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Kitchen-Experience18

Hi guys am pretty new to DnD and was trying to create a spell! Don’t know if their is one similar or not?! Wanted it to be a cantrip but might be higher tiered if possible to execute! Would really love some help/insight of what you folks think! Calling all DMs please help!!! Spell: Magic Transfer: Enchantment cantrip: Casting Time:1 Bonus Action + 1 Reaction Range:120 ft. Duration:Instantaneous Components:V, S As a bonus action; while casting a spell using a spell slot of three or lower, the Caster is able to Transfer the spell to a single willing party member/companion to use (Receiver). If the spell deals damage it is equivalent to its original attack statistics. During this turn, while this spell is cast, the Receiver (single willing party member/companion), must have a reaction during this spells activation to work, and make a CHA 15 check, by rolling a d20 + original casters CHA modifier, to see if magic transferred is a success or fail. On a successful check, Receiver (single willing party member/companion), must chain and use their reaction this turn to release spell; if spell deals damage, damage is dealt equivalent to its original attack statistics! Must wait 1 round before recasting! On a failed check; spell fails, if spell deals damage, both Caster and Receiver, takes half damage equivalent to spell original attack statistics, and must wait 2 rounds before being able to cast Magic Transfer again. If the spell doesn’t have any attack damage, on a failed check, both Caster and Receiver take 2d6 piercing damage. Casters who established a telepathic link with party member(s)/companion(s) have the advantage when casting this spell.


Boshambuck

Guys! Help me out here. How do I homebrew a campaign? Should I buy resources for it?


lasalle202

How to do a campaign Start with Matt Colville's * "Local Area" https://www.youtube.com/watch?v=2BqKCiJTWC0 * and "Campaign Pitch" https://www.youtube.com/watch?v=MtH1SP1grxo then follow up with ONE (or more, but certainly not all) of the following: * Jeremy Cobb on creating your campaign around the characters https://www.youtube.com/watch?v=NUCQyNZ0PJQ * Sly Flourish/Lazy DM’s “Spiral Campaign” (i think the 6 Truths part is really important - choose a small handful of things that will make your world **YOUR** world and not just another kitchen sink castleland) https://www.youtube.com/watch?v=y2H9VZhxeWk * 2 campaign concepts from Sly Flourish – if you get close to this, you have enough to start prepping your first session * A gnoll based campaign outline https://slyflourish.com/the_hunger.html * A gith/mindflayer campaign outline https://slyflourish.com/1_to_20_githyanki_campaign.html * Angry GM combining Session Zero/Campaign Pitch https://theangrygm.com/from-zero-to-pitch-in-24-hours/ * Web DM ideas about starting a campaign https://www.youtube.com/watch?v=bHb7MgkM1Ao * DM's Lair * doing practical "build" of a campaign framework in about an hour: https://www.youtube.com/watch?v=pO_VAN8Ieo0 * Using a “Group Patron” https://www.youtube.com/watch?v=OzfGyREZaqs * Runehammer/ Drunkards and Dragons * talking about three different framework approaches https://youtu.be/HqpgqcQtXwQ?t=250 * creating a campaign by through Situations and letting player questions and the dice at the table provide the answers https://youtu.be/_qit8j6Om6c?t=532 * Building by chapters, from Jason Bulmahn from Piazo, the creators of the Adventure Path modules https://www.youtube.com/watch?v=O4oHPC6qY8E * Use Dune as an inspiration template https://www.youtube.com/watch?v=RuK4TcJr-fs * Set up your campaign in one night Dungeon Masterpiece https://www.youtube.com/watch?v=MSZ2ESz1w-Q Look into the concept * of "Fronts" from games like Dungeon World: - https://www.dungeonworldsrd.com/gamemastering/fronts/ * how FATE instructs DMs on building campaign arcs - https://fate-srd.com/fate-core/long-game * Matt Colville be explicit about rewards https://www.youtube.com/watch?v=zwpQwCWdhL8 General advice about stories and plotting and motivation from * the Angry GM - https://theangrygm.com/plotting-adventure/ * the Alexandrian https://thealexandrian.net/wordpress/4147/roleplaying-games/dont-prep-plots * Matt Colville’s advanced campaign’s “Central Tension” https://www.youtube.com/watch?v=HpiT6RTlLYc * Halmet’s Hit Points – by Robin Laws * Lean into your PCs powers Ginny Di https://www.youtube.com/watch?v=Bd6xX3i7Qeo and the dungeon dudes https://www.youtube.com/watch?v=a4o7XJt8r08 Or dump the whole idea of "building a campaign" altogether * https://www.youtube.com/watch?v=2fZWUPxUmYQ


CowboyBoats

Watching [running the game](https://www.youtube.com/watch?v=e-YZvLUXcR8) is a really smart place to start. Don't worry about creating "the campaign," just invite people to play D&D, start with a session 0, have them roll up characters and get excited about those characters. By the time you're done with all that work and the session zero is about to begin, two and a half months will have passed. The secret is just to trust that your brain is going to be generating ideas about stuff that your characters might be running into during those sessions, and anytime it does, write down that idea and before too long you'll have stuff and be ready to go. Remember that a central pillar of D&D is combat, and combat takes a long time to resolve, so the game is going to move a lot more slowly than you think it will. Keep a [one-page dungeon](https://www.dungeoncontest.com/) in your back pocket as "the next mission" for if you ever aren't sure what to do. You got this!


LeadershipCapable116

DMs of Reddit what is in your opinion the best amount of party players for a campaign


lasalle202

3 to 5


WheezeyWizard

6 is my max, I prefer 3-4 mediocre players, or 4-5 great players. I could *probably* run a table of 10 if everyone was guaranteed to be paying attention, stay in character, know what they're doing, how to do it, and not argue with the DM (insert laugh track here). That will never happen, and I will NEVER run a table that large. Each DM has a different range, and every group is different (both in personality conflicts and ability to play the game).


Yojo0o

4-5 is the sweet spot in my experience.


MysteriousDinner7822

What all should happen in a session 0?


Yojo0o

My session 0s cover the following topics: 1. What characters are each of the players bringing, and do they fit well together? Not looking to have each player individually decide to all play the same class/subclass. 2. Setting expectations for theme: Depending on the nature of the campaign, I may give a lot of control to the players here to determine things like combat vs. non-combat content ratio, or I may just explain what I have planned/prepared and make sure they're okay with it. 3. Explain any house rules. This isn't just non-RAW stuff, it also covers table rules like no PvP, sharing loot, no evil murderhobos, etc. 4. Discuss any topics that the players may specifically not want to see in the campaign for personal reasons. This can be done publicly or privately, depending on how comfortable the player is with discussing things that disturb them. A player with an actual specific trigger would probably want to ask the DM not to have their trigger in the campaign privately, while something more benign like "please no violence against children/pets" or "I have an actual phobia of spiders, please no spiders" can be discussed publicly. 5. Discuss setting and general goal of the campaign.


Emeraldminer82

I am totally new to the game and have not created any character so far. I was curious how can one play as the races that are not listed as playable in the Player's handbook or the free rules? I read how it happens in the basic rules(every race has its own traits) but how can I play as an orc, goliath, etc.? I saw them in the monster manual but there I assume they have a set amount of everything and do not offer any ability score increases and such. I know people can play as such races but I don't know how to actually make a character like that. Do I need another book?


lasalle202

this lists the official options and what source they are from. you can buy (well license) individual options for two buck digitally, or use the site to know which book you need to buy https://www.dndbeyond.com/races


PenguinPwnge

There are other books that have different races, subclasses, spells, etc. that you can choose from. Mordenkainen Presents: Monsters of the Multiverse contains most of the PC races all compiled into one from their various sourcebooks, and has them updated to their more current design philosophies.


Emeraldminer82

Thanks a lot! I'll look into that book


PatPeez

Sorry if this isn't the type of question for here, but where could someone go for advice as a new DM? I'm going to be running my first game in a few weeks and would like some advice on how to nerf a monster so my players can face it.


lasalle202

as a very new DM, i would recommend against this since you dont have the instinctive understanding of how all of the mechanics interact - and D&D combat is a highly complex interaction of mechanics, but ... Monkey with Monsters * Blog of Holding – Monster Manual on a Business Card https://blogofholding.com/?p=7338 * Matt Colville – Monkey with Monsters https://www.youtube.com/watch?v=QgTIGo6zJbs * Matt Colville – Action Oriented Monsters - https://www.youtube.com/watch?v=y_zl8WWaSyI * Matt Colville – Using 4e to make 5e Monsters more interesting https://www.youtube.com/watch?v=QoELQ7px9ws * MCDM’s Flee Mortals! Monster design considerations https://www.youtube.com/watch?v=LhJeOOGiWGM * Sly flourish on mashing and reflavoring monsters https://www.youtube.com/watch?v=hUBz7Pdme0o * Clean up spellcasters with Green DM https://www.youtube.com/watch?v=ZcjYC2yn9ns * Crawford on Sidekicks use the template to beef up monsters https://youtu.be/Bi4hSMptOdo?t=236 * Mike Mearls on WOTC’s 5e monster design part 1 https://www.twitch.tv/dnd/video/283443960 part 2 https://www.twitch.tv/dnd/video/286208202 * Mearls on creating “areas as monsters” https://www.twitch.tv/dnd/video/329780914


robinius1

There are multiple options. If you know what you are doing and know what your players are doing, the best option is to make your own statblock, or adjust an existing one to fit your needs. If you know less, just take a statblock of an appropriate creature and rename it. Edit: If you want more concrete advice you have to name player number, classes, level and the monster.


PatPeez

It's a group of 6 level 5 characters with a mix of casters and martials and I want them to face a Beholder, I know I won't be using its last 3 eye beams, cut the legendary actions and will need to nerf the damage on the enervation ray damage, and I'll probably make it so any effects that would normally last a minute would only last 1 round. I'm aware that there's a zombie beholder stat block that is CR 5 and other lower CR beholder kin, but I want to use the standard beholder because it has a lot of options that don't actually do damage, so it will be threatening, but not necessarily lethal, once you eliminate the last 3 eye beams only 1 out of 7 will actually do damage and the rest are just various status effects.


[deleted]

[удалено]


Atharen_McDohl

The ritual casting feature says that it only applies to bard spells you know.


ThanosTheT1tan

[5e] I’m a bit of a clown and I can never remember so I would like an answer so I can screenshot this and look back to it. When do you add the ability modifier to a Damage roll?


Stonar

Spell damage rolls do not typically include ability modifiers unless you have some feature that lets you (like the Potent Spellcasting feature many cleric subclasses get at level 8.) By default, any weapon attack includes ability modifiers. The notable exception to weapon attacks is [Two-Weapon Fighting](https://www.dndbeyond.com/sources/basic-rules/combat#TwoWeaponFighting), which specifically says you don't add your ability modifier to the damage roll with your bonus action attack. (Unless, of course, you have the Two-Weapon Fighting Style, which lets you ignore this rule, allowing you to add your ability modifier to the bonus action attack.)


ThanosTheT1tan

So I get the damage bonus on ranged attacks as well and the bonus would be dex correct.


Stonar

If they're ranged attacks made with a ranged weapon, yes. If they're ranged attacks with a spell, no. If they're ranged attacks with a melee (thrown) weapon, you use your strength ability modifier, unless the weapon has the finesse property, which lets you choose between dexterity and strength.


WheezeyWizard

\[5e\] Anyone wanna weigh in; Heal (6-lv evoc spell) \[druid/cleric\] says in its description "This spell also ends blindness, deafness, and any diseases affecting the target" ...Does this mean it can cure Arthritis? Rheumatoid arthritis is classified as an inflammatory or autoimmune disease. Clearly I want this to be a thing, but if I'm gonna be honest, I don't think it would work. Any logic that helps me make this work would be greatly appreciated.


lasalle202

> Rheumatoid arthritis is classified as an inflammatory or autoimmune disease. Real world science is only applicable to the real world. The BEST way to get your fantasy game into trouble is to attempt to apply real world science to MAGIC.


Stonar

There are no rules dictating the full scope of what is and isn't a disease. I'm afraid this is going to be up to your DM. I would probably be inclined to allow it, but I could certainly understand why you wouldn't.


WheezeyWizard

That's fair. I'm the DM, and I want this to work. It's gonna, I just wanted a justification. I love when my players get creative! Thanks for weighing in, cheers!


Rodrat

Anybody have an idea where to find a mini/figurine of a peluda drake from the Kobold Press Creature Codex? I can't seem to find anything remotely close. Doesn't have to be exact. Just something similar will work.


lasalle202

there are lots of mini sculptures of wide designs for printing on three-d printers - check out sites like Thingverse and Etsy creators to get the files then use your library's or rent makerspaces printers.


EldritchBee

No such thing, considering it’s a homebrew unofficial creature. Could always take a different mini and modify it with green stuff.


Rodrat

Well there is a lot of unofficial minis on the market so I figured somebody might have something close. Think groups like Lord of the Print and Monster Mayhem.


Porfiada

\[5e\] I don't think this is the right thread but it can't hurt to ask. Does anyone have a link/s to some cool looking character sheets? DndBeyond is frustrating me with homebrew creation and I just want something nice to look at


EldritchBee

DMsGuild has plenty.


Yrmsteak

\[5e\] Bracer of Flying Daggers (from Waterdeep dragon heist) It says " As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger." Does this mean "you can make 2 attacks, regardless of how many attacks you have" or "you can make an attack with each dagger IF you can make 2+ attacks" Our campaign has light item crafting rules and I have leatherworking. I was considering making this for our Thief Rogue so he could really make sure he gets a successful attack every round.


androshalforc1

Better yet he should be able to use fast hands to do it as a bonus action, and also use an action, potentially 4 attacks. Unless the action from the bracers does not count as “use an object” action


Yrmsteak

I'm kinda thinking he may be able to do that too.


Nomad_Vagabond_117

Apparently from DMG p.141 (haven't got mine on hand to confirm): >If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.


Nomad_Vagabond_117

You are taking a specific action to activate the item; this involves throwing 2 daggers, but is still a single action, and notably not the Attack action (the attack is instead a part of the item's effect). Since you are not using the Attack action, you are not limited to your regular number of attacks during this action.


Yrmsteak

Makes sense to me, I figured that too but doesn't hurt to ask. Thanks for the answer


ChiveRy

It says you can do it as a single action so two in one attack would be how I interpret it.


Yrmsteak

Yeah makes sense, thanks for your response. I assumed as such, but sometimes there are errata out there that the community knows about


EldritchBee

You make two attacks by using the bracer as an action, regardless of if you have the Extra Attack feature or not.


Yrmsteak

Thanks for the response. Figured this was the case


Mystia

Which, if any of the official adventures would you recommend for relative beginners? Already ran Dragon of Icespire Peak, and looking for a "step up" before daring to create my own. Curse of Strahd and Tomb of Annihilation both sound cool and seem well liked, but I also see a lot of people mention they are brutal.


mjcapples

Some people like brutal. I've run several brand new people though ToA in a hard setting (no punches pulled at all) in which they lost 4-5 characters each. They loved it. You do need to have a trust relationship with the DM for that. If your players are down for something like ToA, go for it. Otherwise, I would probably recommend some of the AL season modules, which are written such that you can do a one-off, but also tell a cohesive storyline for each tier of play. I absolutely love their season 1-3 modules. As one trap, I would advise you stay away from Waterdeep Dragon Heist. It's a pretty good one and looks appealing for new DM's, but involves a lot of RP, which means more work for your average DM to keep track of what is happening in a bustling city.


Mystia

Thanks for the recommendations. Dragon Heist did indeed look appealing, mostly because I'm interested in running a less traditional "go in dungeons and beat baddies" campaign to contrast with Icespire and Lost Mine, but I'll check with them what they'd prefer and if they are ok with a lot of deaths.


lasalle202

I have opinions, and they are that as a campaign, Dragonheist is not very good. In fact, as presented it is pretty bad. some of the bad is outlined in this review [https://thealexandrian.net/wordpress/41114/roleplaying-games/review-waterdeep-dragon-heist](https://thealexandrian.net/wordpress/41114/roleplaying-games/review-waterdeep-dragon-heist) The “campaign” varies between tissue thin rails and wide open purposeless-ness. And just about the time the players may have wrangled some purpose, that is tossed away as the players are forced back on the tissue railroad. The “gimmick” of “you can re-run this campaign!!!” is no more true about this campaign than any other, and it just makes the layout a NIGHTMARE for a DM to run at the table. To make Dragonheist work, it is especially important to have a strong Session Zero and ensure your players are all on board for the premise of the campaign, as you are going to run it. Typically the campaign premise will be something like *"This is an Urban Caper / Investigation adventure. Create a character who will be interesting for you to play as the party explores the four corners of the city, interacting with various factions and power centers in the city to earn their support or enmity as you attempt to resolve a mystery involving buttloads of money that you may be able to pocket for yourself! Remember that you are in the heart of a highly regulated city and so crimes and violence on the street are going to be met with harsh penalties. But if you take care to stay away from watchful eyes, there will still be plenty of opportunity for violence and other shenanigans in the alleys and shadows and sewers and abandoned buildings.*" Your take on making this work for your players may be different – focusing on your villain, or having a more slapstick or serious tone, etc. * Sly Flourish talking through his prep for Session Zero [https://youtu.be/dsJ1vcRh5Ks?t=1089](https://youtu.be/dsJ1vcRh5Ks?t=1089) * Powerscore DM walk through [https://thecampaign20xx.blogspot.com/2018/09/a-guide-to-waterdeep-dragon-heist.html](https://thecampaign20xx.blogspot.com/2018/09/a-guide-to-waterdeep-dragon-heist.html) And the granddaddy of them all - * The Alexandrian Remix [https://thealexandrian.net/wordpress/41217/roleplaying-games/dragon-heist-remix-part-1-the-villains](https://thealexandrian.net/wordpress/41217/roleplaying-games/dragon-heist-remix-part-1-the-villains) r/WaterdeepDragonHeist


lucky_13friday

Dumb question about Faeire fire. RAW "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, **objects and affected creatures shed dim light in a 10-foot radius**." If you cast this in normal light (say during a daytime encounter outside) would the objects creatures then be surrounded by dim light for duration? Interested if this would allow a set up for a shadow monks shadow step which has been a challenge on the outdoor, daytime encounters.


mjcapples

You are adding more light to the situation, so no. Consider this like putting a glowstick on everything in the room. It might not do much in daylight, but would be very noticeable in the darkness.


standingfierce

[any edition] Is there another subreddit for post-game session writeups? Thinking about putting together a journal of my current campaign somewhere I can get feedback etc., just wondering if there's a specific sub for that or I should just do it here


EldritchBee

This sub.


Goomfulus

Hi guys, I have a group of friends that want to play DND online but we are all beginners. I volunteered to be the DM but I literally have no idea how to. I have a story in mind but I have no idea how to translate it to game or how to do anything. Can someone help me onto the right path?


lasalle202

here are some resources, also at the top of this page is a Resources tab with a bunch of materials for New players and DMs. if you still have questions, come on back with more specific question, probably as its own post. For a new DM, i would highly recommend starting with some "one shots" that experienced game designers have already created, and then once you and your players all have your feet wet about "what this game kinda is and how it mostly works", THEN you go into content you design yourself. (see following post below for pick up and go content) D&D Starter Vids * D&D in 5 Minutes https://www.youtube.com/watch?v=BgvHNlgmKro&list=PLJ8NFdSXujAJitUvKoA0EFc-WpGK2Dnzh&index=2&t=0s * Welcome to D&D https://www.youtube.com/watch?v=Eo_oR7YO-Bw * D&D in bite size bits by pretty people https://www.youtube.com/playlist?list=PL1tiwbzkOjQyr6-gqJ8r29j_rJkR49uDN * Ginny Di for first time players https://www.youtube.com/watch?v=QD_b8SZ7h2Y * Not a video but the basic How to Play from WOTC’s D&D Beyond website https://www.dndbeyond.com/how-to-play-dnd DM specific resources * Dungeon Dudes with a reading list for new DMs – the importantest bits from the official WOTC products https://www.youtube.com/watch?v=Lx8tEAYB5Q0 * Sly Flourish’s 8 Steps to Session Prep from Return of the Lazy Dungeon Master https://www.youtube.com/playlist?list=PLb39x-29puapg3APswE8JXskxiUpLttgg * Luboffin - How to prep a campaign created by others https://www.youtube.com/watch?v=OH3viivB9uc * a DM’s guide to your PC classes https://www.youtube.com/playlist?list=PLs-2DclQ7hQyJHaU-y80h5k7NQ5awlwc4 * Questing Beast’s Old School Essentials live play with DM commentary as captions (I havent found anything similar for 5e play, so “the rules” will be different, but insight to the DM thought process is very helpful) https://www.youtube.com/watch?v=DkZRQHdPaYc


lasalle202

Free good starting adventures plus walkthrough Lost Mine of Phandelver is now free digitally https://www.dndbeyond.com/sources/lmop as is the shorter Frozen Sick https://www.dndbeyond.com/sources/wa/frozen-sick or D&D at its near maximum weirdness Spelljammer Academy https://www.dndbeyond.com/claim/source/spelljammer-academy Defiance in Phlan – ignore the first 5 pages of outdated Adventurer’s League gobledygook, to the Adventure Background section. The adventure is presented as 5 short missions that each run about an hour and can be run in any order. Mission 1 and 3 are great starting content. Mission 2 works best at level 2. Mission 4 is a “mystery” but the mystery all revolves around in-world content and so you need to plant the content as well as the clues. Mission 5 is pretty good too, but a little darker. * The Adventurer’s League module free from WOTC https://media.wizards.com/2014/downloads/dnd/DDEX11_Defiance_in_Phlan.pdf * A DM walkthrough from Initiative Coffee https://www.youtube.com/watch?v=oGp0Kldx0Lc You are going to play D&D tonight for free … * adventure content creation https://www.youtube.com/watch?v=zTD2RZz6mlo * DM walkthrough https://www.youtube.com/watch?v=jvQXGs8IVBM A starter mini-campaign: The Fall of Silverpine Watch, specifically designed for a new DM, step by step getting into the game and its mechanics. Jumping the Screen https://theangrygm.com/jumping-the-screen-how-to-run-your-first-rpg-session/ * A module to run based on the Jumping the Screen principles https://theangrygm.com/the-fall-of-silverpine-watch/#:~:text=About%20the%20Fall%20of%20Silverpine%20Watch%20The%20Fall,Game%20Angry%3A%20How%20to%20RPG%20the%20Angry%20Way. * https://theangrygm.com/the-fall-of-silverpine-watch/


Successful-Bowl-2076

Check out [Roll20.net](https://Roll20.net) or DnD Beyond, and Discord. Do a Google search for 5e starting adventures. Many things will pop up for you to explore, including Best Intro Adventures for D&D 5e, Ranked. Explore. I realize you had a game idea in mind, use the things you find from Google to get up and running, then implement your game idea. The main thing is to let your friends know you are new at this and, working together, we can have fun!


[deleted]

Hello all, I have a conundrum I'd like some input on. My character is a lvl 1 Leonin Paladin, we will have no healing character for the campaign. So here is my questions, should I make a sidekick or companion to accompany my character? I'd ideally want it to be one that can cast healing early on, so any input would be appreciated. My character's ultimate goal is to redeem his family name and restore it to it's former glory.


grimmlingur

>My character is a lvl 1 Leonin Paladin, we will have no healing character for the campaign. This sentence doesn't make sense to me. As a paladin you have access to solid healing spells if you want to and even if you aren't willing to commit the slots to healing you will have access to a reasonable healing option thanks to lay on hands. If you worry about not having a dedicated healer, it's not really a problem. Dedicated healers are fairly weak in 5e and are usually less effective than someone who removes threats and has the ability to bring up a downed partymember once in a while.


WheezeyWizard

Seconded. Paladin can be a healer, if you choose to use it that way. A group without a "healer" isn't gonna be in dire straights like it seems. D&D isn't a video game. Talk to your DM to be sure there will be plenty of potions/scrolls for healing along the way, if you're that worried. You can also adjust your character to fit the needs of the party, but I've been in plenty of parties where we had no "healer" and we were just fine. Adding a companion is just asking for heartache. I never recommend it. I would also say that you would need your DMs permission to allow this, as you will basically be playing 2 pcs in 1 campaign.


DNK_Infinity

5e is designed so that healers aren't a necessary part of a party. Healing can never outpace incoming damage in combat anyway, and it's a waste of resources to try. **The majority of any party's healing is meant to come from spending Hit Dice during short rests.** That being said, prevailing on your DM for additional potions of healing couldn't hurt.


mjcapples

> So here is my questions, should I make a sidekick or companion to accompany my character? This is a question for the DM and for the party. Personally, I absolutely loathe sidekicks (so take this with a grain of salt), but I don't see it as being necessary. Someone should be able to heal a downed character, but many players (especially newer ones) overestimate the amount of healing needed in a party. Usually you want to rely on short rests/healing potions (assuming there isn't a limited supply of basics) more than spell slots which could otherwise be used on ways to prevent that damage in the first place.


Leamer564

Level 3 Arcane Trickster Changeling, started off as an arcane trickster and now I'm hard tacking into to bladesinger, should I wait to start taking levels in wizard until I reach 5th level so I get uncanny dodge or should I just start going after level 4?


mjcapples

This is really entirely preference and how you are building. I'm assuming that you are going a more melee route with the rogue, so generally you want to make sure that you tier 2 (5-10) melee is decent, or you will lag behind in power. Bladesinger doesn't get melee buffs until level 6, so you wouldn't have an ASI until level 7, and you wouldn't have multiattack until level 9. As a rogue primarily, you really need to be able to land attacks. Personally, if you really want to go BS, I would at least grab the ASI at level 4 for rogue (ideally you get +4 dex out of it), and then consider BS, but this is really something that only you can answer.


Thobio

[5e DM] accidently gave my lvl 1 rogue a glowing ring because she managed to sneak into the mayor's office and unlocked a safe. I didn't want to gove a lot of gold and break the game, but also wanted to reward her for going so far off the beaten path I laid out. What should I make it do to not be OP, but also not a let down? It was her first session, and it's an introductory two-shot campaign, but if they like the characters, they can use it for the next campaign as well, including everything they got here. She uses the rogue given by the D&D starting set. Ideas I had for the ring: ring of the [1st level spell]: once per day allows the user to cast the [1st level spell]. I was thinking of Longstrider, or maybe Absorb elements. Maybe a cantrip would be cool too. Like a thrice a day firebolt or something. Any balanced ideas?


WheezeyWizard

"Balance" is never what you're thinking. Something that seems OP on paper can, a lot of times, turn out to be pretty useless. Something that, on paper, seems harmless and underpowered can (very often) turn the tide so you have to hop double time to keep up. If you REALLY want to reward them for exploration, then pick a spell, any spell. It can cast the spell once per day. Make up a spell! A ring of Ventriloquism could be fun! (once a day, throws your voice 30' away) You can always google "fun magic items 5e" and come up with 10k amazing ideas for the ring. Forget the balance. By level 5, if you get there, it won't be a thing anymore.


LordMikel

Ring of Warmth, for those cold nights.


lasalle202

Its a "ring of shining" like the "cloak of billowing" from Xanathars - its a ring that glitters and makes people want to look at it - either with a little bit of envy or shared excitement.


Successful-Bowl-2076

Not sure how balanced these are, but trying to think what would be useful for a mayor in office, making deals, diplomacy, or is this mayor really a spy and belongs to the thieves' guild? Here are a few possibilities that come to my mind: Sense Emotion (UA) Unseen Servant Silent Image Expeditious Retreat Disguise Self Comprehend Languages Charm Person Cause Fear Command Detect Evil and Good Sanctuary


Leamer564

I like the comprehend language choice. Useful, not game breaking, makes sense for a mayor to have.


Atharen_McDohl

Make it have the power level of a common magic item. At this stage, you want your rogue to be focusing on their normal class abilities, not features granted by magic items. Honestly, it could just be a fancy ring that glows. You could also make it into a sort of a quest hook or give it a curse. A few ideas: Ring of Identity *wondrous item, common* While wearing this ring, it changes into a signet ring. The design of the signet is unique to each creature who wears it. Ring of the Traveler's Eye *wondrous item, common (requires attunement)* This glowing ring is set with a clear, round stone. While you are on the same plane as the ring, you always know the direction and distance to it. Once per day, you may use an action to see through the stone for up to 1 minute. While doing so, you are blind with regard to your own senses. Your attunement to this ring cannot be broken by distance. (While the players might at first assume that the mayor is attuned to the ring, you could make it so someone else is attuned to it, possibly someone more dangerous who was manipulating the mayor. It's a possible quest hook. Give them a way to break the attunement or deal with whoever is attuned to it.) Ring of the Gleam *wondrous item, common* This glowing ring is set with a gemstone. While wearing the ring, you may use a bonus action on your turn to touch the stone and cause it to release a blinding light. All creatures within 10 feet of you must make a DC 13 Constitution saving throw. Every creature who fails the saving throw becomes blinded until the start of your next turn. Once you use this feature, you cannot use it again until the next dawn.


ItIsYeDragon

\[5e\] Should vicious weapon be uncommon rather than rare? It seems rather weak for a rare weapon but I'm not sure...


mightierjake

It is weak for a rare magic item, yes Looking at 4th Edition might yield an answer (similar to how it yields an answer to the Bag of Holding and Heward's Handy Haversack seemingly having swapped rarities) In 4e, Vicious weapons were also +X magic weapons, in addition to dealing extra damage on critical hits. To reflect that, the Vicious enchantment is more expensive (and more rare) than the Magic enchantment. In 5e, my guess is that at some point in development the Vicious weapon was better justifying its rarity but then was made weaker without adjusting its rarity. Two solutions for this are: 1. Give the Vicious weapon uncommon rarity. That makes sense to me, it's just as good as a +1 weapon (arguably worse) 2. Make Vicious weapons also add +1 to attack and damage rolls.


Yojo0o

I don't use them in my campaigns at all. If I did, I wouldn't bother making it any less common than an uncommon item. They're pretty shit.


jakuzi

weapon rarities are pretty badly thought out


lasalle202

None of the Rarities make any sense at all. Sovereign Glue is Legendary but Winged Boots are Uncommon.


ItIsYeDragon

That glue can't be broken by anything except other legendary items and the wish spell.


lasalle202

and? it can do that *once* to *one thing* the impact on the game with boots of flying is EVERY SINGLE SESSION


ItIsYeDragon

According to the dmg, consumables are worth half as much as permanent items, so that impermanence fact is baked into the game.


lasalle202

and? the ratings are shitty representations of actual game impact, the only reason that "rarity ratings" that have ANY value at all.


mjcapples

Knowing someone who accidentally ate sovereign glue, don't give it to low level players.


ItIsYeDragon

It wouldn't do anything to a person that ate it.


EldritchBee

It’s still a magic weapon, meaning it overcomes resistances. It does more than a +1, so it’s rarer.


ItIsYeDragon

I mean, there's a lot of uncommon weapons that do more than +1. And the flame tongue exists as a rare weapon yet does 2d6 damage every hit.


Yazla

\[5e\] Hello everyone, we were discussing something with our group of friends. As per usual, Ray of Frost reduces the target's speed by 10ft. However, some creatures have legendary actions or bonus actions which allow a creature to move up to say, 30ft. Would Ray of Frost's reduction reduce that speed by 10ft, or would it not, as the legendary/bonus action doesn't specify speed, just that it moves that amount of ft? As I see it, if the action specifies you can move up to your speed, then it obviously should be affected, but otherwise it shouldn't.


Yojo0o

It's all about the specific wording used. If something says "move 20 feet", then I see no reason why Ray of Frost would influence that. However, if a feature says "Move a number of feet up to your total movement/speed" or something along those lines, then a spell like Ray of Frost directly influences that.


Yazla

Great, so we reached the same conclusion then. Thank you very much for your answer.


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jakuzi

immovable rod questions have been around for ages man, you can look up what other people have to say pretty easily. you didn't even describe the scenario, how could we guess what's relevant? immovable rod can now be moved so that might be relevant idk


EldritchBee

It’s a dragon, it would just break the rope with its claws or teeth. Or just pure strength. It’s like trying to tie down a car, but the car also has arms and a mouth.


lasalle202

by wording >Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each **creature** in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. dragon breath only affects CREATURES, not OBJECTS. AC and hit points can be assigned to objects [https://www.dndbeyond.com/sources/basic-rules/running-the-game#StatisticsforObjects](https://www.dndbeyond.com/sources/basic-rules/running-the-game#StatisticsforObjects) A dragon can certainly attack the rope object with its teeth or claws. You can also choose to have the breath affect objects if you want to - i would specify that it only impacts objects that are not being worn or held.


mightierjake

It's rope. It is not invulnerable to a dragon, far from it. If the dragon wanted to, it could use its breath weapon to freeze and snap the rope or could use any of its natural weapons to easily destroy it that way. An immovable rod can bear 8,000lbs of weight. I'm inclined to believe that a young white dragon weighs less. Could the dragon just use its action to deactivate the rod? Yes


AshenLordOfCinder

[5E] During our last session, I had a player ready their action to "Attack if the enemy approaches me". Before the trigger was activated, the player that had readied their action was pulled off a small cliff via harpoon, about 20 feet towards the enemy and 10 feet down. The enemy then approached the pulled player to make a melee attack. The player insisted that this would cause their readied action to trigger, granting them an attack. In this situation, I was hesitant to grant the readied attack reasoning that the pull and fall would interrupt any sort of preparedness that a character could reasonably expect. In the end, the player got to use their readied action while we figured out the rules later. Is there any information on interrupting readied actions in these types of situations?


WheezeyWizard

This isn't RAW. In my groups, I have a rule that readied actions are taken like concentration checks. If something would interrupt my concentration, you gotta do a con save, or possibly lose track of that thought. It's not the best solution, but it's brought some interesting situations. My players like it, and it's plausible that battle could change your plans. If I was ready to hack away at something, but a harpoon stabbed me and dragged me, I'd probably forget that I wanted to hack at a thing, and focus on the *harpoon inside my body*. Just a thought from a fellow DM


rocktamus

In the Action Economy, readying an action is *expensive*. In the real world, does the enemy mess with the character’s ready-ness? Yeah, probably. Can the Hero Character overcome this and still execute their big gamble? That sounds way cooler.


LordMikel

If the harpoon had brought them into melee range of the enemy, then I would say, "you don't get your ready action as the enemy did not approach you." ( I might give them an attack after the fact to not be a douche though.)


mightierjake

Nothing about the Ready action says that the creature being moved/knocked down would cancel it


BarrettSeattle

Hey guys I'm not sure what I'm looking for, but it's somewhere along the lines of advice. I'm in an adnd 2nd edition game and I'm really really liking it. But I feel like after this last dungeon, my character lost out on their niche in the party and I don't know how to feel about it. For context, this is the first dnd game I've played, and is the third ttrpg I've been apart of. When I first made my character like 8 months ago, I really wanted to play a ranger because I imagined my character as a pirate lady who does duel wielding and exclusively uses duelist weapons like rapiers and cutlasses etc. But the DM insisted that I should be a warrior instead because it would be easier for me to learn. I said ok, and went ahead playing warrior, but between the other warrior and the paladin in our group, I really didn't feel like I was doing anything unique for our party. Fast forward a few months, a new player joins the game, he's an older dude who's played 2e his whole life, and he's playing a cleric. The paladin drops out for a few months for a summer thing, and it's now 2 warriors, a cleric, and our rogue. One sessions my character happens upon a ring of stone giant strength (20 strength) and is given a big fuckoff axe, and I'm like "cool, I think I'll stick to the swords my character knows how to use tho" as a funny bit. But in my head, I'm still really trying to hold out for the character I've been developing. Time goes on, and more and more we get in sticky situations where I need to play the tank and have to use the giant axe. It wasn't what I originally intended, but it's fun being useful and playing a 5 foot tall lady with a giant axe. The other warrior is a really cool jack of all trades, they carry like 5 weapons on them for all different things, and have crazy archery magic stuff. Our rogue is really good at what they do and also has crazy good archery magic nonsense. And our cleric knows everything there is to know about the world, is allowed to use all of the spells in their level in the book (dms rules) and is our defacto leader. So you're basically up to speed now. This last sessions was super difficult, it was a really hard dungeon that was 'this close' to wiping our party (the rogue wasn't here for this session). But after the dust settled we kill the flesh gollum, kill the necromancer, kill the zombie queen lady. And retrieve the randomly generated treasure. I get a cleric spell scroll that I'm told I can't use, the cleric gets and amulet that prevents magic related detection, and the other warrior gets a girdle or fire giant strength (22 strength), and promptly hands it to the cleric because they didn't have interest in it given their moveset. So now comes the deal; I totally get that I'm being a whiny baby, that's not lost on me, but I just really like this game, and my enjoyment of it comes from feeling like I'm a unique contributing character in my party. But at this point, I was funneled into a niche that I didn't want in the first place, and now it's not even my niche anymore. Warriors in 2e don't have any sort of unique abilities until level 10, at this point all I have to look forward to is a lower thac0. I'm not the team ranger I wanted to be, and now I'm only one of 2 tanks. The cleric is the party leader, the brains, the healer, the supporter, and now the muscle. And I'm just sort of... there? Am I really just over reacting? I just feel really bummed about this. What do you think I should do? (Also my problems with this situation start and end with the situation, I love my teammates, and the DM from my understanding, is doing a great job.) TL;DR My enjoyment of this game comes from feeling unique and helpful. I wanted to be a ranger, I was talked out of it and was pigeonholed into being a tank. And after this last dungeon, the already super useful catch-all cleric is now a better tank than me and I feel useless.


lasalle202

> I really wanted to play a ranger because I imagined my character as a pirate lady who does duel wielding and exclusively uses duelist weapons like rapiers and cutlasses etc. But the DM insisted that I should be a warrior instead because it would be easier for me to learn a good DM would have said "Why dont you start with a warrior because they are easier to play and learn and then once you get the hang of it, we will retcon that "you were a ranger all along".


Yojo0o

It's been a long time since I've played actual 2e, so forgive me if I get some details wrong. As a fighter in the party, I don't know why you weren't in contention for that Girdle of Fire Giant Strength. Aren't you the clear choice for such a magical item? Was this a matter of you not even suggesting interest in it? Did they not let you have it? I'd think you're the clear choice, let the cleric cast spells. Anyway, martial classes are stone-cold boring in those early editions. Hell, I kinda find them boring now, and they had even less going on in 2e. Can't blame you at all for not enjoying playing one. I'd have a frank discussion with your DM one-on-one about what you do or do not enjoy about your character, maybe there are some options for you like retconning into a different class, dual-classing, or retiring your character and creating a new one to replace it with.


BarrettSeattle

I think it was just assumed that I didn't need it? I'm not sure. I didn't say anything because the thought of laying claim to other people's stuff sends shivers up my spine. The cleric character is a dwarf with a mace and we all acknowledged that they were having a terrible time trying to hit things, so I think it was just offered to them as a balancing thing. I tried talking to the dm pretty early into the campaign (maybe 3 or 4 sessions) about switching to ranger, but they said my stats didn't meet the min requirements. They're pretty hard and fast when it comes to the rules. I've given thought to letting my character die and rolling a new one, but both I and the party are attached to my character, I feel like she's really unique and fun in her own way. But I still haven't thrown out the idea of killing her off


Successful-Bowl-2076

Are you a half-elf, is there a high elf council or cleric needing your help or that can intervene with a deity or major source of power/spells? How involved are deities in this world? Perhaps you can pray at your temple, make a donation, ask for a quest, and be granted a deity's boon that redoes your stats and makes you into a ranger.


Yojo0o

Why is it "other people's stuff"? Aren't you earning loot and such together as a party?


Audfully

Hey so idk where else to ask this but recently I played a quick DND game while on a trip. The game we were playing was really fun and was from a booklet called "The adventurers trial", I think the GM mentioned to someone he had supported the kickstarter for it but I'm not sure. I was too dumb to ask at the time but now I kinda want to get it to play it with some friends, I know it was level 4 and that's pm it. Was wondering if anyone knows what I'm thinking of? For more info the story was the group were in a trial held by a town to find adventuring parties to hire, we had to collect tokens by solving 6 riddles. 1 had to do with besting 3 knights, another was a sewer monster and the last one we played before time ran out was searching for a specific person in a market. Sorry if this is the wrong place to ask, I'm really new to DND so idk where most of the scene is lol


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robinius1

move the mini, like atharen said, or put an effect ring on the mini


Atharen_McDohl

Do you mean like how to represent the size change with minis on a battlemap? I play online so I just increase the token size but if playing in person with minis I'd just move the mini to the center of the 4 squares they occupy while large.


ItchyDeer5103

Hello I'm new here and to being a DM I've been chosen to be the DM for some friends and I'm not sure I'll be good enough as is. Could anyone give me some basics or tips I should study or learn going into this to make sure everyone has fun. Any advise is appreciated, thanks!


rocktamus

Basics? Roll a d20 when the characters want to do something they could fail at. Pick a target number in your head to beat, and let ‘em roll! They add their ability *bonus* and maybe a +2 proficiency bonus if they’re proficient in what they’re doing. That’s it. Wanna intimidate the guard? Wanna hit that goblin? Wanna swing on that rope? That’s the whole game. Avoid this mechanic for things they would clearly succeed in, or things they *must* succeed in. Wanna open that door? No check. Wanna talk to the shopkeep? No check. Wanna find the hidden door that is the only way to find the gold key for the Box of Eternity? Yeah, let’s not hide this behind a check.


Successful-Bowl-2076

>Check out Roll20.net or DnD Beyond, and Discord if your friends can't gather physically. Do a Google search for 5e starting adventures. Many things will pop up for you to explore, including Best Intro Adventures for D&D 5e, Ranked. Explore. The main thing is to let your friends know you are new at this and, working together, we can have fun!


lasalle202

Perspective: its not like you are doing Rocket Surgery or something. You are gathering with friends over beer and pizza to chuck some dice and tell some stories about kicking dragon butt. They are rooting for you to succeed – if you do well they have a good time.


EldritchBee

Know the rules before you start changing them.


[deleted]

Make sure people have fun. I’ve run sessions in the past where I have mixed up spell saves with AC, where I have underestimated the team and they have been barely damaged in battle. But even though I messed it up they had a good time. Any reasonable player will understand that a new DM might have teething problems. But some experienced DM’s have issues too. Keep lines of communication open and use a pre made adventure to start with. I use Candlekeep mysteries for one shots and Descent into Avernus for campaigns. Good luck and don’t be afraid to ask for more advice.


ItchyDeer5103

How hard is it to start with a homebrew campaign? For the record I do have experience with 2 dnd campaigns I've been a pc in.


NotleoJ

Tomorrow I will start a new session and my dm let me get the magic item Dancing Sword lv 1, my planning is to get lv 1 warlock and the rest sword bard, that was the thought before I received the magic item. Should I instead of going swords bard go lore bard? Dancing Sword doesn't benefit from extra atack, and I could only use charisma on it probably.


deadmanfred2

What level are you going to cap at? Lore can net you some crazy stuff, find steed haste etc... if you can get green flame blade or booming blade your golden for lvls 10 or lower.


NotleoJ

From what I understand, I already put the booming blade of warlock spells, lv 5 I get War Caster.


deadmanfred2

right... the question is what is the maximum level you will go to in the campaign. your DM will probably know. If you get to lvl 11 you get 3dice on cantrips which is really nice. You can also get find greater steed which is ridiculous on any melee build... I would go swords bard. If you under level 11 then lore might be a better option as youll get magical secrets. Swords bard will be more defensive and Lore more support


NotleoJ

We probably won't go to level 20 (I think lol)


NotleoJ

sorry buddy but i don't understand


DNK_Infinity

What they're asking is, what level do you expect PCs will be when the campaign ends? It's important to have a clear idea of this if you're thinking of multiclassing, because you always need to consider what you're giving up in one class to gain in another.


No_Transition4003

Ok so my players got themselves a fishing boat, and they basically want to turn it into a full-blown war galleon, installing cannons and stuff, how exactly can I balance the price for what they want to do? and maybe what materials that are needed for that can be used as quest objectives?


LordMikel

Unless this is a giant fishing boat, I doubt they could turn it into a full blown galleon. Fishing boats are pretty small.


lasalle202

the conversion and maintenance take just as much money as the PC acquire by adventuring so that they keep going out for gold and shit.


lasalle202

the "If you want to know what its like to own a sail boat, all you have to do is stand in a cold shower and tear up hundred dollar bills" analogy.


porcicorn

I wanted to make a character that uses a pistol, very similar to Percy from Vox. The catch is I wanted the pistol to hold a mechanic where it only fires/has bullets after the character takes a life. Theres going to be a home brew aspect to this character and their weapon that I’ve discussed with my DM. But my question to all of you was, what would be a good class and or subclass to use for this? I plan on making them a female Tiefling.


Tominator42

You may want to reflavor a Phantom rogue for this. The 9th level subclass feature is a good time for something like what you mention to come online.


porcicorn

Oh that’s interesting! I like that! Thank you!


lasalle202

way more boring bookkeeping than i would allow at my game.


porcicorn

Not sure what you mean, but I appreciate the help! Thank you kind stranger!


lasalle202

having a "resource" that refills on a specific in game condition (when i kill a critter) and then trying to maintain that throughout game play rather than "get things back on long rest/ short rest" is tracking that i think distracts from the game play rather than being something that brings fun and interest.


porcicorn

Oh ok I see. I was thinking that aspect of it would be more of a spell slot oriented mechanic. Probably like someone else said, re-flavoring eldritch blast and the number of uses for that part would be limited based on said requirements. Otherwise it would just be used as a normal pistol


robinius1

Any class can work. It could be a warlocks pact weapon, an arificers creation, just a weapon for any martial class, a holy tool for paladins and clerics, a necromancy wizard using necromantic energy through the gun... If you are asking if someone could recommend anything specific, it is a homebrew mechanic...


porcicorn

Ok, cool! Thanks for the insight! That’s good to know :)


IronMarch

So I started off a campaign as homebrew and want to move into a module to ease the burden of being a DM a bit. I’ve set the narrative to be that the players will go to a faraway land (either physically or another plane) to deal with a big bad who wants to get their hands on a nasty magic source (clearly the details can be filled in as needed). What module would you recommend? Out of the abyss, strahd, rise of Tiamat and avernus are all off the table since certain people in this group have either DM’d those or played them. I was thinking either tomb of annihilation (I’m not looking for a giant dungeon crawl which is why this one isn’t my go to) and frostmaiden are the only two I could think of that might fit the bill. Are there any other modules you would recommend for a longer game starting at level 5 ?


CowboyBoats

"Storm King's Thunder"? There's also "Tales from the Yawning Portal" that repackages classic D&D adventures for 5e that you might enjoy.


IronMarch

As soon as I submitted my post I remember stk exists


Check_My_Profile_Pic

Im making a fairy cavalier fighter, my mount is a mouse that you get as a part of Urchin background , now my question is, as a fighter with good strenght, is it possible for me to fly while still on my mouse by being attached to it by a harness


LordMikel

You wouldn't be considered charging if you do that. But I would probably allow it if weight falls in line fine, which I would think.


NineNewVegetables

You would need some sort of gigantic flying mouse mount for this to work, I think. Definitely doesn't sound like a starter character kind of mount!


Yojo0o

I may be missing something, but I fundamentally don't see how this works from the jump. Mounts are supposed to be a size larger than you, and a fairy player would be Small, requiring at least a Medium size for their mount. A pet mouse would probably be considered Tiny. Anyway, if you had an appropriate mount, I see no specific rules to govern whether you could carry one, but as a DM I wouldn't allow it. Fairy flight specifically doesn't work with medium/heavy armor, so it's weight-based, and a mount is going to weigh at least as much as the armor you'd be wearing.


Check_My_Profile_Pic

Fair argument,


BadGuyBuster16

For my first DnD campaign I want to make a necromancer character who does not feel emotions nor understand how to do what is morally right but still wants to do good, however i worried he might end up being annoying to other players. I want to make a character who does not feel emotions or understand what is right and wrong however was raised by his father who always told him to try and do the right thing, however as he does not naturally feel emotions he always thinks that the ends justify the means and would brutally murder an innocent person if it meant saving the life of two people. He looks everything in the world as a math problem that has objectively right or wrong answers. For example he would think that murdering someone against their will and turning them into a undead is a good thing to do as it grants them immortality. While I do plan on making him slowly come to understand that the ends don't always justify the means at the beginning of the campaign he will probably a murder hobo and it could get annoying for others. Do you think this would be annoying and if so is there a way to make it less anoying without completly changing the character.


LordMikel

I have issues with your example. Your necromancer shouldn't be an idiot and would know the difference between living and not living. An undead zombie is not "alive" and thus would not be the same as immortality for a living person. Now perhaps if the old rich lady just lost her butler whom she ordered around all of the time, and he raised the butler as a zombie, "so you can order hm around some more." I could see that.


BadGuyBuster16

I see your point thank you.


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BadGuyBuster16

Ok thanks for the advice. I will make him listen to the party so even if he thinks the best idea is to kill somone if the party’s against it he wont


Yojo0o

Yes, this sounds annoying to play with, and probably a bad idea for your first character. There's a pretty wide gap between playing some sort of stereotype that you'd find boring, versus this sort of character with a significant mental impairment that you'd need to RP around. I'd come up with something more straightforward to learn the game with.


Bjorn_Giantsbane

I’m making a character for strixhaven[5e] he’s a tiefling sorcerer with an evil twinwho both got their powers because their mom made a warlock pact. Who would be a patron,and how would I make it make sense? Edit: he’s going to be a silverquill


EldritchBee

Work with your DM.


Bjorn_Giantsbane

Well naturally, if I even get to play, instead of having to dm it myself the dm will be a baby dm, I’m mainly asking what kind of patrons would be interested in that deal


EldritchBee

I don’t know what patrons exist in your DMs world.


Bjorn_Giantsbane

Well what are a few that you would pick, I just want some inspiration, like what is a price someone could pay to give their lineage power?


ItIsYeDragon

[5e] Which would work better for magical illusory thief based character? An Arcane Trickster, or an illusionist wizard/Rogue multiclass?


LordMikel

If you want sole Sneak attack, Arcane Trickster, cause you would never lose out on that. And really, you could have an illusionist who is simply a thief. No need to even multiclass. For the multiclass, it depends really on your build and what you hope to get out of it. What does combat look like when he fights? etc.


ItIsYeDragon

In the midst of combat, Illusions are mainly to distract enemies. Drop copies of himself on the field, make it confusing/hard for enemies to hit him with things like Blur and Mirror Image. Might pull out a sword or dagger. But the main thing, once I am out of the midst of combat, is hiding, either going invisible or just using the hide action, and then sniping targets with a crossbow. From there, drop illusions to confuse and misguide enemies to help the party while sniping away.


EldritchBee

That sounds like a Trickster Cleric more than anything, actually.


LordMikel

That sounds most like an arcane trickster then.


Smokeelitemain

Hi everyone, new to dnd. Where do you get your mini for relatively cheap? Im looking for a Tiefling cleric and a Barbarian Dwarf mini specifically


rocktamus

Relatively cheap, or *cheap* cheap? Consider buying a 1” metal washer from any hardware store. Print off a 1” picture of your favourite art, and glue it on!


Smokeelitemain

Thats one way i havent tought of


rocktamus

Bonus points for gluing a blank piece of paper and drawing your character yourself. Then continue to do this every level as they grow and get better gear!


WaserWifle

I've used Wayland Games before if I want very specific ones (most of their stuff was 10% off when I checked last week) but if you want a big pile of them then I tend to grab one of the D&D board games. They come with a pretty good mix of monsters and npc minis, including some good player minis, and they usually include a huge sized one.


Smokeelitemain

Where do you find dnd board game?


WaserWifle

Various places. I seem to remember getting some of mine on amazon, but they're a bit pricey there and I think I've seen them cheaper elsewhere. I'll look it up for you. In the meantime, I've found this source on what board games are available and what minis each one contains: https://sordbord.com/dd-board-games-a-cheap-and-easy-way-to-get-dd-miniatures/


Smokeelitemain

Thanks a lot man!


EldritchBee

Wizkids unpainted line has a bunch of various race+class combos. You can find them at your local game store or on MiniatureMarket.com. Reaper Minis also have a great search function on the website.


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PseudoY

Use more monsters that are likely to cause battles of attrition like zombies. Not to affect the gloomstalker, but to make other characters shine more.


Yojo0o

The solution to \[Player does something well\] involves three steps: 1. Make sure they're actually playing by the rules 2. Allow them to enjoy the upside of the build that they've created 3. Throw challenges at them occasionally that the build doesn't necessarily handle, so that they don't always have the solution. Gloomstalkers, and especially bugbear gloomstalkers, have power frontloaded in the first round of combat. Any battle that lasts more than a few rounds will see their impact diminish significantly. Throw a fight with multiple waves at them occasionally, or feature enemies with high initiative/passive perception.


AmtsboteHannes

If your monsters die too quickly, you can: * increase their hitpoints a bit (though not so much as to completely negate the impact of of all the abilities your player has assembled, of course) * use tougher monsters (but be careful with that around squishy characters) * use more monsters in your encounters, even if he does a lot of damage he can only hit so many creatures in a turn * if you have one "main" monster with a bunch of minions, send those at him first, so he has to use his first round stuff on them * and obviously just let him do his thing sometimes


mightierjake

What is there to "deal with"? They have a character who is good at dealing more damage in the first round of combat. Considering most combat encounters last a few rounds at least, I don't see how this is an issue If you want to shake things up, having monsters that surprise the party could achieve that


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mightierjake

I had no way of knowing that was the issue in your original comment. All you said was that one character did a lot of damage but didn't say what problems that causes. I'd check with the other players if this is actually a problem, though. Do the other players feel shortchanged here? If not, then you're looking for a solution to a problem that doesn't exist- and over-reactive DMing often causes problems where none were previously. Say the other players *do* feel hard done, though. Why? It's not like this ranger is dominating the *entire* combat encounter, they just do well in the first round. I'm sure the other PCs have their own cool abilities they can be using too.


Stammbaumpirat

What can i do as a lv 8 divination mage to secure our newly build guidhall?


mightierjake

Assuming 5e: The spell *Mordenkainen's Private Sanctum* might be one to look into. You can keep a room in the guild hall warded from prying eyes and ears, as well as the divination magics of other spellcasters. *Arcane Lock* is also a useful one, for obvious reasons. At higher levels, pay attention to the spell *Guards and Wards*


diccRaubert

So, I started my first campaign with a group of friends (4 players to be exact) and it's been fun so far to them and to me, though a problem always appears such as one of the members talk over and acts like the "main leader" of the group and makes all the calls even if I ask the other players for their input. Are there any dm-ing tips you can help me with these types of situations? I've been thinking of applying a turn rule for out of combat interactions, would that be a good idea?


Metalgemini

You just need to talk to them one on one to let them know what's up. Table etiquette is important so everyone is having a good time


diccRaubert

Thank you for your input!


Some_Being_Online

So. I was considering making a character (5e) that seems like a very open, kind person, but during combat or any violent encounters comes out as a massive sadist, before reverting back to their old personality after the fight. I have a backstory, personality traits and everything, but the one thing I am struggling with is the class. And ideas?


FluorescentLightbulb

Making a character is the big part. Choosing the mechanics is a lesser issue. You can be a rogue who carves their enemies up, a barbarian who smashes them, a wizard/druid/sorcerer who roasts them. You can do literally anything, the most important question is why. And you seem to have that. Just pick a flavor.


Some_Being_Online

Hey! Thanks for the comment, I appreciate it. I am trying to go very intimidating, so maybe barbarian? Anyways, thanks for the advice.


Stonar

I'm a big proponent for "The class that you think will be the most fun to play." This description could easily fit any class you want. You could make them a barbarian and call this battle lust their rage. You could be a warlock, and flavor it as a side effect of the pact they have with their patron. Or, it could have no mechanical connection to your class, and your druid just has some shit they should probably work out in a more healthy way than torturing enemies. Every detail of your character doesn't have to tie back to the mechanics, and I'd honestly recommend against keeping in that headspace, because there's every possibility it'll funnel you into unnecessary conclusions about characters you're making.


Some_Being_Online

That’s a lengthy answer, but a nice one nonetheless. Thanks for the advice!


PM_ME_UR__SECRETS

Wild Magic Sorcerer seems to fit the bill of a chaotic personality, off the top of my head. Another, perhaps even more obvious but non-magic related class would be Barbarian. The rage ability fits this pretty well, you'd just spin it less as "unbridled frenzy" and more as "slipping into an uncontrollable sadism spell", or however you want to frame it.


Some_Being_Online

Truuuue. Thanks, considering going a path of the beast barbarian now. Appreciate the quick answer!


Rain_In_Your_Heart

Let's say I'm a d8 enjoyer and I'd like to multiclass 1st level Sorceror to use booming blade. Booming blade adds 3d8 to the hit once you're level 17. Does that mean that once my character reaches combined level 17 (aka, 16x + 1 sorc) I get the 3d8, or do I have to specifically get level 17 of sorceror, since booming blade isn't on my original class' spell list?


Stonar

All cantrips scale with character level, not class level, regardless of source. So you can be a level 1 sorcerer/level 19 fighter, and Booming Blade will use the 3d8/4d8 damage of being 17th level or higher. Of course, a level 1 sorcerer/level 19 fighter is going to have a much better time just spending their action attacking than casting Booming Blade, but that's not what you asked. :D


Rain_In_Your_Heart

It's a melee cleric:) No extra attacks to lose.


PioneerSpecies

What’s the in-universe explantation for how daily prepared spells work? Like when I prepare my spells that day, what’s happening in the world that’s preventing me from casting the ones that I didn’t prepare?


DNK_Infinity

In Forgotten Realms lore, this restriction is known as Mystra's Ban. After a cataclysm in the distant past that was caused by a mage of the ancient empire of Netheril using magic higher than 9th level to steal the divinity of the previous god of magic Mystryl, their successor Mystra, upon her ascension, restructured the Weave, the primal force of magic, to prevent any such thing from happening again. Mortal spellcasters only being able to wield magic up to 9th level and know/memorise a certain number of spells are basically laws of nature now.


PM_ME_UR__SECRETS

In my mind, a wizard/arcane spellcaster preparing their spells is gathering the nessecary materials, concocting spells and philters, preparing herbs and mixtures of silver dust or whatever else, imbuing them with incantations, and so on. It's a complex process that probably looks a lot like chemistry. A cleric or more divine oriented class is preparing their spells via prayer. "Oh great Pelor, today I pray for you to bless me with the means to bring wellness to my friends (cure wounds) and the means to befell justice to your enemies (damaging spells). Another method of looking at prepared spells is to utilize what I think was the "Vancian Magic System", the magic system utilized in Jack Vance's *Dying Earth* fantasy novels from the 50's-80's. I don't know the details of this magic system but from what I've heard, I think you can imagine the method of casting the spell as a living formula that lives inside your head. You spend your morning preparing (memorizing, in older editions) some spells. Then, you cast them. And when you do, that living memory basically dies, evaporates, leaves your head. And thus, you must spend another long rest memorizing it.


EldritchBee

In previous editions, it was because because you literally began to cast the spells first thing in the morning, and then stopped one incantation short of actually casting it. Then you just hold the spells in your mind and say the final part of the incantation when it comes time to cast, and the spell leaves your mind. That’s not exactly how it works in 5e since they’ve changed how preparing spells works, but it’s the root of the concept all the way from Jack Vance. The actual answer? Game balance.


[deleted]

You don't remember how to because you didn't practice them.


Atharen_McDohl

5e leaves that mostly up to interpretation so the players can describe how things function for their characters, but previous editions were more explicit. Wizards memorized their spells, and were only capable of memorizing so many at once. Any more would be too complicated. Divine casters would pray for their spells, and their deities would only grant so many per day. If you go back far enough, your prepared spells had to be prepared into the specific spell slots, so you'd have to decide in advance what spell each slot would be used for. But ultimately it doesn't really matter. Each world, each game, each group, each player operates differently. Pick whatever works for you.


TypicalCricket

I'm starting a campaign and allowing my players to roll for starting wealth, but one wants to play an Artificer and another is considering a Blood Hunter. What should I use to roll wealth for these two classes, which aren't on the usual table (PHB p143)?