/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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I was scrolling through subclasses looking for new character ideas, and Grave Domain piqued my interest. I love characters that combine good and evil characteristics so this seems really cool.
I just can’t exactly wrap my head around the moral/religious quandaries connected with Grave Domain. From what I get it despises undead and treats death as a natural end of things, a sleep to be gently laid to when the time is right. Yet, it still uses necromancy spells and raises the dead? When would it, and when not? How does it distinguish in its use of necromancy compared to the power-hungry, ethics-less ideals of the Death Domain?
It always bothered me that in bounded accuracy table top RPG your enemies save DCs constantly improved but 4 of your six saves don't (even your good saves improve slower than monster DCs.)
Specifically level 5 instead of level 1, since it's when your proficiency bonus hits +3. That would keep your bad saves exactly 2 behind from levels 1-13.
Have a recent gaming experience you want to share? Experience an insane TPK? Finish an epic final boss fight? Share it all here for everyone to see!
Ask any simple questions here that aren't in the FAQ, but don't warrant their own post.
Good question for this page: "Do I add my proficiency bonus to attack rolls with unarmed strikes?"
Question that should have its own post: "What are the best feats to take for a Grappler?
For any questions about the One D&D playtest, head over to /r/OneDnD
I'm running a pirate campaign with a ship that can have cannons or other weaponry on board. I was wondering ways of having a pre-built ship but moveable pieces that stick to the grid.
When I was a kid, I used to have these flat magnetic dress up dolls. So it's like a thin kitchen magnet that you can accessorized with these smaller flat magnets and they stay onto the dolls. I was wondering if there was anything close to this design in DND? Like any kickstarters or brands? I don't want to deal with those 3D terrain builds due to space.
My character is a Warlock for the patron of Death, his patron is like the ferryman who works under the Raven Queen and is a Celestial. It's been one of my characters goals to make them a real god by gathering followers in their name. He's got a church in a city, which has gathered a following for about 34 members. My gods Devine rank is currently 2 (Demi-God) with a little extra power from the Raven Queen.
He's done things like preaching in the streets to gathering members, focusing his efforts in the less developed parts of the city as to bring in the less developed who will be easily persuaded to his side, as well as secretly stamping out smaller religions, such as a group of zealous goblins to Zaboim. His followers have also being bringing a steady supply of new followers but is there anything you think I could do as to grow in influence.
One of the party members is the Governor of the city after we overthrew the king after he started a war with the Elf's by sending a letter making fun of how the elf's kings wife had died. I don't know if that helps, but could it be possible to use them to gain more power and or influence? He already convinced him to make the church tax exempt.
My character isnt exactly above breaking the law, being lawful Neutral (ironic I know, but their only lawful to the ideas and interests of their patron) which is why they currently have a Rouge Assaisin training 4 of his most devout and loyal members to become assassins for the church to kill opponents of the church and also be assets to him in the field, moving ahead of him and the party to kill enemies or scout for him. (Hopping this gives insight to how he operates.)
But yeah, that's all I could think to write. Any ideas for how to gather more followers and influence for my church would be greatly appreciated. Thanks!
According to the lore, Yuan Ti are supposed to be carnivores, if so.
Could a Yuan Ti eat the goodberries from the goodberry spell? How could you manage a Yuan Ti on a campaign were food mathers? Could a Yuan Ti eat normal adventurer rations? Does this mean Yuan Ti can't eat normal candies, pasta or desserts? That last one is depressing if true.
What is your favorite class to play and why? I’m not looking to pair this with a race just the class.
Myself and my eleven year old boy are both trying to get started on D&D campaigns. How did everyone join their first one? If not able to find a local one, does anybody do remote sessions, like over zoom or something like that?
Need help picking a class to go with these races. I’m relatively new to DND since this is going to be my second ever campaign. What class would go well with these races.
-Skull Child- +2 INT +1 Wis Small Size 25ft Movement At lvl1 you know the cantrip Dancing Lights. You have advantage on stealth checks. As long as a single tree from the Lost Woods is alive, you are immune from aging naturally or artificially.
-Kokiri- +2 Dex +1 Cha Small Size 25ft Movement At lvl1 you know the cantrip Druid craft. You can move through the space of any creature that one or more sizes larger than you. As long as the Great Deku Tree is alive, you are immune from aging naturally or artificially.
-Zora- +1 Con +1 Int +1 Cha Medium Size 20ft Movement You can breathe under water. You can talk under water and other creatures can hear you as if you were talking normally on land. You have a swim speed of 40ft. Armor effects your swim speed the same as movement speed.
-Goron- +2 Con +1 STR Medium Size 25 Movement Dark vision 60ft You may add you Str Mod to you AC instead of your Dex Mod Armor does not affect your speed.
-Sheikah- +2 Cha +1 to any other stat Medium Size 30ft Movement Dark vision 30ft Gain proficiency in two skills you do not have. Gain advantage on Cha checks and saves.
-Twili- +2 INT +1 Wis Medium Size 30ft Movement Dark vision 60ft At lvl1 you know the cantrip Dancing Lights. At lvl3 you may cast Blindness/Deafness once per day At lvl5 you may cast Darkness once per day.
-Rito- +2 Dex +1 Int Medium Size 20ft Movement At lvl3 you gain the ability to fly Your fly speed is 40ft Wearing armor affects your fly speed the same as regular movement speed.
-Gerudo- +2 Con Medium Size 35ft Movement Gain the Tough Feat at lvl1.
--Hylian- +1 to any stat +1 to any stat +1 to any stat +1 to any stat Medium Size 30ft Movement
My sister is planning on running a homebrew campaign after main is over. She is playing by ear and doesn't know how the level range for her campaign. We are using the character builder from dnd aid for 2024.
My sister wants me to run two characters because we only have three people and she doesn't want to use a Dmpc.
I wanted to run a Oath of Devotion paladin/ Celestial Warlock. His role is to act as a tank, and healer as no one else we play with doesn't want to usually.I'm dipping for the healing abilities and for range cantrips. His stats are Str: 17, Dex: 10, Con: 14, Int: 13, Wis: 14, Cha: 17 (my sister wants us to roll for stats). He has the Alert origin feat and has the noble background.
The second character I want to use is a beastmaster who dips into Ocean Druid (I forget what it is called). I don't have much planned for her. Her stats are Str: 12, Dex: 17, Con: 15, Int: 12, Wis: 15, Cha: 10. Her origin feat is skilled and has the Guide background. I am mostly playing for roleplay, but I still want them to be viable in combat. Thank you for your time.
My DM allowed each player to create a magic item which can be up to legendary, for our spelljammer campain.
I need some concepts and inspiration so i came to this reddit to get some ideas and see some discussions about what to create.
the only thing he said was that if it was too weak he would buff it and if it was to strong he would nerf it. nothing else, it can be combat focused, some goofy item or anything else.
Hey everyone, I've been playing with my D&D group since January of this year. I joined because the DM was looking for a few replacements after a few players stepped away. The group had been playing for about a year up and until that point. My DM gave me a brief primer for the homebrew world, the main baddie and a few of their goals/intentions. He also told me I could pick one very rare magical item, 2 common magic items and a few potions (though he did not specify what types). The PCs where Level 9 when I joined. He mentioned how they lost their primary caster, a sorcerer. I am partial to casters for the versatility they bring to the table.
My DM didn't tell me how he ran his games, his preferences, homebrew rules or interpretations of the rules and other important information that I've come to expect from other DMs. I made an Aberrant Mind Sorcerer that was fairly well rounded. I had a feeling that his game was going to be difficult. I asked the DM if I could have the Illusionist bracers for my very rare item. He ok'd them surprisingly fast. I asked if he was sure and I asked if he had read what the item actually does and he still greenlite them. I ended up only getting one other item approved, the bloodwell vial +1. I never did get my second uncommon item or the vague "potions".
Over the past year or so my DM has been making comments on how my character is too strong. He has a dislike for casters in general. I didn't know this when I first joined the champaign because he never told me. I would have played a more martial focused character. I've talked to him about my magic items and other things that bothers him. He keeps making comments about 5e in general and I get the impression he would rather be playing another system. He is old school DM and yearns for 2nd edition. I've found out many things that I fundamentally disagree with his DMing style as well.
He hides his DM rolls from us. Most DMs I play with roll openingly. I accepted this at first but I found out last month he fudges everyone's dice rolls. Rolling a 1 on any dice is automatically a fail. Critical failures are sometimes a thing but only when he decides they are. He can be arbitrary with the rules as well. The one that sticks out in my mind is when he just decided something did damage without being one the 13 types. It was closely resembling psychic damage as it affected our minds. I mentioned that to him and he just said it did the damage. My character had resistance to psychic damage. I nearly went down because of the ongoing damage. He must have realized he messed up because the next area did psychic damage.
We only have a few months left and I fear if I leave the game will just end. I've been tolerating the game but I feel like if I change characters, the DM will be a little happier.
What do you think I should do? Do you have any suggestions?
So hear me out: A Great Old One Warlock at level 5 can have Mask of Many Faces (Disguise Self at will), Viscous Mockery (Pact of the Tome), the ability to cast it without verbal components (level 3 subclass feature) & deal bonus damage equal to his Charisma modifier (Agonizing Blast).
This means that a Great Old One Warlock can just go out in public square, disguised as a random pedestrian & silently kill enemies from a distance with his mind, leaving no clear physical injuries at all (bar maybe a bloody nose). 2D6+4 (eventually +5) is enough to kill a commoner in one casting & a guard in two at max. With no bonuses to their Wisdom Saving Throws & a Spell Save DC of at least 15, they only have a 30% chance of survival. Rather than hiring an assassin to poison the enemy's drink & accidentally mess it up, just hire the royal assassin to turn into a cup-bearer & kill the enemy's king with a thought.
Coming up on the one year anniversary of a campaign I started, playing session 25 tonight; out of 45 weeks, playing 25 of them means we're averaging about ~55% playrate. This isn't factoring in one-shots my players have run, or silly little downtime activities we do when we're missing too many players, but I still feel like that's a pretty good average among modern tables.
What's everyone else averaging? Is this a good percentage?
Edit: This is for a single campaign, 'canon' sessions only, does not include the one-shots we run in between.
So imagine a hypothetical where I cast Guiding Bolt on an enemy and then they go invisible. Presumably, I can still see them because of the glow GB leaves.
The spell text for GB says: "...the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then."
Is "then" in this context referring to the end of my next turn, or until somebody targets that enemy with an attack?
So I'm playing through curse of strahd as one of the players at my table. Unfortunately, my last character, a lvl 8 (for about 10 minutes) blood hunter goblin who >!touched ALL of the sarcophogi went mad with power trying to replace the wizard of wines with the South Barrovian Potato Plantation (long story).!<Now I got the 2024 PHB recently and DM allowed it, so I was looking at the new rogue (assassin), but realized isn't their poison option useless with all the undead? It ignores resistance but most monsters just have flat out immunity especially undead. Was thinking of using the new poisoners feat as well but after this realization I'm probably not going to get any value I imagine.
Are there a decent amount of enemies who aren't just straight up immune? I know its one of the most common immunities so I am pretty confident no, but can't hurt to double check yeah?
I understand and believe those who don't like guns in their medieval fantasy games out of an aesthetic preference but never those who go for 'Oh I know guns but now swords so I don't like gun' but when I got around discussing about it I got this as a reply.
And I want to ask.... does this make sense to those of you who think like that?
First of all: assume you've ingested Dungeons and Dragons. With its hit points. But without the occasionally professed, frequently violated idea that hit points represent plot armor rather than actually soaking up trauma. That is, you have been trained to have no problem believing that a person can be hit with a sword a dozen times in a fight that they win.
Second: Assume you've ingested common action media (or actual knowledge of gun violence in theory, but probably not) wherein being shot is almost always a major event. Frequently fatal or incapacitating, occasionally merely serious to ramp up some climactic scene. That is, you have been trained to not believe that a person can be shot several times in a fight that they win.
Then you try to put those things together, using the assumptions that go with the 'hit with a sword a dozen times' game because you've ingested Dungeons and Dragons and, like most people who have done that, have not really looked at other RPG systems. And don't like the result.
Why are they described so poorly? What could be the RP/lore reason?
"Conjurers were wizards that specialized in conjuration, the magical art of summoning creatures and items, as well as manifesting teleportation.Conjurers were often headstrong and disdainful towards other schools of magic, seeing most as weak or inconsequential, or in the case of necromancy, wholly repulsive. Conjurers can be difficult companions since many are so independent-minded that only an unusually strong-willed leader can earn their respect.
According to some stereotypes, conjurers lacked the finesse of other specialists and viewed magic as a blunt instrument. They were often overconfident in battle, believing themselves capable of overcoming any threat. It was said they often favored quick and easy solutions over careful planning advocated by abjurers. Conjurers tended towards moral ambiguity, were unbothered by ethical conventions, and were quite willing to acquire power by unsavory, evil or outright despicable methods. In order that they could conduct experiments and arcane research in peace, conjurers often preferred isolation over collaboration with others."
Kind of new, but I feel like Ranger is the one class that lacks any actual depth? It just seems bit forced and boring. Thoughts?
The changes comes in two separate parts, Familiarity and Niche Skills, both of which add fairly cleanly onto the existing proficiency system in 2014 5e D&D.
Familiarity is, in short, half proficiency for both skills and saving throws, selected in addition to your normal proficiencies. The full description for the system is as follows.
During character creation you pick a total of four skills to have Familiarity in. Two chosen from the list of proficiencies available to your class at level 1, and two chosen skills chosen freely, though preferably in relation to your background. You can also pick familiarity with any one saving throw of your choice.
If you're familiar with a skill or saving throw, you can add half of your proficiency bonus to related rolls, rounded down.
Whenever your proficiency bonus increases, you can either pick familiarity with two more skills, or upgrade one skill you have familiarity with into full proficiency. Additionally when your proficiency bonus increases, you can gain familiarity with one saving throw, or upgrade familiarity with one saving throw into proficiency. Alternatively for saving throws, you can instead use a new familiarity to add a +1 bonus to a saving throw you already have proficiency in.
If you later gain proficiency in a skill or saving throw you're familiar with through another source, you can shift the familiarity to another option.
Why is this worth adding?
I like it because it allows you to further customize your character and set them apart from others in a meaningful way, without making them significantly more powerful. It also often makes sense for a character to have dabbled in a skill without having fully mastered it, and I think familiarity is a convenient way of expressing that.
I also personally think player characters in general could do with a few more skill proficiencies overall. This system of familiarity, and of upgrading them to full proficiencies, also allows characters to gain more skills as the gain more class levels, which might not otherwise be a guarantee. Unless you gain more skills from class features or feat picks, a character might go from level 1 to 20 with the same set of skill proficiencies throughout, which feels unsatisfying to me. Familiarity allows for more customization and progression of your character, which I think is something 5e is often lacking in.
In regards to saving throws in particular, I think familiarity and the upgrading of them into full proficiencies helps with a problem that comes up at higher levels of 5e. At level 1, the differences between a saving throw your proficient in and one you lack proficiency in isn't vast, and the kind of saving throw DCs player characters come up against often aren't very high either. But at higher levels the differences in modifiers between saving throws you have and lack proficiency in are fairly vast. The modifiers for saving throws you lack proficiency in stay largely the same as they did at early levels, while enemy saving throws keep steadily rising. At early levels you usually have a fairly reasonable chance at succeeding any saving throw, but at higher levels that can often only be true for saving throws you have proficiency in, while the chance of succeeding against saving throws you lack proficiency in can be extremely low.
Simply granting more saving throw proficiencies as characters level up is perhaps a bit of a crude fix to the issue, but I think it's better than leaving it as it currently is. And again, more chances to customize and personalize your character over the course of your class progression is a good thing, in my opinion.
A niche skill represents competency in a very focused area.
Whenever you make an ability check related to your niche skill, you are considered proficient in the relevant skill. If you're already proficient in a relevant skill you count as having expertise with it. If you already have expertise with a relevant skill, you add a +1 bonus to the check.
A niche skill can be encompassed by one or more of the standard skills. For example, a character could have a niche skill with sea shanties. Their niche skill could apply when making a Charisma (Performance) check to sing a sea shanty, or for an Intelligence (History) check to recall the origins of a particular sea shanty. It can also be used for what might otherwise be flat ability checks, where none of the standard skills are appropriate to apply, but your niche skill would be.
You can select anything you can think of as a niche skill, as long as the DM approves of it. Something as broad as a standard skill will likely be rejected, but it rarely hurts to ask.
Below are some examples of Niche Skills, as well as examples of how they could be used:
Currently I have player characters selecting a total of four Niche Skills as part of their background, but I also allow characters to train during downtime to gain more Niche Skills, similar to how characters can train in tool or language proficiencies during downtime (using the rules in Xanathar's Guide to Everything). On some occasions we've also just added Niche Skills in the middle of sessions if it makes sense to for a character's background and backstory. For example, if you're in a player character's hometown it makes sense to give them a Niche Skill of [hometown], to represent that this character would be better at getting around and recalling information here than other characters with the same proficiencies would be.
Why is this worth adding?
The typical problem with adding more skills to the game is that anything you suggest can usually either already be covered by another existing skill, or is so narrow in its application that it will only come up very rarely. But that's instead kind of the point with this system, to add broad and focused skills together to represent a varied degrees of skill mastery in different fields, beyond what normal proficiency and expertise can manage.
It's also yet another means for a player to customize their character in a small but meaningful way. A way for two characters that both have History proficiency to set themselves apart from one another by allowing them to specialize in different fields of history. It's also useful when a player might want to be really good at a specific thing, such as interacting with horses in particular, but feel like they can't spare a full skill proficiency to realize this relatively small aspect of their character.
Below is an optional rule for niche skills, for when multiple of a character's niche skills can be argued to apply to the same ability check. Optional because this system is relatively untested, and there might be ways for a player to abuse it to really break bounded accuracy, and because it might lead to lengthy arguments about which of a player's niche skills would and would not apply to any given ability check.
If two or more of your niche skills would apply to the same ability check, add count yourself as having expertise in the skill, and then add a +1 bonus to the ability check for every niche skill beyond what would grant you expertise.
---
Those are the two skill systems I've been working with. I'm pretty happy with how they've been working out during play, so maybe someone else will find them useful too. Let me know your thoughts or questions, if you have them.
As a final example, this is how I've arranged the skills for an example character, a level 4 fighter (with a homebrew champion subclass granting expertise in performance).
https://i.imgur.com/wxhjjLR.png
Scenario 1:
If you were transported into DnD with a character creation screen, and the choice of any class and subclass, what would you pick?
Scenario 2:
If you were transported into DnD as you are NOW, no additional skills or stats or abilities, what class do you think you'd end up being or try to be?
My answer for Scenario 1:
I'd pick Celestial Warlock. I'd want someone or something to guide me through everything, and a patron's probably the best I could hope for. More personal relationship than a god. I'd pick Celestial because it's the least likely to screw me over, and if I died, I might get favored into a nicer afterlife. Also having high charisma's nice.
My answer for Scenario 2:
I'd take any teacher offering to take me in, a druid, an artificer, a monk even. But finding someone so kind might be hard. Half of DnD backstories, the character find themselves lucky to be in a position to be taught that class. I might not be. My highest stat in real life would probably be Int but it's not that high. Would I be a wizard or artificer? If colleges there are anything like real life college, I wouldn't have the funds to do it.
So my plan would be to join whatever town's guard would take me and learn how to use a crossbow. In medieval days, crossbows were sometimes banned because peasants who trained with a crossbow for months could take down warriors who trained with other weapons for years. Then, I'd save up some money to learn a few spells like shield or fireball eventually. I'd basically try to be an Eldritch Knight Fighter if I'm lucky. Would be nice to have that weapon bond ability so I'm never without a crossbow.
I love running games that are more survival based, but without being gritty or too complicated. I am looking for anything at all that improves on any aspect of the game, like crafting, foraging, selling, etc. I mainly play 5th edition (2014). So far, the best supplements I have found that are
A) Simple and easy for both Player AND DM B) Really fun and flavourful C) Not overpowered or underpowered
Are Creature Loot, Alchemy Almanac, and Camping Rules (https://www.reddit.com/r/DnDBehindTheScreen/s/AohnfGH4pZ). Would the people of this subreddit have any more amazing treasures for me to possess?
No, I have already seen and read through Kibbles. Too complicated.
In 5e, clerics, warlocks and sorcerers all get subclass at 1st level for lore related reasons. Like clerics worship a god, warlocks bond with a patron and sorcerers are born with their power. But why do druids and wizards get their subclass at 2nd level, rather than 3rd, like everyone else. Is there a mechanical reason? What kind of lore, if any, would you attribute to this distinction?
As far as I can tell,
- There's no range limit to an inverted magic circle
- There doesn't need to be a creature within the circle for it's effects to apply
Causing all creatures of the affected types to the world over to have disadvantage on attacks, and be unable to frighten, charm, or possess creatures.
Is there something I'm missing, or is this spell just all that?
Alright, folks, we’re talking about Eldritch Adept—the feat that basically says “Hey Warlocks, move over; I wanna dip my toes into your creepy cosmic powers.” Now that the 2024 PHB is out, let’s see how this thing actually fits into the new rules without setting the table on fire.
Short answer: Nope. You’ll scour the 2024 Feats chapter and come up empty-handed. The book has a “Legacy Feat Conversion” list for stuff from the 2014 PHB, but Eldritch Adept came out in Tasha’s Cauldron of Everything. So if you want it, you gotta do some good old-fashioned detective work and DM negotiations.
Originally, Eldritch Adept said you must have Spellcasting or the Warlock’s Pact Magic. The 2024 Warlock has some new bells and whistles, so if you’re a Warlock, make sure you’re reading the updated rules carefully. If you’re not a Warlock, you still need some form of Spellcasting to make it legit. Simple enough.
In the 2024 system, feats get sorted by the level at which they become available. Eldritch Adept hands out Warlock Invocations—these can be pretty spicy. Most people figure that means it ought to be a 4th-level feat, so you’re not rolling level 1 with a Warlock power that was never meant to be in your hands that early. Think of it as a way to keep the game from getting too wild too quickly.
Easy. You already have the Warlock mojo, so the old “you must have Pact Magic” condition is basically built in. Just check the new invocation prerequisites. If an invocation says “You must be a Warlock of X level,” you can treat your total character level as your Warlock level. But don’t expect to bypass any new gating rules that came with the 2024 update—your DM might crack down on that.
You need some Spellcasting. That’s non-negotiable, because Eldritch Invocations are tied to a little arcane know-how. Also, if an invocation specifically says “Requires Pact of the Blade” (or another Warlock-only trick), you’re outta luck unless your DM does some custom tinkering. Nobody likes re-wiring Warlock features mid-session, so choose wisely.
A lot of the new 2024 Invocations are designed around Warlock-specific features. If you don’t have that Warlock feature (or level requirement), you can’t just skip the line. That’s like showing up to a bowling alley without shoes—no amount of puppy-dog eyes will get you in the lane.
Some Warlock stuff is balanced under the assumption you’re, well, a Warlock. If you’re a Fighter or Wizard taking an invocation that suddenly breaks the action economy or doubles your spell output, the DM might need to step in. Common sense: just don’t blow up the table with an out-of-context power spike.
Eldritch Adept remains a slick way to borrow Warlock Invocations without fully signing on the dotted line with an otherworldly patron. Slap it at 4th level, keep an eye out for weird interactions, and always remember your DM’s rule is final. Now go have fun blasting enemies or peeking through magical darkness—just try not to blow a fuse doing it.
I am a level 5 Blood Hunter Order of the Lycan (2022 version) bugbear and about to level up in a homebrew campaign. I chose the Fallen Puppet curse but haven’t been able to use it yet. With the hybrid form lasting an hour and resetting after a short rest, I haven’t encountered a situation where I needed to use it and I couldn’t. O see exciting options ahead at level 7 (stalker’s prowess and improved predatory strikes) and level 10 (dark augmentation). After taking a homebrew feat, my WIS to 18, my initiative rolls are +9, and when transformed, heal up to 5 points when I land a melee attack.
I’m considering a one-level dip into rogue, a three-level dip into gloom stalker, or both.
Rogue – DM rules that with primal strikes and extra attack, I get four attacks a turn. Further, DM has ruled that sneak attack damage could apply to each attack. Further, expertise is always fun, right?
Gloom stalker - Umbral sight is nuts and a +13 initiative sounds too good to be true. (But this would take 3 levels to get there ...)
So thoughts? Dip or no dip and in what order?
Join us to discuss all things D&D here: https://discord.gg/dndnext
I love running games that are more survival based, but without being gritty or too complicated. I am looking for anything at all that improves on any aspect of the game, like crafting, foraging, selling, etc. So far, the best supplements I have found that are
A) Simple and easy for both Player AND DM B) Really fun and flavourful C) Not overpowered or underpowered
Are Creature Loot, Alchemy Almanac, and Camping Rules (https://www.reddit.com/r/DnDBehindTheScreen/s/AohnfGH4pZ). Would the people of this subreddit have any more amazing treasures for me to possess?
No, I have already seen and read through Kibbles. Too complicated.
So this second level feature seems really restrictive with both casting time, limited options, and limited duration. I propose the option to use a spell slot to instant cast 1 cubic foot of materials which last one day per spell level compared to the normal 1hr duration. I believe adding the options from the alchemy jug would also fit for this in name and usefulness. Last thing is add proficiency in alchemy supplies cause why not?