/r/dndnext
A place to discuss Dungeons & Dragons.
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A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.
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/r/dndnext
Dealing with an intellect devourer is literally a knowledge check on the players part.
If you know what they are already you know that you need to stay away from it and abuse the fact they are made of paper, if your a melee class let your wizards and ranged martial class pick them off from afar and they won't be a problem in the slightest (unless they sneak up on you of course, but we'll get to that).
But say for a moment, like me you didn't already know what they were, and you happen to be playing a low intelligence melee class (not exactly rare mind you).
I see these 4 walking brains make their way over to us and as one of our tankiest members, I move up slightly and attack with my echo (playing echo knight) from 15 feet away (were a level 5 party of 4). The brains then attack my echo (Miss) and cast devour intellect on me, I fail and I am instantly dropped to zero intelligence.
Ok, so I'll be able to get my intelligence back when the fight ends assuming I survive via a long rest, I so naively assumed.
Then my DM Lets us know that hes "not going to use a part of the enemy as he's made a mistake" that being body thief, so that he didn't just insta kill my (brand new at this point) PC. Fight continues with another of us getting into a coma.
So anyway fight ends and it becomes apparent that, no I'm not getting out of being in a coma any time soon and I don't get to play for the rest of the session because I failed one save.
Of course, now I know that instead of doing my job as a fighter in that fight, my only course of action in that fight was to run away and just let our artificer and mage shoot them, but because I don't already know what the enemy does (and even if I did know what they did from a different campaign that would be Metagaming) and roll 1 bad save I am now out of the campaign until we leave this dungeon and find the nearest priest who can restore me (for one of us to restore ourselves we would need a 5th level spell), or we get some incredible plot contrivance for why there just happened to be the perfect healing spell in the middle of a torture chamber in the abyss.
"But what about protect from evil!" you may say, well again I'd only know that does anything against a walking brain from reading the stat block but also that only protects from body thief, it doesn't protect from being put into a coma from 1 bad roll.
Sure it takes two rounds for the Intellect devourer to actually kill me, but just one to make me incapacitated until we find someone with a 5th level spell, a 10th level cleric or someone with wish.
What if we look on the brightside? This could be a cool sidequest for the rest of the party to go on, getting back their old comatose friend after going on a journey to a healer!
That's great, however that party member is still in a coma and can't properly play the actual campaign, interesting for everyone else but completely and utterly uninteresting for the poor guy who just doesn't get to play anymore.
Tl;dr: Without prior knowledge of them or access to 5th level spells, Intellect devourers can very easily functionally kill your character in a single round off of just one bad saving throw that the class they will usually fight with has a low chance of succeeding on, this results in metagaming as without knowledge of them you have a very high chance of both functionally dying and actually dying
Hello Everyone,
I'm running a D&D 2024 campaign. We made the transition from 2014 when the new PBH was released. Long story short, my group ran into a bunch of lycanthropes. Three failed their saves to fend off lycanthropy and are cursed. Two had their curse removed, while one wants to keep it. They also just received a level up to 6.
My Hunter Ranger found Blood Hunter and was curious as there was Order of the Lycan (at level 3) which would thematically play into his curse he just received.
My first question is:
For Blood Hunter in D&D 2024, what changes would you recommend? I gave the multiclass options as normal with Blood Hunter 2014: light armor, medium armor, shields, simple weapons, martial weapons, and alchemist’s supplies. I added level 1 mastery choice of 2 weapons you have proficiency with, and set the blood maledicts known to 2 (3 at lvl 6, 4 at lvl 10, etc.).
He has more tools to play with at level 1, while still restricting him to 1 use per short rest.
My second question is:
What should I do about his lycanthropy? Blood Hunters at level 3 can summon the curse of the lycan at will as a bonus action. I'd like him to be able to transform more often then every full moon. Being novice to the curse at level 1, I have it set so that he can summon the curse as a bonus action, but must succeed his Hemocraft save DC (13 atm). He can attempt this once per short/long rest.
I don't want to take away the value of the level 3 ability but also give him a chance to flex his lycan muscles.
What would you recommend?
Alrighty so basically I'm possibly going to be joining a game of Theros and I know there are some limitations with races (and possibly classes?).
I've spoken with the DM and they said that the only class they won't allow is an Artificer unless it's SUPER well themed for the setting.
I think I want to play a Bladesinger Wizard (Because Wizards with swords is just inSANELY badass) but I'm not quite sure how to build it.
I tried searching up the playable races in Theros and kept seeing different things which I can only assume were just "other races" in the setting but they weren't separate so Idk which is actually playable lol.
I'm pretty much going in blind so any help and or tips on how this might go (without total spoilers) would be awesome
And any build ideas for a Bladesinger would be greatly appreciated too. Thanks!
Does anyone have/know of pre-made lists of spells to prepare? Look for something like if you’re x level in Druid and expect battle/exploration/social interaction, here is a list of spells you could prepare for that day.
Background: My group has been playing a while and we have had someone who has never played join. She jumped right into the role play but is struggling a bit with spells. We are level 11 and she’s playing a Druid. Obviously not the ideal situation for your very first character to be a level 11 spellcaster, but she really wanted to join in (instead of start something new). I thought the option to select a pre-made list might help as the total available spell list can be overwhelming.
I know that Sorcerers have innate magic, but I’ve been wondering—can they expand their abilities through study, like a Wizard? Wizards refine their craft through books and research, but do Sorcerers ever take a similar approach to better understand or control their magic?
Also, can Sorcerers create their own spells, or is that something only Wizards (or other classes) can do?
I'm not very good at min/maxing or creating sick "builds" for characters. I'm too dumb.
But I'm so pumped to play my sneaky li'l psychic freaky owl boy in our group's next campaign. But I wanted to run the character by some strangers to make sure I don't have redundant spells/functions/etc. He's meant to be more of a utility, social, and control character. Note: I'm using the new 2024 rules.
Race: Owlin
Level: 5
Invocations: Lessons of the First Ones, Repelling Blast, Eldritch Mind, Misty Visions, Mask of Many Faces
Feats: Actor, Alert (from Lessons of the First Ones invocation)
Cantrips: Eldritch Blast (duh), Friends, Mind Sliver
Learned Spells: Hex, Charm Person, Invisibility, Suggestion, Hypnotic Pattern, Major Image
GOO Spells (Always Prepped): Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha’s Hideous Laughter, Clairvoyance, Hunger of Hadar
Where I am confused:
I'm taking almost all Enchantment/Illusion spells (with a few exceptions). One of my concerns is the Friends/Charm Person/Suggestion cluster. It feels redundant. My tactic for social manipulation would be to Disguise Self, cast Friends telepathically and wordlessly, and get what I want. If they resist, Mind Sliver to attack their INT or WIS, and do Suggestion or Charm Person. Too much? Am I over-complicating this?
Any other sure-fire strategies you other GOOs have deployed?
Hi everyone
I want to make a one-shot about DND 5e in Minecraft
I have divided the things I would need to make this possible
First a map so I know what the story might be and what things I would need and I think I found the map
It's called (Realm of Midgard) made by DrussRua
I think this will cover the exploration side of DND.
After that I need something for RP and social encounters
I think a mod like CustomNPC or one of its variants would do the trick and I could even make monsters through it and it would help fill the city with life
And a mod like Armourer's Workshop
It would allow me to switch between different skins very quickly for the different NPCs I will be voicing.
NPC from CustomNPC will be silent and will just be in the background (I just hope that players don't hyperfocus on the NPC in the background throughout the session)
I still need something significant for the RP part which is Dice and players access to their character sheet
I want to make everything inside Minecraft as much as possible
The dice will not be a problem with either mod or command block (I prefer it to be command block but I don't know how)
And at the point of accessing the character sheet, I need something that allows players to access the browser (dndbeyond) from inside Minecraft
Here we come to the combat aspect
I need a way to restrict players' movement to 30 feet per turn somehow
And I need a way to add visual effects for spells and different abilities
(Players will use the character sheet in combat so there is no real need for it to be something more than a visual effect)
If you have any suggestions, questions or solutions to one of the problems, I hope you mention them in the comments.
Some important information:
I want to use the least possible number of mods
The one-shot will be in the 5th vol so that the session is easier to control and to experience how the experience will be
Hi everyone
I want to make a one-shot about DND 5e in Minecraft
I have divided the things I would need to make this possible
First a map so I know what the story might be and what things I would need and I think I found the map
It's called (Realm of Midgard) made by DrussRua
I think this will cover the exploration side of DND.
After that I need something for RP and social encounters
I think a mod like CustomNPC or one of its variants would do the trick and I could even make monsters through it and it would help fill the city with life
And a mod like Armourer's Workshop
It would allow me to switch between different skins very quickly for the different NPCs I will be voicing.
NPC from CustomNPC will be silent and will just be in the background (I just hope that players don't hyperfocus on the NPC in the background throughout the session)
I still need something significant for the RP part which is Dice and players access to their character sheet
I want to make everything inside Minecraft as much as possible
The dice will not be a problem with either mod or command block (I prefer it to be command block but I don't know how)
And at the point of accessing the character sheet, I need something that allows players to access the browser (dndbeyond) from inside Minecraft
Here we come to the combat aspect
I need a way to restrict players' movement to 30 feet per turn somehow
And I need a way to add visual effects for spells and different abilities
(Players will use the character sheet in combat so there is no real need for it to be something more than a visual effect)
If you have any suggestions, questions or solutions to one of the problems, I hope you mention them in the comments.
Some important information:
I want to use the least possible number of mods
The one-shot will be in the 5th vol so that the session is easier to control and to experience how the experience will be
I guess first thing I want to admit is that while we started 5 years ago, we did not play continuously for 5 years. We had stops and starts and hiatuses, I wasn't even the original DM, I took over after we finished Chapter 1 (and basically a 1 year break) in order to continue the story and set my PC on the back burner.
We ended up with 99 2-3 hour sessions (we're a group of adults with busy schedules), so in my mind that would be about 50 4ish hour sessions, or about a year of weekly games that took us 5 years to finish. But we still finished it!
While Waterdeep as written goes from level 1-5, I converted things to the Alexandrian Remix, adding in all 4 factions to our fall season adventure and even added extra quests for each of the 4 (I added 1) keys to the Dragon Vault. This expanded things to end at level 13 with a final fight against a Red Dragon version of Aurinax to cap things off.
Overall I had a very fun time, this is was my very first campaign that I started GMing in fifth edition (although while we played this 5 year one, I did start and complete several others: Rime of the Frostmaiden, Plague of Ancients, Ravenloft Misthunters, and non-DnD stuff) and it feels really satisfying to bring it to a conclusion.
We did start with some new players, and the original GM didn't really do a session 0, so there was some mismatch in how much intrigue and politicking there would be at the beginning of the campaign, as well as some player characters that didn't fit super well in the setting of Waterdeep (the ranger was really expecting forests and mountains to explore) but once I took over I was able to reset expectations and help adjust PCs and stories and I think we all ended up having a great time by the end.
My Party that took on Xanathar's Guild, the Zhentarim, Cassalanters, and ended up surprisingly allying with Bregan D'aerthe was:
Rolan Jitoro, Human Fighter and former Werewolf went on to adventure with possible romantic partner Brenda "The Barge" Johnson across the Sword Coast and Moonsea
Alu Draikar, Soul Knife Rogue and Peace Domain Cleric stayed in Waterdeep to run the twin taverns of Trollskull Alley and tend to her flock in the church of Aodhan
Spev "Sprocket" Spacklestick, Gnome Armorer Artificer returned to the house of Gond to devise more devilish traps and protect Waterdeep
Hollyries Godelicately, Half-Elf Diviner Wizard split time between traveling with Wilhelm Swingpike and enjoying the life of luxury returned to her. She also started a pan-dimensional magical animal sanctuary for the menagerie the Trollskull Alley had developed during the adventure
Fenris Merrick, Wood Elf Horizon Walker Ranger ventured out into the Moonsea reagion to Yhaun, to learn how to control his new form of Loup Garou Lycanthropy, contracted from the werewolf that killed his wife, right before he slayed it.
My fellow Dungeon Masters and Adventure Crafters, I summon you to fulfill your oaths. Like the title says, I’m looking to craft an adventure that’ll give the same vibes as Sifu or Kill Bill. Not a ton of magic, mostly just good, old fashioned fisticuffs.
Looking to start at Level 4 with Prisoner 13 (Keys from the Golden Vault) and likely end at Level 12 with The Book of Inner Alchemy (Candlekeep Mysteries). Levels 5 through 11 is where I’m stumbling, any recommendations as far as what to run here, or how to bring it all together?
I often see "update available" when I go to play my weekly game of dnd using the dndbeyond app on my tablet. Is there any changelog or any place I can see what was changed?
Hi! I'm still quite new to DND, so never even thought of multiclassing before. However, my DM brought it up as a passing comment and that got me thinking. My character is a bard and I LOVE playing as her and as a bard in general. I'm level 6 with her now, college of swords. I found myself adapting quite the stealthy gameplay however along with her twin brother, a fellow player. He's a fighter. And so my DM said at one point that I'd do a lot more damage with stealthy shots if I was a rogue. I was always rather put off from rogues, but that got me thinking. What would be a good multiclassing option to get extra damage for her?
"I was in favor of a very DM-centric approach...The company didn’t want to go in that direction. So I was like, well, I’m not really interested in working on something that’s so far from what I want to work on."
SOURCE: https://youtu.be/4VUnNkOoasA
Partial transcript via ENWorld: https://www.enworld.org/threads/mike-mearls-i-was-not-fired-from-d-d.711122/
What exactly is the afterlife for Drow that serve Lolth? I've heard they're turned into soul spiders, though I don't know how accurate that is. Is it the same for all of them? I would assume the male Drow are used as servants given their matriarchal nature, but I'm curious as to how it works. Any answers are appreciated!
Hey fellow adventurers!
I’m Bill, a DM with over three years of experience and a player for just as long. Alongside a team of passionate D&D enthusiasts, I’ve been running a Discord server called Altrole, where we offer completely free D&D courses to help both newcomers and seasoned players dive into the exciting world of tabletop RPGs.
Here’s what makes Altrole a one-of-a-kind community:
We’ve helped hundreds of groups get started over the last 3+ years, and whether you’re completely new to D&D or an experienced player looking to share your wisdom, there’s a place for you in Altrole.
Both for DMs and Players, have any of you ran an encounter where an enemy can mimic the abilities and/or statistics of the players? Or at least special weapons or techniques of those they've slain?
For specific examples, the likes of the Spiegel from Frieren, Amazo from DC or the Meta from Red vs Blue, the copycats in Naruto, heck you can even say Kise's Perfect Copy or Shogo's Pillage from Kuroko's Basketball.
Copycats, shapechangers, adapters. I'm aware of the Change Shape of metallic dragons and the Shapechange spell that doesn't allow class features or legendary actions. I understand that this is for mechanical balancing reasons and to make it easier for both the players who have these and the DM that control certain NPCs or monsters, so no need to downvote me for "not knowing the spell/stat description", I just haven't ran into or built an encounter like this so I'm curious if anyone's ever tried it.
Maybe you've run a clone battle or an "outgrow your current self" arc, maybe someone made a "weapon" that can adapt to those they've fought and dish the same moves back, maybe there's a bounty hunter who collects the weapons and techniques of their victims.
So... Yeah, how did it go? Again, just sharing experiences here.
My players are about to enter a large city and I want to have a couple of fun adventures to be set there. There is a lot to find inspiration wise so I already have a couple of ideas, but was wondering, for those of you that have actually played adventures in a big city setting of what your favourites are, either published or homebrew!
Content Name: Annomicon
Content Type: Homebrew Items, Monsters and Critters!
System: Pf2e,5e, and 5e+Advanced(module only) edition.
Description: Hiya Everyone! Its me Ann! I am a solo artist drawing a bunch of creatures and items for multiple systems! =)
You can install the new module by looking for Annomicon in the module list.
and have a great rest of the week! =D
Link: https://www.patreon.com/annomicon/
NO AI PROOF: https://www.youtube.com/watch?v=7kcSVfOBZsg
Hello ! My bard is reaching level 5, and I am wondering which lvl 3 debuff spell to pick Each of the spells has advantages over the others, but I can't quite decide on which one to pick. Any recommandation ? Thank you
Was playing BG3 today and based on a whim tried out a fighter/sorcerer multi class for the fight with Orin. Felt surprisingly strong, and fun as heck to use twinned cantrip followed up by a melee attack (EK7/Storm sorcerer 5). Of course, BG3 is not quite 5th edition, how viable would this be in the 2014 or even the 2024 rules?
So I suddenly had funny idea for a character, fighter that got his weapon ( and himself ) cursed by Fairy [ or some tricster deity ].
He can use only his cursed weapon, every other weapon would act like improvised weapon for him. And his cursed weapon would magicaly change either every encounter or after every hit or turn ( still figuríny this thing out ).
The weapon couldn't be trhown out it will always find it's way back to the fighter.
There would be a weapon roll sheet for all the weapons ( I mean weapon types )
After ironing it out with DM there could even be some way to upragde this weapon etc..
I'm looking to play a nature based character in a campaign. And I need to fill the role of healer and ranged damage. Is it better to do druid or ranger?
In the heat of making things up because I didn’t have anything planned, an old wizard asked the party to travel to a faraway island to harvest the meat of the rare and elusive pygmy phoenix so he could recreate a delicacy that had eluded him since his youth. What should happen on the way there?
I want to make this post as a kind of PSA.
A lot of people are finding the new UA version of the knowledge cleric to be rather controversial. I understand the complaints about the skills/expertise and anti-synergy they have with the lv 6 feature. However, I have yet to find anyone call out what I think is the real problem of the subclass - the mind magic feature at lv 3.
This channel divinity allows the cleric to cast one of its subclass spells it has prepared without expending a spell slot, and without need material components. At lv 3, this is a pretty good feature in my opinion. You can cast a 1st or 2nd level spell up to 2 times a day, plus an additional one every time you short rest. You are likely casting more spells per day than any other caster at this level. Sure, the spells you have free castings of are very limited, but they are all useful in certain scenarios. I'll go over them quickly:
---1st lv spells---
Command - This one is rather solid, forcing an enemy to skip their turn and go prone is great if you have some melee characters in the party. And its even stronger in the hands of a creative player.
Detect Magic/Identify/Comprehend Languages - all 3 are situationally useful, but between them there are a good number of situations you can cover, and you don't have to worry about prepping a bunch non-combat type spells
---2nd lv spells---
Detect Thoughts - while this spell seems to be nerfed in 2024, I think its still a very solid option in all kinds of social situations, particularly interrogation scenarios.
Mind Spike - some damage and likely a rarely used utility bonus effect, but its there if you ever need it.
Overall, this is a solid list of effects to use in multiple facets of the adventuring day. Knowledge clerics get more subclass spells than any other cleric subclass has as of yet, for some reason. Other clerics get only 1 new option for channel divinity at lv 3, yet knowledge clerics are effectively getting 6.
And it absolutely doesn't end there, folks.
At level 5, this channel divinity lets them cast additional 3rd level spells. A wizard at this level is casting, at most, 3 3rd level spells a day, while the knowledge cleric is casting them at least 4 times a day. Now yes, the wizard can choose any spell they want in their book for all 3 castings, while the cleric is certainly limited to their own very short list for most of these 3rd level spells.
---3rd level spells---
Dispel magic, Nondetection, and Tongues.
Now personally, I don't think these are fantastic spells. I think all of them are pretty situational, but at this point, there are a whole lot of situational spells on this subclass's list. I think it's relatively likely in a well rounded adventure you can make good use of at least a few of them. If all else fails, command can still be useful in combat.
At level 6, all clerics get a 3rd use of channel divinity to start the day, just as a note.
Now, at this point, I could still see a bit of an argument that the other 2024 PHB subclass channel divinities are still more powerful. The life cleric, while clunky in who you can heal, is still a decent amount of healing. The trickery's ability to make a duplicate is a bit awkward at times, but I think a creative player can have a lot of fun with it. A war cleric is going to get some decent attacks off pretty regularly, while rarely missing. I really think the amount of versatility the Knowledge domain is bringing to the table is worth more than these options, but some people may say that specialty beats out versatility, especially if the situations the versatility would help out in never comes up. I think the light domain may still eek out as the winner here, as it is doing a large AOE blast that has the utility of dispelling darkness, and even scales slightly with level. Rarely in an adventuring day will this not be at least decent.
However, I think it would be incredibly foolish to say that the knowledge cleric's channel divinity is anything other than broken starting at level 7.
---4th lv spells---
Arcane Eye - amazing scouting potential, can fit into very tight spaces and is invisible.
Banishment - remove a single enemy from the fight
Confusion - not the community's favorite option, but against a larger group of weaker enemies, it can still really mess them up
And the cleric is doing any one of these options a minimum of 3 times a day, and they still retain all their utility options from lower levels.
Then, at level 9, we have:
---5th level spells.---
Legend Lore - this might not be applicable in every campaign, but this is such a cool spell, and in the right situation can be amazing. Not to mention, the material component is totally ignored when casting this with the channel divinity.
Synaptic Static - ok, maybe it's not fireball but it's still a spammable damage option with a nasty side effect
Scrying - long distance scouting and info gathering. some might say its not always useful, but if your campaign can't make use of scrying or legend lore it sounds like a boring campaign to me.
Personally, I think if any of these spells ever become bad, the campaign has probably run its course or is winding down fast. Or you're playing a very specific kind of campaign at very high levels.
So, conclusions. I think this channel divinity is being insanely overlooked by the community. I could be wrong, maybe I'm just not seeing the discourse. But everyone I see talk about mind magic is calling it bad to just ok. I feel these people aren't looking at the real power levels here. I would have to gauge the power of this subclass as fluctuating with time, but never bad. Level 3-4, its pretty solid. Levels 5-6, it has amazing out of combat utility. Level 7 to at least 11, possibly as high as lv 14, I think this ability is absolutely busted. It certainly has a ceiling, but I think that ceiling is bad for the game at the levels it hits its stride. This channel divinity option is just so ridiculously strong with all the options the knowledge cleric has available to it. Some CDs don't scale well, some scale poorly. This one scales way too well.
How do we fix this? Giving it a low rating on the survey is the only thing we can do at the moment and see how the results will sway WotC's design decisions. If it sees print as is, I don't see any other cleric being stronger than this one in the middle parts of the game (which are some of the most commonly played as well)
I have 2 suggestions on how to reign this in. First, the spells knowledge domain has access to should absolutely be limited to 2 per spell level. Second, make this channel divinity option work only for 3rd level spells or lower. Allowing them to spam 4th and 5th level spells so often during the day sounds like a real nightmare for any DM. This might be too much of a scale back, but I've always seen knowledge cleric as a utility caster, not as a major combat powerhouse. I think it would be unfortunate if this ability didn't get nerfed to some degree.
TL;DR: Knowledge cleric's channel divinity starts out strong and scales excessively well with level, allowing them to spam 3rd-5th level spells too often. It should not see print written as-is.
I am planning to play a Winged Tiefling Chronurgy Wizard, and I was looking for a powerful background to pick. I usually pick Strixhaven backgrounds, specifically Quandrix. However recently I've stumbled on 2 much cooler ones.
Gate Warden background gives you a free Scion of the Outer Planes, which allows you to choose between gaining a resistance in Poison, Necrotic, Radiant, Force, and Psychic. Which I imagine would be cool if somewhere down the line I was to pick up Infernal Constitution. As that'll make me have 4 different resistances.
Another one is Rewarded background, which gives you a single choice between Lucky, Magic Initiate, and Skilled. But Lucky pretty much blows others out of the competition. And I am curious if it's enough to pick this background.
Lastly I've also been looking into some other interesting official content (no homebrew), and Drakkenheim has a background called Mageborn background. Who has a bookworm feature, which reads:
Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared. It crumbles to dust in 24 hours.
I was thinking you could use the spell scroll through your Find Familiar, like a Flying Monkey. But apparently familiars can't use spell scrolls given to them. Since if they could, I'd obviously take it.
Ive been DM'ing a game for over a year, and have a warlock who struggles with game mechanics, and a champion fighter who likes to keep things simple. The Wizard and Sorcerer would be fine, but I don't want to overwhelm the other two.
I feel like most of the people on this sub are probably excited to play the updated version. But, im wondering how player at your table who struggle with the rules took to the 5E.24?
So I've been playing with Peace Cleric Chronurgy Wizard, but I am getting into another campaign now and I am thinking of going for Winged Tiefling Chronurgy Wizard. And so I was thinking if lv2 fighter dip is worth it?
I mean it grants heavy armor, shield and con saves, very good stuff for Wizard. You also can heal yourself as a bonus action whilst casting a spell with main action (I have Quandrix Student background, so I pick up Healing Word anyway in case I need to heal myself or somebody, but if you cast it you can't cast a big spell and only cantrips). But the main draw and why I am thinking in regards to the dip, is Action Surge. Apparently from what I've read it breaks the 'only one 1st level or above spell per turn' rule, allowing you to cast 2 whole spells as a Wizard in a singular turn. Meaning you can start combat (likely going first because of Temporal Awareness + Gift of Alacrity), and double Fireball to nuke the battlefield before the actual fight had even started. Add to the mix Arcane Abeyance, and give it to your Flying Monkey familiar for a 3rd Fireball at the start of the combat. I imagine that'd be really powerful.
But I am unsure if it's worthwhile to spend whole 2 levels on it? Is Peace cleric really the best subclass for Wizard? And yes I am looking for the best subclasses, I am very much into meta :)
Hello everyone! I'm working on a low-magic setting. The vibe I'm trying to go for is MonsterHunter meets Darkest Dungeon. I won't get too into it, but basically, I'm having a bit of trouble balancing some classes. I've already banned most of the full casters (Cleric, Druid, Sorcerer, Warlock and Wizard). Bards get to stay because I limited their spell list to stuff that can be reflavored to pretty simple acts, or made into songs (example: "Charm Person" is just them verbally trying to manipulate someone, so they say some smooth words (spell component), then gain the effect.). But for Rangers and Paladins, they seem a bit more complicated? Some spells like Fog Cloud, Hail of Thorns, or Zephyr Strike I can say are items or tactical prowess. Paladins I think I'm reflavoring their aura into "shouts" but function as auras. But Lay on Hands is a tough one when it's just divine magic. Thanks for any advice and insights!
TL;DR How do I balance half casters in a low-magic setting when their class features are so magically tied?