/r/dndnext

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A place to discuss Dungeons & Dragons.

For more D&D discussion:

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What is /r/DNDNext?

A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.

Please join us on our discord, and our new Lemmy server:


Rules

  1. Be civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. Please respect the opinions of people who play differently than you do.

  2. Do not suggest piracy - Any non-fair use posts containing closed content from WotC or any third party will be removed. Do not suggest ways for such material to be obtained.

  3. Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.

  4. Do not post memes or joke posts - Meme images should be posted on /r/dndmemes. Text memes should be relevant to discussion.

  5. Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts or Kickstarters) must be related to D&D and posted no more than once every 14 days. Affiliate links are never allowed.

  6. Limit Homebrew - You may only post one new homebrew thread per day.

  7. All posts must be flaired - Submissions should be flaired with an appropriate flair. For more information on which flair to use check here. For info on how to filter by flair on various apps and sites click here.

  8. No D&D Beyond content sharing posts - DDB Content sharing is restricted to the weekly thread which you can find here

  9. No low-effort/OC/image posts - Official sources, homebrew images, and new information/product photos are the exception.

  10. Limit Direct Response Posts - New posts that could reasonably serve as a reply to a different post that is in the top 40 of “Hot” may be removed by the moderators at their discretion. Please instead reply in the ongoing threads rather than making new ones.


Useful Links

Feel free to add to the community resource folder and the resource list.

/r/dndnext

768,819 Subscribers

1

Is Eldritch Knight 7/Warlock X a bad combo?

I'm looking forward to play some sort of magic warrior but none of the classes really convince me (Warlock is too squishy for my taste, Bladesinger has too much of the Wizard complexity...)

So I was wondering if Eldritch Knight and Hexblade warrior would be a good multiclass, I just want a character that is decently bulky, can be okay with melee or ranged combat and has a couple of good spell options to support their melee combat

12 Comments
2024/02/16
16:08 UTC

1

As an artificer, could i store my Steel Defender in my Bag of Holding?

As i see it there is nothing preventing me from doing it, but maybe im just forgetting about something, so i wanted to make sure im not by asking here first, so yeah thats it basically. Also how would taking it out work? It says it can move on its own, so like can it just walk out? do i need to use an action to take it out? or do i need to use a a bonus action to command it to get out?

4 Comments
2024/02/16
15:53 UTC

0

DM tip: Turn failed dice rolls into partial successes with complications.

Over the years I've increasingly had the opinion that a DM should always do whatever they can to maximize character or narrative drama, to create a good story, and to make memorable moments.

Plenty of people agree and to that end we have gotten the very popular sayings of "Yes, and" and "No, but". These are ways for a DM to allow the players freedom and agency while steering the campaign towards its best possible version.

However I think the biggest issue I have personally faced as a DM and seen many other DMs face is when the dice themselves are the ones denying drama and tension. Usually when a player fails a dice roll they simply fail and you move on. Few admonish the DM for this as it's the "fault" of the dice and that's understandable. But I think that, similar to the two examples above, turning the dice saying "No" into a "No, but" or "Yes, but" i.e. turning a failure into a success with complications can dramatically improve narrative drama in a game.

Here are some examples:


A player asks whether he can pick a lock. The DM says go ahead and the player rolls a 7 (after modifiers). Normally this is a failure and the DM simply says "You could not pick the lock". This both creates the awkward "repeated dice roll" effect and is also generally uninteresting. A player tries to do something and nothing happens. Instead, by turning a failure into a success with complications, the DM could say

  • "You manage to pick the lock, but your lock pick is now stuck and the door can't be opened without getting them free." Now there's more options for the players and possible changes for strength-focused characters to help wrench the lock pick free.
  • "You pick the lock but break the lock permanently. It cannot be locked again." Added tension to situations where the characters want to be stealthy. Alternatively add a booby trap to the door for even more complications.
  • "You don't succeed in picking the lock but spot a weak point on the lock's bottom. Perhaps brute force at the right spot could help?" Similar to the first point, a strength-focused character could get their chance to shine.

The party discovers a valuable magical vase perched on an alcove at the top of a wall. A player asks whether he can try to scale the wall to get the vase. The DM tells him to roll athletics and he gets an 11. Again, the DM could say "You get halfway up the wall but lose your grip and fall down [optional 1d4 damage taken]". But this is not a very interesting situation and prompts the characters to just try again. Instead the DM could say

  • "You reach the top of the wall, reach out for the vase on the alcove, but lose your footing at the last second as you grab the vase. You go tumbling down, lose hold of the vase, and it plummets down to the floor away from you." Now the rest of the party is suddenly involved, having to decide whether to catch the player, the vase, or both. They have a short time to decide and even less to act. Instant drama and instant tension from what is otherwise a failure.

  • "You reach the top but put too much weight on the alcove as you grab the vase, and fall holding the vase close to you while rocks cascade from the alcove down towards your party." The rest of the party again has to decide whether to catch the player or dodge the rocks, trust him to protect the vase or take the risk and try to save him.


The party is walking down a quiet forest trail when one of the players ask if they spot anything of interest. He rolls a measly 3 on his perception roll. Usually the DM just goes "You don't see anything of note". Instead they could say

  • "You spot a weird light glimmering from behind the nearby bushes. Do you want to investigate? One of your party members see your eyes glaze over as you stand staring towards the light." The failure of a roll is now transformed into a possible source of intrigue. Is the light real or an illusion? What happened to the player? Does someone maybe want to roll arcana to see if they notice any weird magic? A lot more possibilities open.

In all of these situations the failed roll is turned into a partial success getting the players closer to their goal while introducing complications and sources of drama. In my opinion this creates a much more dynamic and interesting game. It also has the effect of players not feeling so down about failing their rolls. Naturally this is yet another thing that puts more weight and responsibility on the DM as opposed to letting the system do the work. But if you can pull it off then it’s absolutely worth the trouble.

13 Comments
2024/02/16
15:21 UTC

3

Can a Familiar help "tracking direction" to prevent getting lost?

Hello! I'll be quick today!: I think one of my players will be using her familiar (a raven) to help navigate through a forest.

This forest is next to some mountains down south. Could the raven fly high, look where the mountains are and pass on the idea that it can see mountains in a certain direction?

Extra question: Familiars can "help". Does it matter if the help action is used to impose advantage on an ally OR disadvantage on an enemy?

Thanks a million! :)

2 Comments
2024/02/16
13:47 UTC

28

People who got very good stats with just straight 3d6, how did it go?

Usually when a DM decides to use 3d6 it's because they want a 'gritty down to earth' campaign where players are weak and death is a real threat. But what happens when you actually roll amazing stats? Did it overshadow other players? Did it break the DM's idea of a gritty game? Did your DM try to somehow bring you down to the desired level of power?

Was bored on the train station, would love to hear your stories!

PS. Dont know if this is the correct flair, i just want to make a thread for people to share their stories on the topic.

21 Comments
2024/02/16
13:30 UTC

0

Love creating memes about your sessions? Perfect! (Homebrew meme reward system)

Hey everybody, i want to present to you an idea on of my players had.
So during or after a session our grouo chat usually gets to see some memes about in game events or funny situations. One day, on of the players asked if there was a way of getting in game benefits as a reward for an ordinary good meme.
Normally I'd think, that inspiration is they way to go, but as one random picked player gives a short recap of the events from the last session to get an inspiration, that option fell flat due to inspiration economy. So we came up with this idea that I wanted to share, just in case anyone of you wants to use this for their sessions :)

Mechanic:
At the beginning of each session, every player gets to send a meme about the current story arc to me, and I will share them into the group chat. Now we vote for the best meme. Whoever wins the vote gets to roll a D20. The result of this throw can be used the same as throws from Portent (Wizard: School of Divination). So they can assign their roll to any attack roll, saving throw (death saves excluded), or ability check, made by them or a creature they can see. After the session they loose the "foretelling role", so that they don't save up Nat Ones for the next boss fight :D

If you have a player that plays a School of Divination Wizard, maybe talk to them about this, before pitching the idea to your party, as I could get how it would be lame for one of your class features being made availiable to everyone.

0 Comments
2024/02/16
13:24 UTC

0

Can a Lich control a dragon?

I'm writing a battle where an army of undead will strike the fortress where the pcs are, I first thought of a dragon flying around the walls just to intimidade the party, because they eventually will have to kill the dragon, probably mid campaign.

I always read about how powerfull dragons are and off course the Lich can have a powerfull mind control spell or a magic item, but this is okay? or it would look like a peasant controlling a knight?

11 Comments
2024/02/16
13:12 UTC

24

What makes a good Monster?

A common critique of 5E's Monster design is that most monsters are a "sack of hit points with multi attack." Surely, if you frequent this forum, you've seen this phrase before.

I wanted to ask which of the official monsters you find particularly interesting or fun to fight against out of the catalogue 5E presents. What elements make a monster fun to engage with?

My personal favorite is the Orthon. Having loads of different ways to attack and befuddle, as well as pretty consistent invisibility, makes it a blast to use as a GM.

26 Comments
2024/02/16
12:56 UTC

0

Multiclassing College of the Spirits with Undead Warlock? When and how many Level?

Hey everyone, I need some advice.

We are about to run a new campaign (1-20 planned but who knows) and i love the concept of the spirit bard being able to talk to spirits and all that (im playing a reborn)

When I read about the Undead Warlock I thought those two would be a very fun mix to play.

My question is just would it make sense? When do I multiclass? How many levels do I take In warlock?

Thanks to everyone in advance 🙂

5 Comments
2024/02/16
12:43 UTC

7

Thief - Fast Hands, can i steal the Weapon of my Enemy mid battle?

Like the titles states. Could i use my Cunning Action to steal the Weapon from someone‘s Hand? And if so do i have to be invisible or can i just walk up and snatch it?

Short Post, sorry in advance but i just saw that and really needed an answer. This could potential be really good option to support the group. I mean it would minimize the opponents damage output.

49 Comments
2024/02/16
11:39 UTC

1

The Astral Hall of Stone

A dungeon that has statues of people all throughout it but it isn't being guarded by a Medusa but it's actually an entire school of wizards taking a field trip to the Astral plane and the one who was supposed to un-petrify them died.

1 Comment
2024/02/16
11:19 UTC

0

Crimson Sea Folk

Size: Crimson Sea Folk are usually around 4.5 to 8 ft tall and can weigh between 100-250 lb. Crimson Sea Folk never stop growing throughout their lifetime.

Speed: 30

Age: Crimson Sea Folk mature around the age of 5 and can live up to 120 years.

Aquatic: You can breathe in water and have a swim speed equal to your walking speed.

Carapace: You have a natural armor class of 13 + Dexterity modifier.

Claws: Above your regular arms, you have two very large pincers.

Subspecies:

Grasper: Your claws are built for grabbing and squeezing things. Your unarmed strikes deal a d6 + Strength slashing damage, and you can attempt a grapple as a bonus action after hitting with an unarmed strike.

Puncher: Your claws are built for speed and blunt force. When you make an unarmed strike, add an extra d4 force damage.

Guner: Your claws are built to shoot compressed air. You can make a ranged weapon attack up to 30 ft, 60 ft underwater, dealing a d6 damage, d12 underwater.

Piercer: Your claws are built for stabbing. Your unarmed strikes deal 1d8 piercing damage, and you roll an extra dice on a critical hit with your claws.

1 Comment
2024/02/16
10:16 UTC

0

Swords Bard Hexblade - Help with Spells

Hello everyone, I will be playing a Swords Bard Hexblade, but I'm not sure which spells to choose. I was hoping you could help me deciding, by giving me some suggestions.

Some additional information: Stout Halfling, 8th Level (6 Bard, 2 Warlock). Rolled for ability scores, and have allocated them as such: (DM allowed Tasha's Ability Score Increase rule)

  • STR 10
  • DEX 14 (13 base + 1 race)
  • CON 14
  • INT 12
  • WIS 14
  • CHA 20 (16 base + 2 race + 2 ASI)

Our party is basically an assortment of spellcasters (1 bard/rogue, 1 cleric, 1 cleric/monk, 1 sorcerer, 1 warlock). Since the clerics are rarely present, we lack in melee presence. Ironically, we rarely fight against spellcasters. Magic is supposed to be somewhat uncommon, so our enemies are closer to fighters. We do occasionally fight a spellcaster.

I plan on going melee, with magic helping me with both offense and defense. So far I've selected the following spells, which I feel will help me accomplish the playstyle I'm looking for:

 

Bard 1stWarlock 1stBard 2ndBard 3rd
Healing WordShieldHeat Metal...
Silvery Barbs...Mirror Image...
............
............

 

So, what do you think would be good spells to add to my list?

1 Comment
2024/02/16
09:54 UTC

49

What class would be best for a low constitution character

So I've had the idea for a while now to roll a character with a low constitution. Maybe he's been bed ridden most his life and decided to go on an adventure or something, idk, I haven't fully decided. The problem is I don't want him to be useless. If his health is low or he cant fend off poisons and such, thats fine, thats kinda the mechanics of this idea... but if he survives long enough, id like him to be of use to the party in fights and it'll be hard to keep concentration on spells if he gets hit. At the same time a martial class doesn't really fit the theme either.

So if you were making or made a character with a low constitution, what class would you choose and what kind of themes or backstory would you give him?

65 Comments
2024/02/16
09:29 UTC

8

Want to do a mage knight character, should I do sorcerer with fighter, or sorcerer with paladin?

Want to do a mage knight character, should I do sorcerer with fighter, or sorcerer with paladin?

My character is a traveling knight and magic user. The main attack that I planned on doing using this character was a simpl fireball or something like that. However, I’m struggling to choose which class I should choose with sorcerer, do you think fighter is the best or paladin?

Edit: part of my character’s background story is that he was born with powers, so I do kind of really want him to be a sorcerer because they are born with their magic, but is the sorcerer not good with paladin or fighter?

20 Comments
2024/02/16
07:46 UTC

8

Stars druid appreciation post

I've been playing a stars druid recently as a part of a sunken isles game (basically dnd in hawaii with boats and zombies) and its such a fun and frankly powerful subclass. I was initially thinking shepard druid because summoning stuff is cool and I like to make strong builds (dm buffs martial builds to keep them in line with spellcasters so outshining my party is not an issue. If we power game too hard the dm just makes hard encounters). I ended up choosing stars because the starmap seemed thematic for the boat navigation mechanics of the campaign and I'm so glad I did.

The main thing I am happy with is how well this class fits the setting and opens up rolplay. the campaign setting involved frequent sea navigation (starmap+survival checks), magical weather effects (druidcraft to predict the weather), active nature spirits/gods (strong motivation rp hooks), underwater combat (water genasi), and lots of undead (archer form + free guiding bolt). Add in the thematic elements of nature spirits/demigods all over the island and it feels like the absolute perfect fit. I cannot recommend enough that you talk to the dm early and tailor your character at least a little bit to the world you will be playing in. It feels so satisfying to have a very direct and common use for all of my class and racial features in this campaign and it makes the sessions much more enjoyable than it would to summon 8 raptors every single fight with a load of temphp and then sit disconnected from the campaign for the rest of the time because why is a shepard on a boat if he isn't named noah. I think I will leave the meme dhampyre power builds for the oneshots.

I am the only healer in our group with a bloodhunter, barbarian, and warlock filling our other 3 slots with the occasional chronurgy wizard guest star so I spend a lot of time in chalice form to keep the strikers up and running but I've noticed that the flexibility of the class feels so freeing compared to what I have played before (conjuration wizard, grave domain cleric, warlock of the deep, and zealot barbarian). I am able to keep up in damage with archer form, control the battlefield with spike growth or summoning spells in dragon form, or keep the team up with chalice and later levels allows the class to swap freely between the three. It just feels so good to always have options. I do not do quite as much damage as the dual pistol blood hunter (unless the enemy is weak to radiant) and perhaps a life domain cleric could outheal me and resiliant might make dragon form less appealing, but the ability to basically act as a flex position in the team composition is awesome! add in the fact that regular wildshape and druid spells are available so the problem most days is that there are too many good options. Do I want to take cure wounds and spend the day as a healbot for the bloodhunter? or am I grappled by a giant zombie and the only way to live is a high level guiding bolt + archer form to blast my way out of the situation. Or maybe I'm already in chalice form but I got caught so I need to healing word + chalice myself for 12-22 hp then wildshape into a bear for the temp hp so my team can have time to bail me out.

This class is the opposite of a one trick pony and its cool thematically in a way that can enable teammates as a supporting healer roll or it can take the spotlight with a guiding bolt archer form crit on an undead boss. Any time the group is outdoors the starmap and weather prediction make great roleplay opportunities and in my case I got to try it on the perfect campaign setting. I highly recommend trying out the stars druid. It might not be as flashy as a moon druid but the flexibility keeps things fresh in a long campaign. I can switch rolls every encounter if I want and our team goes from nova glass cannons with the archer to war of attrition with the chalice and a healing spirit.

Sorry for the long post.

6 Comments
2024/02/16
07:01 UTC

1

Campaign Organizer App

Hello, I'm designing an app to help dungeon masters organize their campaigns. The content included is part of OGL, but it shall also be extendable to cover all the dungeon master's needs for custom or non-OGL material. Or at least that's the idea.

I hope to make it as intuitive and easy to use as possible. I'm thinking of releasing as freeware when finished, as this is a hobby project.

I think I would like all the data generated (for characters, relevant spells, etc) to be exportable to printable pdf or html files, so that someone could print it all to use in their sessions.

But someone should also be able to use everything on their laptop during sessions as well.

Here's a preview video of it: https://www.youtube.com/watch?v=RPSqkHw2WxQ

Feel free to provide feedbag, or propose any functionality you might find useful.

0 Comments
2024/02/16
06:18 UTC

0

I want to create a Himbo/beach (OK, its Ken) character

Like the title says, I wanted to have a little fun in the next campaign and create a kinda Ken-esque character, what class/races would y'all think best to play? Thanks in advance for any help!

7 Comments
2024/02/16
05:37 UTC

8

How Would Y'all Rank Creature Types In Terms of "Complexity/Lore"?

Howdy folks! I don't know how to explain it much better than "complexity" but I mean like pretend you were to allow a player to transform into certain creature types depending on their level, what order would that be in? Not accounting for mechanical power but more like origin lore? Like Celestial would be up there since those are beings made of positive energy or Dragons since they are just chock full of magic and are rare for that reason

Like if the creature type cost a certain amount of points to unlock in a tech tree or if they were given a rarity

I feel like it would start with Beast and/or Humanoid then Monstrosities would be 2nd with the ranking ending with Celestial, Fiend, or even Dragon but I don't know the lore deep enough

My loose list rn is Beast & Humanoid -> Monstrosity -> Plant -> Ooze -> Giant or Undead -> Undead or Giant -> Construct -> Fey -> Elemental -> Dragon -> Aberration -> Fiend and Celestial but any semblance of certainty ends at Monstrosity

Thank you for chiming it

EDIT: I mean this as just a discussion though I do plan on using the info to make progression for a Shapeshifting class for full transparency

14 Comments
2024/02/16
05:06 UTC

0

Dash action while under the effect of Bladesong and Haste

Hi folks,

I'm currently playing a Blade Singer and we came to the awkward question of what my final speed is.

So, Blade Song adds 10 to my 30 base speed, right? 30 +10 = 40 spd

Now, haste doesn't specify if the doubled speed is my base speed or my current speed after applying Blade Song. So, worst case scenario my spees is now double my base plus 10 from Blade Song. (30x2)+10 = 70 spd.

Best case, the doubled speed is my current total, so 40 x 2 = 80

Now my question is, if I use a dash action, do I use all of that speed? Or do I only use my base speed once again? ... So now I have 3 scenarios.

  1. Dash = Base speed?
  2. Dash = 30 Base Speed x 2 + 10 from Blade Song?
  3. Dash = 30 +10 from Blade song x 2?

I hope my question is not so confusing, I'm trying to figure out the interaction because my DM has these "Events" in wich things happen each turn and we can only move, so I was wondering if there is any real difference by using haste and blade song all together.

8 Comments
2024/02/16
04:20 UTC

0

Luck God Build

The idea of this build is to have the maximum amount of abilities to manipulate dice as possible. Through multiclassing and spread out stat blocks. This build is not meant to be optimal in the normal sense. Instead it's made to have the most lucky build possible.

TLDR: Combining first level features from Clockwork Sorcerer and Peace Domain Cleric. With two levels of divination wizard and four bard levels will let you manipulate anyone. Due to your very spread out skills and ways of gaining bonuses you are a pretty good skill monkey too! 14 in all mental stats for this build. Add lucky and Autognome you are ready to manipulate the dice!

To the other players PC this guy would seem bad at fighting, Bad at casting yet he always gets his way. While I am doing a lot of multiclassing I am going to stick mainly to the pure casters

Race: Auto Gnome for

  • Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class 1 (1 Lv) Clockwork Soul for con prof (We need it) and

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class 2: Peace Domain Cleric (1 Lv)

Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This ability is just amazing giving you a free bless without concentration. While your at it pick up bless for even more dice bonuses.

Class 3:(2 Lv) Divination Wizard:

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Choosing two dice roles a day is just... amazing)

Class 4:(Lore/Bard 4) (Eloquence bard is a strong contender too)
Bards have a lot of utility. Jack of all trades just adds to their luck.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

We need four levels in one class to a feat and bard seemed to fit the build best.

Feat: Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

3 Comments
2024/02/16
04:11 UTC

4

A quick question for a monk rogue

A monk can use a quarterstaff with dexterity even if it doesnt have finesse. But could that be used for triggering sneak attack? Can a monk rogue trigger sneak attack with non-finesse monk weapons?

9 Comments
2024/02/16
03:53 UTC

1

Grung Swarm keeper Ranger

My playgroup has multiple dungeon masters and has sort of a mission format like a guild sort of. An interesting race they've allowed as selectable is Grung from Monsters of the Multiverse. I've started as a Grung Ranger and have leveled up to swarm keeper in a session. I have a spy background and aspire to be a ninja as well as master a variety of bugs, bug based magics, and poisons. Any assistance and ideas would be helpful.

0 Comments
2024/02/16
03:51 UTC

4

Artificer: If I have a magic weapon, can I infuse it with Repeating Shot?

I'll be playing in a one shot in a few days and our DM is giving us magic items (uncommon rarity) for the game. My magic item I was gonna snag was a +1 Shotgun. If I were to infuse it with repeating shot, would it effectively work in making it a +2 Shotgun (mechanically)? Or would it have to be a different item?

If it makes a difference, I'll be an Armored Artificer (5)/War Wizard (2). My other magic item was going to be an All-Purpose Tool +1, and my other infusion was going to be Enhanced Defense.

I know I might have to go through my GM for it, which I obviously don't mind, but I wasn't sure if there was an "official" ruling.

17 Comments
2024/02/16
02:03 UTC

0

Kobold playable character

I'm trying to find source material for the abilities of the Kobold race but I keep finding conflicting answers. For example some sources say they get +2 dex and -2 strength, while others say wildly different things. I'm also seeing many different unique abilities that don't show up in some of them. I dont have any of the books so I can't find out 100%.

4 Comments
2024/02/16
01:14 UTC

0

Random idea for how I would do Weapon Masteries

Push
If you hit a creature with this weapon, you can use your reaction to push the creature up to 10 feet away from you and give it the prone condition, as long as it is no more than 2 sizes larger than you.

Graze
If your attack roll with this weapon misses a creature, you can use a reaction to deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon.

Cleave
If your attack roll with this weapon brings a target to 0 HP, then you can make another attack against a creature within 5 feet of your original target and within range of your weapon as a reaction.

Clip
If you miss a creature with this weapon, you can use your reaction to roll again.

Skewer
If you hit a creature with this weapon you can use a reaction to roll to hit again against a creature at least 5 feet behind the original and within range of your weapon. If the attack hits you deal damage to the secondary creature equal to the ability modifier associated with the attack.

Joust
If you move atleast 30 feet in a line before hitting a creature with this weapon, you can use your reaction to give the target an additional 1d8 damage and the prone condition.

Opportunistic
If a creature moves at least 5 feet while within your weapons range without disengaging, you can use your reaction to make an attack against it.

Disable
If you hit a creature with this weapon, you can use your reaction to either reduce its speed to 0 for one round of combat or take away its reaction for one round of combat.

Sweep
If you attack a creature with this weapon you can use a reaction to roll an attack roll against all targets within 5 feet. These attacks do not use the associated ability score for damage, and can not benefit from any bonus to its damage. Roll a separate attack for each target.

Vex
If you attack a creature with this weapon you can use a reaction to grant it disadvantage on the next attack roll it makes.

Sap
If you attack a creature with this weapon you can use a reaction to grant the next attack roll on if advantage.

Hook
If you attack a creature with this weapon you can use a reaction to move the creature 5 feet in any direction.

Tangle
If you hit a creature with this weapon you can use a reaction to make an athletics check in an attempt to grapple the creature with your weapon. While grappled in this way a creature cannot move further away from you, but can move closer.

Tweak
If you hit a creature with this weapon you can use a reaction to grant the creature disadvantage on all strength and dexterity checks until the beginning of your next turn.

Ballistic
If you hit a creature with this weapon you can use your reaction to give the creature half the damage you originally gave it, minimum of 1.

3 Comments
2024/02/16
01:12 UTC

7

D&D Beyond Content Sharing Thread - February 16, 2024

Whether you're requesting or offering content please feel free to post here.

If you're requesting content remember that no one is required to provide you access to their content and to be polite to those that do.

2 Comments
2024/02/16
00:01 UTC

0

Dnd campaign help

I want to make a dnd game where they are people in a modern worlds with no special abilities and don’t know each other but they all of a sudden get teleported to a random world and a person tells them they must complete the mission to get back but the mission is extremely vague and each world they go to gets them each an unique ability and after the first one they go back to earth with the ability and then later get teleported to another world. One might be a world of animals another of mechs and maybe some that are parallel to earth. I just need to know if this sounds fun I know a lot of the mechanics but up to suggestion also wouldn’t mind ideas for different worlds

9 Comments
2024/02/15
23:56 UTC

0

We'll be facing a wyvern. How good are our chances?

My party consists of two at 6th level:

I am a centaur Swashbuckler (4), Fighter (2) with magic initiate. I took booming blade, minor illusion, and find familiar and was just given horseshoes of speed. I have a rapier and shortbow for equipment

My friend is a halfling light cleric (6) with war caster. He's got a mace, shield, and a single use item that may cause paralysis for a turn.

What are our chances against the encounter? Assuming it's in a large open field surrounded by forest with a few trees sprinkled in.

It's rated as deadly, but I think we might have a chance.

8 Comments
2024/02/15
23:45 UTC

0

New options for characters.

Hello everyone, I'm thrilled to introduce you to my passion project. Have you ever feel that WotC never succeed in creating solid rules for Crafting in D&D ? Feel free to ask any questions about it, and I welcome all constructive feedback! https://www.kickstarter.com/projects/frankandmasters/unleash-the-power-of-creation-in-your-rpgs?ref=7s12l0

2 Comments
2024/02/15
23:40 UTC

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