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>Previously on /5eg/:
If a sacred cow barely hampers gameplay, is it a sacred cow?
>Unearthed Arcana:
media.wizards.com
>5e Trove
rpg.rem.uz
>5etools
5etools.com
Stable releases - get.5e.tools
>Resources
pastebin.com
>Previously on /5eg/:
If a sacred cow barely hampers gameplay, is it a sacred cow?
Other urls found in this thread:
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I mean, I don't think minotaurs make good clerics.
>osr general OP image
you are small time
Minotaur Tempest Cleric ship captain. Cool concept if you ignore that sailor minotaurs are from Dragonlance.
(embed) (embed) (embed)
is it babbys first thread
They actually have pretty good WIS so they would probably make good clerics.
I've cornered myself into a trap, /5eg/.
In the current storyline of my campaign, there are three significant plotlines - the tourney, the brewing elven insurrection and the rising threat of the Kraken cult.
The way I figure it, the tourney will happen over the course of some time, leading to the following structure of the story:
>The Tourney begins, the players meet other competing knights
>The players do something regarding the elves during the next day
>Back to the tourney - there is an archery content
>The players do something regarding the cult the next day
>Tourney again - the melee happens.
>Some development of either kraken or elf storyline happens the next day
>The tourney ends with the joust, and the winners get their reward
However, this is what I'm not sure about. Do you think it will be more climactic to end the other storylines before or after the tourney ends? Both are somewhat tied into what happens in the tourney, but not enough for it not to be cheesey if both plots are resolved during the joust.
Report and sage this thread
Take a look at the pic, it's subtle trolling if you have low int or don't pay attention. Also this thread was made far to early for this exact reason, wait for a decent thread to happen and fill out the fields correctly.
How do I best roleplay a noble? I have some traits I want to keep for their personality such as not being condescending and known as being 'for the people', but what are small or otherwise subtle ways I can bring the character's nobility into roleplay scenarios?
If their degree of nobility matters, they are the next in line after their father to command a sizeable city, it's assets, military, and so on.
Tie them all together. Tournament is won by the Black Knight, who is an elven cultist Before the rewards are given, the floor of the tourney grounds shatters and everyone falls into the ocean.
Remember to not do any dirty work. You don't collect wood for the campfire, you don't cook, and you sure as hell don't clean your own armor. It's not befitting a noble.
You are, however, a man from the warrior class of society, so don't like a wimp either.
From the vast array of races you used to be able to play, which ones do anons wish would come back to 5e?
I've got all I need, really. I mean, I guess I sort of miss warforged, but they don't exist in the majority of the settings.
because they dont need to take long rests and opt never to do so and instead take only short rests.
So we're saging this thread and waiting until the other thread hits page 8 to make a real thread, right?
I still don't understand coffelock.
Why aren't they required to take non-sleeping long rests?
Whoops, sorry.
>because they dont need to take long rests
This is the part I don't get.
Aspect of the Moon invocation
There is some clear miscommunication between us.
My questions is, how does
>You no longer need to sleep and can’t be forced
to sleep by any means. To gain the benefits of a
long rest, you can spend all 8 hours doing light
activity, such as reading and keeping watch.
allow you to forgo long rests?
are you serious..?
They can benefit from a long rest without sleeping, so they can keep watch. They still need to take long rests or make a DC 10 Con save to avoid exhaustion. Long Rests reset their sorcerer points, if that is the build you are going with. So, yes, they still need long rests.
you don't ever gain or want to gain the benefits of a long rest because the benefits of a long rest are
>reset all sorc points
the whole fucking house of cards is built on you NOT taking long rests.
>aspect of the moon -> no long rests
>no long rest -> sorcery points never lost
>repeated short rests -> sorc. points gained
how is this unclear to you?
Can a halfling rogue hide behind the same party member every turn and still get advantage and sneak attacks out reliably?
It seems dumb, but the rules seem to make it true
>2/22/2018
>implying this isn't just kneejerk tailored to kill the coffeelock
>the whole fucking house of cards is built on you NOT taking long rests.
I understand that. I don't see anything in the text that says "you are not penalized for skipping long rests."
why is that dumb? if you hide behind a barrel do you need to find a new barrel each round?
also I don't think you can hide behind a party member unless you're a halfling
So, knowing that there was supposed to be a series of Nentir Gazetteers that would actually flesh out the PoLand setting, maybe reprinting all of the Nerathi Legends articles or something, which Mearls cancelled...
Why should Nentir Vale get its own setting splatbook equivalent, and what should be in it?
where does it say you ARE tho?
>does not need long rests
if you're penalized for not taking them then you NEED them and that is not true.
god damn it's like 6 months ago all over again, I'm done
>if you hide behind a barrel do you need to find a new barrel each round
Well, yes
Right?
Otherwise how can you be hidden, everyone knows you're right there even if they do not see you
>implying the implication
Oh, that is definitely made to patch out infinite sorcery points.
They'll suffer from an opportunity attack when they step away from the monster without disengaging. Assuming you are going for, Move up->sneak stab ->move behind fighter ->BA hide, rinse and repeat. There are ways to avoid this problem, like Scout.
>being this autistic
jesus fucking christ
>unless you're a halfling
>Can a halfling
>where does it say you ARE tho?
en.wikipedia.org
god damn it's like 66 years ago all over again, I'm done
Diet Forgotten Realms doesn't need it's own splatbook
That's all helpful thanks. What about NPC interactions outside of the party?
Back when sleep and long rests were two separate things, yes.
Now that they're not, if you don't take long rests you're going to start acruing exhaustion
Is curse of strahd a good choice for my first attempt at DMing?
For a first attempt? Hell no.
I think most people suggest Phandelver as first adventure
Curse of Strahd is "open world" so it may be harder to keep under control.
The one with the giants is also "open world" and a very bad campaign so don't play it, we wasted a whole season slogging through that mess.
Requires fiddling with moving parts, because Strahd is supposed to be an organic villain who reacts to the players and acts proactively in many cases.
I'm an experienced GM and I'm having some trouble with that aspect.
If you're a DM, why don't you write your own? None of the published 5e adventures are any good. You can't do much worse.
Fuck no, the best part of that module is Strahd and you just can't do him justice if you're new (no offense).
Lost Mines of Phandelver is designed for new DMs and groups, at least run that first.
I'm keeping it under control, but there's no question it's burning me some calories, mentally speaking
Thats a lie, no matter what you do you can always do much worse than whats already there.
This was a reply to this guy
Don't know why this Debbie downer got tagged instead
I need names /5eg/! Androgynous names!
What are your favorite Wizard spells for low level?
Sleep. It is a get out of jail free spell.
It what situation is Catnap a useful spell?
Yeah, I thought so too. I've heard good things about Color Spray.
I was wondering if it was a must-have to get a familiar as a Wizard?
Yes
Any type specifically to avoid? Or is it more down to flavor?
Personal choice, no real wrong answer unless you pick a fiend in a party with a paladin or whatever.
I'll pretty much always take;
Find familiar
Magic missile
Shield and/or Mage armor
Mirror image
Blink
>Be Perma-DM in one group but PC in another
>Group I get to play in hasn't met in a month because the DM has huge marital problems
Well. Guess it's time to start grooming one of my players
Why is this bait thread still here? Why aren't you people reporting it?
Talk to your DM about what sort of environment you are going to be playing in. A bird that is native to the area is very useful.
A fish probably won't be.
make another if you have an issue with the image. Other than the image there doesn't seem to be any trolling here.
Is Magic Missile really that good? The damage seems pretty pisspoor, even if it's guaranteed.
Nice try Paizofag but I'm on to you.
Because it is guaranteed, the expected value is very good.
On average, you should consider the expected damage as half the spell damage. ( Of any non-aoe spell) It'll probably miss half the time.
Forgotten Realms and Nentir Vale are nothing alike.
Ya, Tieflings actually make sense in PoL-land. Old FR lore puts Tieflings in the shoot-on-sight category.
The idea of exploring a ruined-ass wilderness is pretty cool
What if they have heard the good moos?
I like the Fey'ri for that. Super Mary Sue race, but you get to be a Tiefling with the ability to disguise yourself as an Elf.
Of course, when it comes to races like that, I normally avoid them in actual play. No point to playing a character with details you can't bring to the table. If none of the other players know you're secretly part demon, then you aren't secretly part demon. Same deal for GMs if the players never find out about that one secret room; if it doesn't come up in play, it doesn't exist.
In a party with a Warlock
Shield
Mage Armor
Absorb Elements
Find Familiar
Magic Missle
Tenser's Floating Disk if I'm playing a small race, because I can use it for cover
Suggestions on how to fix pass without trace? One spell with a 1 hour duration makes the whole party sneak as well as a level 10+ character, which is absolutely ridiculous. On top of that, none of the affected creatures are trackable without magical aid.
I don't want to disallow sneaking through encounters, but I do want there to be some craftiness and risk taking involved, not simply casting one spell and calling it a day. I don't think it's reasonable that the character who chooses to trade their ability to sneak for extra protection to simply disregard that trade by casting or having someone else cast a 2nd- level spell.
Guaranteed means you can guarantee a hit on something absolutely ridiculous, and make it react
Just make it advantage on Stealth instead of the ludicrous +10 and call it a day
Shield
Web
Grease
Knock
Screw with the Druids concentration
Alarm spells and other traps
Doesn't invisibility already give you advantage on stealth?
I have a house rule that says the Passive Perception score of someone actively standing watching is their normal one + 5
I've made cards for magic items used in my campaign. The larger share of it is homebrew. What y'all think?
>Lets gets rid of modifiers and use bounded accuracy and advantage
>Yeah! Lets add a spell that gives a +10 to an important skill check too!
I don't get the thought process behind the spell
I'll take it you never use traps then
Rogue is pretty good at spotting traps, and alarm spell just feels a bit cheap. I think I prefer this:
, but even that feels a bit unfair towards the rogue. The druid casting that spell and morphing into a panther sneaks way better than the rogue, even without the +10 modifier. Still, that's workable.
I use passive perception for creatures that aren't actively looking, and I roll for creatures that are. If the roll results in lower than PP, I use PP score.
Looks well organized. My DM has issues cards for items, and it is working pretty well.
FR has tons of ancient ruins. Hell, "Nerath" and "Netheril" are only a couple letters off.
Suggestion
Our DM once introduced some nasty giant from Volo's and I just suggested he should turn around and walk towards that mountain in the distance instead.
It's there so that the party can actually stealth as a group, rather either getting boned because of the tank's shit stealth scores or the rogue deciding to split off from the party and drawing aggro the moment they're discovered.
Plus, give it a class like Rogue or Bard and they become practically undetectable by anything short of scrying or hunter's mark.
I'd just remove the component about it giving a bonus to stealth and have it be purely for overground travel. The sort of spell you'd never spend a Spells Known slot on, but which every Druid gets and some Druids cast if the campaign calls for it. Seems fine if it's just for out of combat.
Something like "you leave no tracks, and moving stealthily does not reduce your traveling speed"? Seems acceptable.
>The druid casting that spell and morphing into a panther sneaks way better than the rogue, even without the +10
How do you figure? A lvl 1 Rogue will generally have a +7 (+3 Dex, +2 Prof, +2 Expertise) or higher to Stealth if they plan on sneaking, whereas the panther caps out at a +6. If we change the +10 into advantage, it means that the level 3 or higher Druid can spend a lvl 2 spell slot and a wildshape to sneak like a lvl 1 Rogue does with advantage. Plus the Rogue gets even better at sneaking down the line.
>stealth as a group
You could always make it a group check. The Rogue and the Ranger have to cover for the Paladin and the Cleric, and if it works they operate operationally through the enemy camp. It's an approach that has its own problems, but it's still better than "fuck it, you all fail because one guy failed" or "fuck it, you all succeed because you all have a +10 or some other stupid high modifier".
ha ha
For real though.
seems like a for real answer to me
Perfect. Sounds like a Druid/Ranger spell to me.
I might even up the duration on it for that, since with the "does not reduce your travelling speed" there's a natural built-in limitation to how long you can benefit from the spell, i.e. you can only move at Fast Pace for so long without getting tired.
Stealth is not invisibility, the players still need to actively be using cover when they move. Verbal spells easily give away position and heavy armor imposes disadvantage. Ontop of that its a concentration spell so they likely will drop it after one encounter anyway.
>Thread PSA
Stop being fags and enabling shitposters, that is all.
No, invisibility makes it so you cannot be seen.
Enemies are effectively blinded against you, and (as per the blinded condition) auto fail on sight-based perception checks against you.
If your GM:
>is enforcing the rule that you need a solid hour to get a Short Rest
>is allowing you to rest for a precise period of time between ten minutes and one hour
>doesn't mind you using an optional spell to circumvent a situation that has been set up in a very specific way that prevents you from taking a normal Short Rest
If all three of those criteria are satisfied, Catnap is a good spell. If your GM is OK with Short Rests being shorter, it's not a good spell. If your GM doesn't routinely give you 11-59 minute rests, it's not a good spell. If your GM wants to deny you Short Rests and you trust your GM on any level, it's not a good spell.
I guarantee you that you vastly overestimate your skills at GMing and underestimate and poorly execute what you're given to work with in the official adventures.
Well, there are different types of campaign. If your players want to have a campaign that's about their characters, then running a module is going to be bad. That doesn't mean the module is bad, it just means you want to be following the advice of Matt Mercer and not Matt Colville.
Matt Mercer doesn't even follow his own advice though.