looking guys you can force them to use their (hopefully) inferior DEX score to escape a grapple.

As for Charisma, it might be useful but remember that the target has to drop to 0HP before you can move it to a different target. If you're planning to solve an encounter diplomatically, killiing the guy at the end of it may interfere with that.

Intelligence makes it nigh impossible to get out of a Maze and difficult to successfully Counterspell.

How is intelligence related to counterspelling?

Forgot to mention it was a Moon druid.

Honetly if your main mode of combat is to transform into a bear and maul shit, just write the bear's stats on the back of your sheet. I'm not saying you should memorize the stats of all animals, just one or two that you often use.

Like, I'm playing a Chain warlock and I just wrote down the stats of the four Chain familiars on the back of one sheet because it's a hassle to look it up every time I want to make one do something.

>chain warlock
>four familiars

Please tell me you don't think the Pact of the Chain gives you one of each familiar option

Read the spell

Of course, Int assumes the caster is a wizard

What? You can summon whichever one you want.

Obviously you can't summon four at a time, if that's what you meant, but you can switch between them depending on the situation (so long as you cast Find Familiar again).

I'm running the tales of the yawning portal stuff starting with the sunless citadel and I'm kind of wondering how I could mix in some of the horde of the dragon queen stuff. I'm pretty new at this so I am open to any ideas.

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Oh good, that's fine. I had a horrible suspicion from the initial post that you were running around with all of them at once

They are kinda opposing thematic though, so while I doubt begrudge you doing so, it would be kinda strange to swap them out. Sprite and pseudodragon maybe.

I'm making a Mediterranean-flavored homebrew realm. Oversimplifying it, humans take the role of romans, elves that of greeks, dwarves that of phoenicians, dragonborn that of spartans (the fascist ones, not the movie MUH FREEDOM ones), gnomes that of myceneans (i.e. ded), halflings that of celts (i.e. from far away), and orcs that of berbers. How the fuck do Tieflings fit in? They're too rare to be persians, so where can I steal from for them?

Nubians.

Best ways to ascertain the spellcasting capabilities?

There's an NPC I intend to fight at some point. I know he can use magic, but no idea what kind or how powerful, and i'd like to know what i'm potentially dealing with before I challenge him to a duel.

Level 3 Beastmaster (Revised), will probably fight this guy at 4 or 5.

At this point I just tell anyone who can't keep track of their own shit not to come back.

Hire thugs to fuck with him.
Spy on him
Ask his colleagues
Have someone pay for his services
Try to buy a spell scroll
Steal his spell book
Throw shoes and robes on roof, see what he does about it

>Party fights group of orcs in plains
>'Are any of them wearing shields?'
>Roll perception
>'Do I really have to roll, to tell if they're holding shields? Can you use my passive perception and just tell me'
>'No'
>Rolls low
>'You can't tell'
>????

Forgotten realms is a trash tier setting. Prove me wrong you can't, it full of retarded shit that makes zero sense

If you could have any Rare item and any Uncommon item, which two would you pick for a spellcaster?

I.e. a regular wizard who can't wear armor.

Its useful since it has tons of built in assumptions, locations, and characters to pull from, just don't get hung up on the details.
Most of my session 0s start
>this is a custom forgotten realms in which X
That way people can build and research background information, but I have freedom in what actually happens.

If they're more than 300ft out and the sun is in your eyes it could make some sense

Ring of Spell Storing, Broom of Flying

Daern's Instant Fortress or Robe of eyes.
Broom of flying or stone of good luck

Dragonborn are magical Draconic mongrelfolk, such as Owlbears or Sea Lion

Half Dragons are any *creature* with a Draconic progenitor, usually a direct dragon parent Shapechanging into something suitable, and human because humans will bang anything.

Kobold are basically ti dragons what newts are to T-Rexes. Arcanologists modern theory is that they spontaneously happen in spots where dragons lair, as a regional effect of sorts, and slowly begin dying out if the lord dragon leaves for too many generations, which is why they're constantly looking for new ones.

>guys character dies previous session
>comes to the next session 2 weeks later with a blank character sheet
>dm has to spend two fucking hours helping him sort his class out since he didn't even look at his spell list

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Wand of the War Mage, Ring of Spell Storing

any player who needs help playing their class after enough sessions that they should have learned the mechanics should just get kicked out. They're doing 0 work while the DM does extra.

>Divination Wizard
>cannot learn the spell Divination
Explain this shit to me.

>Want to play Illusionist Wiz
>Bard wants that spot
>Buy we got no damage in the party so I will need to make a nuker

Shit
I hate evocation

>Necromancy Wizard
>cannot learn the spell Speak with Dead
>fucking bards can

This. It shows an absolute lack of contribution and makes every other player loose his time.
An absolute disrespect to everyone else involved.

I'd like evocation more if there was a trait that allowed you to specialise in a type of damage, meaning when you cast Fireball for example you could cast it normally or change the damage type to your chosen specialty, acid for example
You only get 1 specialty so it isn't horrendously broken allowing you to switch to whatever is best for the monster at hand. You get the ordinary spell or your specialty

Alternatively, talk to your DM.
"Hey man, I wanna make an acid mage. Can I learn the spells x, y and z and switch their damage to acid?"

Beg to go longer

Hey dudes how much starting gold should a 2nd level character have in your opinion

Tempted to play a forge cleric to support our parties barbarian on the front line. Party make up is two rogues one chaotic retard (the DMs gf), one not, a glamour bard, a seastorm herald barbarian, a wild magic sorc who both in out of character is euphoric as fuck, a tortle land druid and me a celestial lock. Thinking of switching to a ancients pally or forge cleric to help the barb on the front lines.

50 buckaroos more than lv1 tops

between 5 - 50 gold

Sure but you could say that about any rule. I just mean it should explicitly be part of the class in the PHB

A divination Wizard is a wizard being as good as they can at being a diviner, doesn't mean that they are the best diviners in absolute terms, as divination is obviously more associated with divine(pun not intended) spellcasters, seers and oracles have strong cultural and historical affiliations with religion

I feel like there's someone on lizard Veeky Forums saying the same thing about humans, half-orcs, elves and halflings.

>chaotic retard
Completely unrelated to what you're saying but this amused me because just yesterday that's how I described what my friend is like when he's drunk

Again like Necromancy is a more a cleric thing in D&D

so, the lore/invention wizard feature.

Just feels like D Wizs are just getting fucked over. Of all the Wizard schools they have by far the shortest list of spells, would be nice if they weren't denied spells that could easily be theirs if it wasn't arbitrarily decided they had to have spiritual connections.
As it is I'm probably just going to ask my DM if I can take Augury despite it not being on the Wizard list and leave it at that.

Pretty sure that allowed you to choose any damage type at any time, not just specialising. And again I'm saying it's such an obvious feature to give PHB evocation wizards I don't know why they didn't

Speciality wizards were a mistake.

Why wizards cant make their own spells anyway ? (atleast in the rules)

>High Intelect
>Usually scholars , frequently research about magic
>The named spells clearly signs towards new magic that was created by wizards

I would gladly change signature spell for the capacity to create a new spell after being approved by the GM

It is level 20 anyway, you likely wont reach that, but even then, having this possibility would be Sweet

The casting stat of a bad guy, in case counterspells or other contested shit