/r/onednd

Photograph via snooOG

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What is /r/OneDND?

A place to discuss the upcoming version of Dungeons & Dragons, known as its code name "One D&D"

Due to recently announced reddit API changes, r/onednd has made the decision to go dark indefinitely. To follow more of the blackout, please check here: https://www.reddit.com/r/ModCoord/comments/1476fkn/reddit_blackout_2023_save_3rd_party_apps/

If you wish to stay up to date with news about our sub specifically, feel free to join our discord.


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 - Homebrew must be related to existing playtest material. For more information on this click here.

  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 low-effort/OC/image posts - Official sources, homebrew images, and new information/product photos are the exception.

  9. No suggestion/wishlist posts for future playtest material - Suggestions for future playtest material is limited to the rotating megathread found here. Please note this does not include providing feedback for existing playtest material.

  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.


One D&D Playtest Materials

UA 1 - Character Origins (08/18/22)
UA 2 - Expert Classes (09/29/22)
UA 3 - Cleric and Revised Species (12/01/22)
UA 4 - Druid and Paladin (02/23/23)
UA 5 - Player's Handbook (04/26/23)
UA 6 - PHB Pt. 2 (06/29/23)
UA 7 - PHB Pt. 3 (09/07/23)
  • PDF
  • Survey results pending
UA 8 - Bastions and Cantrips (10/05/23)

/r/onednd

33,790 Subscribers

0

I hope OneDnd has a tonne of new classes and subclasses

Making multiclassing harder to do effectivly I'm really hoping that they make alot more subclasses and new classes to cover off every niche.

The downside is that hasbro will turn it into a cash grab money farm.

27 Comments
2024/03/16
22:16 UTC

8

Innate sorcery and summoning spells?

Does innate sorcery work with summoning spells? I know sorcery does not have a lot of summoning spells but I would like to make sure. Do summons get advantage on their attacks when the caster is under innate sorcery?

7 Comments
2024/03/15
23:01 UTC

36

1st level analysis

We have analyzed each class progression vertically, I think it's time to do it horizontally: compare the nth level of each class and highlight the differences and similarities.

1st level is delicate, for three important reasons:

  1. Aimed at beginners. At this point in the game they already have had to choose between twelve classes, ten species, eighteen backgrounds, which in many cases means reading up a bit on all of them. The newbies are itching to play, and if the game keeps them from play with any more rule reading and decision making, they risk losing the initial excitement spark.
  2. Little to work with. At this level, the class is weak and simple, but nevertheless it should feel distinctive and exciting. Especially, two characters with different classes should feel different and not step too much on each other's toes.
  3. The Dip. It is the most accessible level for multiclassing, so one needs to watch out for the risk of unbalanced combos accessed by dipping. Multiclassing is a cute way to customize a character, but some multiclass dips feel like must-haves opposed to others (jeremy crawford himself mentioned the hexadin)

Barbarian

Features: Rage, Unarmored Defense, Weapon Mastery, Highest hit die in the game.

Rage is iconic and not exceedingly hard to grasp. It's certainly easier than spellcasting.

Unarmored defense is aesthetically fun. Topless raging guy getting the benefits of armor. You do have proficiency with Medium, but no armor in the starting equipment, so you immediately get to use this.

Weapon Mastery is cool as always, but it is the main thing that makes Fighters shine at 1st level. It would feel okay, in my opinion, to move Weapon Mastery to 2nd level for all classes that get it.

On the issue of resource management, this class ain't too complex. You get two rages per long rest, and if you're bad at managing resources you still get one rage per short rest.

In conclusion, a pretty solid 1st level, but WM could be moved to 2nd level and it would be fine.

Bard

Features: Spellcasting, Bardic Inspiration.

Spellcasting is a big feature. It gives lots of decision points and has lots of rules related to it, spell lists give a bit of identity, the Bard in particular has the very iconic Vicious Mockery which now deals a not too modest d6 of damage.

Spellcasting, however, should not be a defining feature by itself, because it is shared among seven different classes, and the spell list difference is not defining enough.

Which is why it is accompanied by Bardic Inspiration. Easy to use, and lots of flavor. No notes.

Resource management wise, you get 2 spell slots and 3 bardics (assuming Charisma 16-17), but they all need a long rest to refresh, so you'll need to be wise with 'em. But when you're done with your resources, you just can keep Viciously Mocking anyone that dares cross you.

In conclusion, a pretty solid 1st level, but it does lack a reason to short rest.

Cleric

Features: Spellcasting, Divine Order

As for the Bard, Spellcasting is a big feature, but it needs a small side feature to make the class feel distinct.

Divine Order is a great idea for a feature, as the playtest results showed, however I think it should be a 2nd level feature, for three reasons:

  1. It is not distinctive. You just get something that you either already have (cantrips) or that mimics other classes (expertise and armor training)
  2. It is the same as the Druid's Primal Order, making these two classes in a party at 1st level feel like they step on each other's toes.
  3. You can easily dip it for that sweet heavy armor proficiency, which even fighter doesn't give you as a dip. How can dipping cleric give you better armor than dipping fighter? It doesn't make sense. A wizard can dip cleric and get the only spells missing from their spell list (healing spells), a heavy armor proficiency, and not sacrifice too much in terms of spell slot progression.

On the other hand, Channel Divinity is possibly too big a feature to give in its entirety at 1st level.

I'm not sure what I would do, but maybe I'd take the Divine Spark option for Channel Divinity and give it at 1st level once per short rest. Then at 2nd level it is integrated into the Channel Divinity feature. I don't know, it feels uncomfortable, but I can't think of much else.

In conclusion, Cleric is a good class overall, but the 1st level doesn't feel cleric-y enough. Swapping Divine Order with Divine Spark as an early Channel Divinity could be beneficial.

Druid

Features: Spellcasting, Druidic, Primal Order

Same as Cleric, for spellcasting and primal order.

Druidic is a nice ribbon, but not enough to make a tasty side to the spellcasting.

I'd give the Druid the Wild Companion feature early, once per short rest.

In conclusion, same as Cleric, the 1st level doesn't feel druid-y enough. Swapping Primal Order with an early Wild Companion could be beneficial.

Fighter

Features: fighting style, second wind, weapon mastery

Fighter feels like the pure martial. Is is proficient with all weapons and armors out of the gate, but to be fair so is Paladin and Cleric. It is the only one getting a Fighting Style at 1st level, but a Fighting Style is mostly a numerical advantage, so it doesn't feel that good in play.

Second Wind gives some durability, but it's not exactly the first thing you think of when you think of a fighter. The Barbarian is much more durable anyway. Nonetheless, it will later become one of its central resources, so it's good that players get a taste right from the beginning.

Weapon Mastery is the Fighter's most exciting and distinctive feature at 1st level, and it will also be built upon at laters level, however it's a feature shared with Ranger, Barbarian, Rogue, and Paladin at 1st level, which makes the fighter feel a bit flat.

We all know that Fighter often gets dipped, but it is mostly for its second level feature, Action Surge. 1st level fighter is not as much of a tempting dip.

In conclusion, 1st level Fighter falls flat when compared to other martials, but would shine if Barbarian, Ranger, Rogue, and Paladin moved their Weapon Masteries to 2nd level.

Monk

Features: Martial Arts, Unarmored Defense

Simple, distinctive, powerful.

There is no resource management, but that's fine, you'll get it at 2nd level with Discipline Points.

I suspect it will become an interesting dip in the meta, especially now that you get a Bonus Action attack that doesn't require to use an Attack action in the same turn. I still don't see it.

In conclusion, a very good 1st level, no notes.

Paladin

Features: Lay on Hands, Spellcasting, Weapon Masteries

1st level half casters are in a peculiar position. At 1st level, the only difference between a full caster and a half caster is in the cantrips. So, a 1st level half caster can feel like a full caster, and the player may be disappointed later in the class when their spellcasting falls behind. Also, it's never too late to burden beginner players with the complexity of spellcasting.

I like half casters starting their casting from 2nd level as in 2014 PHB, and having their first level be a bit more meaty with other features.

In particular, Paladin has Lay on Hands and Weapon Masteries as features.

Weapon Mastery is cool, very cool, but it feels weird to give a class Weapon Mastery at 1st level and Fighting Style at 2nd level. Fighting Style is less complex and less impactful, and Weapon Mastery is what makes Fighters feel fun and distinct at 1st level. It feels like they should be swapped.

Lay on Hands is nice, especially now that it takes a Bonus Action instead of an Action. It is also a unique style of healing.

Spellcasting and Weapon Masteries feel misguided as 1st level features, but Lay on Hands can't support the class alone. Personally, I would swap Spellcasting with Paladin's Smite limited to Divine Strike, and Weapon Mastery with the 2nd level Fighting Style.

In conclusion, it is a good 1st level in itself, but its clash with full casters and with fighter takes a bit of fun out of the game.

Ranger

Features: Deft Explorer, Spellcasting, Weapon Mastery

Deft Explorer gives one Expertise and a small but welcome boon related to the favored terrain.

As previously said with the paladin, giving spellcasting at 1st level to half casters feels misguided, just like giving weapon mastery at 1st level and fighting style at 2nd level.

A single Expertise doesn't step too much on the toes of the Rogue, which gets two, so it's fine, and Deft Explorer does give a lot of Ranger feel.

So swapping Weapon Mastery and Fighting Style and moving Spellcasting to 2nd level would make the Ranger still feel distinct, but I'd probably also give 'em Favored Enemy instead of Spellcasting.

In conclusion, this 1st level feels ranger-y, but just like Paladin, it borrows too much from other classes, making everyone feel less special.

Rogue

Features: Expertise, Sneak Attack, Thieves' Cant, Weapon Masteries

The only class to have four class skill proficiencies, and the only class to have two skill expertises at 1st level, it is a good way to underline that the Rogue is the skill monkey.

Sneak Attack is iconic, it encourages sneaking, flanking, and a dynamic combat playstyle.

Thieves' Cant is a good ribbon.

Weapon Mastery feels out of place at 1st level. And also, why would the Rogue have the same amount of Weapon Masteries as a Barbarian, a Ranger, and a Paladin? For Nick? You don't have cunning action yet, so using a bonus action for dual wielding is not a big expense. For Vex? I mean, sure, but that's a crutch that removes the rogue's fun, dynamic playstyle.

I'd move the Weapon Mastery to 2nd level, or at least give the Weapon Mastery with only one weapon, or both. The rest of the level is pretty good and iconic enough.

As always, there is zero resource management in Rogue, but that's part of the Rogue's charm.

In conclusion, it's a pretty solid 1st level, but it can do with moving WM to 2nd level.

Sorcerer

Features: Innate Sorcery, Spellcasting

As with bard, we have good spellcasting and a good distinctive first level feature with Innate Sorcery. Nothing recharges on short rest, but that's okay.

Warlock

Features: Eldritch Invocations, Pact Magic

You get one Invocation, 2 cantrips, 2 known spells, and 1 first level spell slot.

Warlock, in and of itself, is a pretty distinctive class, with its fixed level spellcasting refreshing on short rests. The Invocation system is also quite distinctive, and the book rightly encourages the player to pick Blade or Tome as their first invocation.

However, Warlock suffers from a very weird contradiction: it is more than many other fellow classes a class based on in-game events (meeting a patron), but also more than many other classes a very tempting dip.

You have spell slots that recharge at short rest, and most other spellcasting classes can use spell slots for all sorts of shenanigans (wild shape, bardic inspiration, sorcery points...) and also if you are a cleric you get access to short rest based healing.

Also, it's funny how they wanted to fix hexadin in the first place and ended up making it an even more tempting dip with the new Pact of the Blade.

I think the Tome and Blade pacts should have the same 2+ level prerequisite as the Pact of the Chain, but I have no simple idea on how to fix the pact magic thing.

In conclusion, a very good 1st level, but way too tempting for a dip.

Wizard

Features: Spellcasting, Arcane Recovery.

Wizard is maybe the only class where I would be happy for them having just the Spellcasting feature, because it is incredibly iconic and the only thing players look for when playing a Wizard. Because it's not just the spellcasting, it's the collecting and copying scrolls and the access to all rituals from your spellbook.

But yeah, Arcane Recovery also works as a 1st level feature. It's not too tempting of a dip because it scales with class level.

Resource management, you just get the two spells slots, and you can recover a single spell slot on a short rest per long rest, which is a mechanic I don't particularly love, but it's fine. In total, three spell slots, which you will probably finish quickly, and the offensive cantrips in the Wizard list are not particularly iconic.

In conclusion, a very good first level, but beginner players need to be cautious with spell slots.

Bonus Round: Artificer

Since Tasha came out in the second half of 5e's lifetime (that is, 2020 and after), I consider it closer to One D&D than 2014 PHB in terms of design philosophy, so I will include Artificer because why not. After all, if one wants to play Artificer in a One D&D campaign, who's gonna say no to them?

Features: Spellcasting, Magical Tinkering

Artificer is a half caster, and as I mentioned above, I think giving spellcasting at 1st level to half casters is misguided.

Magical Tinkering is a cute ribbon feature, but it's not enough to make the class feel unique.

Personally, I'd swap Spellcasting with Infusions, because Infusions are exactly what a player expects when taking Artificer.

All in all, I've played Artificer at level 1, and it doesn't really feel like an Artificer until level 2.

In Conclusion

My observations can be summed up as:

  • Giving Weapon Mastery to every first level feels unnecessary and undermines the Fighter, who is waiting 2nd level for its big feature. Moving every WM to 2nd level would be safe, but Ranger and Paladin might need something else to fill in the cracks.
  • Half casters started spellcasting at 2nd level in 2014, and I 100% see the point. ^(I also see the point of giving them cantrips like Artificer, or like the Druidic Warrior and Blessed Warrior fighting styles. But that is a long discussion for another time...)
  • Primal Order and Divine Order (for Druid and Cleric respectively) should move to 2nd level and be replaced with something more distinctive.
  • Ramblings and bad ideas of various nature.

I would love to hear your opinions on the matter. Do you feel like 1st level is well designed as is? How would you fix first level?

Also, let me know if you would like me to make a similar analysis for 2nd level

69 Comments
2024/03/15
16:32 UTC

9

A more balanced version of Jump?

I do think the new version of Jump is better. It fixes all the issues the 2014 version had:

Edit: Talking about the Jump spell

  1. It being a bonus action makes it more usable if you want to get creative with positioning in combat

  2. You don't have to figure out your characters exact measurements to figure out your regular jump distance before tripling it

  3. You don't get the weird instances of being able to jump 18 feet on a 5 foot grid map (if using a map)

  4. You don't have to figure out what happens if you jump but run out of movement in midair. (I think RAW you just fall but that doesn't feel RAI)

But, I do think it's a little too good. It's basically "gain 20 feet of movement for a minute" which is stepping on the toes of Longstrider. Heck, with a Warlock with the Otherwordly Leap invocation, it might as well be a permanent 20 foot boost.

Jump (from what I can tell) was mostly meant to help low strength characters jump across stuff more easily, which is why high strength characters get the "jumping past your movement" issue.

So why not this version that solves the above issues but doesn't do it by giving free movement?:

"You touch a creature. Until the spell ends, the creature can spend multiples of 5-feet of its movement on its turn to jump a number of feet equal to that movement."

Fix up the wording, keep it a Bonus Action and even the upcasting and you're done!

Your characters measurements don't matter, everything is in 5-foot increments, and you can't run out of movement mid air.

It might get a little funky with high speed builds but there could be some ironing out to do, heck those technically worked with the 2014 version anyway. But I wanted to see if this had merit before trying to figure it out.

Is there anything obvious I'm missing?

27 Comments
2024/03/15
03:57 UTC

0

Why can't Halfling stop at other creatures tile?

I mean, what's the actual problem they were addressing on it?

13 Comments
2024/03/14
05:34 UTC

6

Monk with ritual master feat

I may be crazy but do monks qualify for ritual master? If so, would it be of much benifit/Gimme your best or zaniest spell choices!

12 Comments
2024/03/13
19:33 UTC

8

Need help find/remember a barbarian feature

EDIT: many thanks to you all, then i wasn't crazy! It's just the side line links that are wrong, for a moment i was so confused! thanks! I am having issues finding or remembering a feature i thought it belonged to onednd barbarian, but i don't find it anywhere and i am starting to think i am hallucinating. Maybe it was on another unrelated UA?

DO you remember anything about "renouncing your advantage on an attack in order to gain an additional effect on the attack?"

I am not talking about xgte's samurai.

6 Comments
2024/03/13
18:18 UTC

5

The Monk and Improvised Weapons

Earlier today I was trying to think about how I could attack with a flask of oil as and improvised weapon and then light the oil on fire for extra damage as a character concept. I looked at a number of options and settled on taking tavern brawler with an ascendant dragon monk. The idea was to hit someone with a flask of oil(presumably) covering them in oil(improvised weapons rule).

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

The idea was then to light them up with flaming fists which would be cool, fun, and affordable. The problem though is that your only option is to use strength for the attack and damage because an improvised weapon is always a melee weapon thrown or not(my reading of the rule above). It kinda sucks that they can not use dex. For this reason I am going to suggest a change to monks martial arts that simplifies the feature, makes it easier to understand, and better aligns with my view of the developers intent.

We should go from this:

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

To this:

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which is any weapon you have proficiency with that does not have the two-handed or heavy property.

I feel this better captures the intent, provides extensibility and is clear. Do you think this would be a good change for the Martial Arts feature?

19 Comments
2024/03/13
12:34 UTC

0

What classes should we use the new version vs 2014 version?

I mean, if you were to introduce DnD to new players in 2024, what classes would you be using from one dnd and which one should we stick with 2014 phb?

70 Comments
2024/03/13
04:44 UTC

0

Astral self is gone?

So I was going over the one dnd monk, but was rather disheartened to see the "new" subclasses. They seem to have gotten rid of most of them, including Astral Self (my favorite)! Am I able to use the Astral self still, or do I need to use the "new" subclasses?

24 Comments
2024/03/12
23:05 UTC

17

Everything wrong with the bastion system’s class feature based prerequisites

47 Comments
2024/03/12
22:33 UTC

10

Weapon adept and master of armaments .(compromise?)

I like the weapon adept feature from Ua 5 but I feel like it should have been able to apply both masteries like world tree and brawler. Master of armaments suppose to provides ok flexibility but is too much of a step back.

Both misses the mark when compared to features like brutal and cunning strike and don't have any turn to turn choice that some people wanted with maneuvers. What I think they should do is allow two masteries on a weapon(both can apply both) like weapon adept but you and you can change the second mastery you do when you attack.

So for example you base if your base mastery for your weapon is graze you can do (gaze, slow)swap on your next attack to (graze, push) and then swap to (graze, cleave)

17 Comments
2024/03/12
03:12 UTC

18

Improved cunning strike combos?

The 10th level class feature Improved Stunning Strikes lets you use 2 cunning strike options at once when you sneak attack, paying the die cost for each. My question is, when would you want to do that? Disarm, poison, and trip have similar functions defensively. I can imagine you may want to pair disarm or trip with poison to target both con and dex saves if you're not sure which is lower yet. A melee rogue of course may want to pair withdraw with one of the other options.

I can also see supreme sneak and the various swashbuckler's strikes pairing well with base options, but other than those, what do you think are good choices to double up on until 14th level when you get some super good options through devious strikes? When is using 2 options worth giving up those damage dice?

25 Comments
2024/03/12
02:32 UTC

15

Eldritch adept pact weapon

I only recently remembered that the eldritch adept feat exists and that it might be strong for some martial casters with pact weapon. Do you think that combo will be possible in the new phb? Maybe even at lvl 1 since similar feats were available at lvl 1 in the playtests?

20 Comments
2024/03/10
23:25 UTC

13

Question about monks and Step of the Wind

So I was just playing in a oneshot where someone was playing the Onednd monk (which is amazing btw) and a question came up. The level ten improvement to step of the wind, where you can bring a creature when you SoTW.

Are you able to bring a creature the whole of your move or just the bonus gained from SoTW? Also can you pick up someone partly along your move, drop them off, and pick someone else up if you still have the movement for it?

6 Comments
2024/03/10
19:16 UTC

7

Questions on monk

Yes, I know another post about monk. I just have some questions for you experts since this is my favorite class.

  1. Will monk be better overall with unarmed strikes? 1d4 and 1d6 isn’t a big difference.

  2. Can someone please explain to me why grappling is so good now?

  3. For step of the wind it says you can carry a large or small person who is willing, does that mean you cant carry medium people?

Thank you for the answers in advance, I hope I will be somewhat useful now in fights besides stunning in 2024.

34 Comments
2024/03/10
18:27 UTC

7

Question about Monks and Unarmed Strikes

Hello all!

I’m currently running a modified 5e campaign in which I am allowing my players to use UA changes for their characters, and one of these players chose to use the updated Monk class. Here’s my question: do Unarmed Strike attacks count as light weapon attacks? I’m wondering because this player utilizes the mastery feature ‘nick’, but I’m not seeing anything that confirms that this should apply.

I’ve probably looked in the right place a thousand times, but I’m hoping you guys will be able to help.

Cheers!

14 Comments
2024/03/10
14:36 UTC

11

After UA8 what are the current Monk metas?

As in, based on what we know, these will probably do quite/very well?

The ones I’m aware of are:

  • Grappler anything. The Grappler feat really multiplies the unarmed monk’s tactical and accuracy performance.

  • Dip 1 fighter then go two dagger with Nick weapon mastery and Dual Weapon Fighting style. This is like having an extra unarmed strike for your entire career.

Of course these two are mutually exclusive, as is proper. Anything else we can look forwards to?

71 Comments
2024/03/10
03:38 UTC

32

Ranger cunning strike / smite?

So over 5e’s life one thing got clear to me: a great advantage Paladin has over Ranger as a 1/2 caster is that they can pump they’re slots into being a better martial through smite.

Thou the ranger list is overall better it still not the same for me. Cunning strikes and the new barbarian versions explore an interesting space, sacrifice damage / advantage for control / utility. What if rangers could do it through spell slots? A first feature at 5th level with options for 1 and 2 level slots and the a scaling of it at 13th with options for 3 and 4?

This wouldn’t add damage (or not much damage) in my mind but give the ranger some nice single target control through “pseudo spells”

What are you guys opinion on this? And what you think would be nice options?

Ps: I know this is probably not happening but I want to think the “what if?”

50 Comments
2024/03/09
22:24 UTC

5

Some adventurers league answers

https://www.dndbeyond.com/posts/1676-what-is-adventurers-league

You can use non-optional rules found in the Player’s Handbook, the Basic Rules, and all the books listed below. If a rule has been reprinted in a newer resource, you must always use the latest printing.

Looks like some changes in the 2014 PHB will be considered ERRATA at least when I come to Adventures League.

We still need more details. but we are getting some information.

So unless they add the 2014 players' handbook to the list of sources when it releases in September, any changes become errata. Which they very well could. This could be the reason every class now gets a background feat in AL.

Edit: I got an update on the post on dnd beyond. They will share more information about using both core rulebooks closer to their release.... so maybe not an errata.

6 Comments
2024/03/09
19:44 UTC

6

Keeping track of the bastion system?

I was going to test out the new bastion rules. how do I keep track of everything? I mainly use roll 20 and I don't know where I would keep all the information for rooms and things.

7 Comments
2024/03/09
19:20 UTC

1

Question: good place to store playtest character sheet online

Hey everyone. My friend is in a campaign and is looking for a place to store his character sheet online and also use the onednd stuff. He's having a hard time. Apparently dndbeyond won't let you add playtest material or let you customize your abilities? And he's also having a hard time with roll20. Any tips? What are other people using. Thanks

6 Comments
2024/03/09
16:15 UTC

2

Playtest Circle of the Moon Druid Construction Help

Greetings!

I need help to decipher the Playtest Circle of the Moon Druid.

Some of the wordings are unclear to me.

Sorry if the formatting leaves a lot to be desired, i tryed to cut unnecessary stuff out and to sort it.

I did link the sources and have copied the relevant passages into the Post.

Oh and just to be clear, i am well aware that there will changed stat-blocks for Beasts in the new PHB but for now and for understanding how it works, the old Brown Bear has to do.

1st: Statistics of the DND-Beyond Brown Bear (-> is what it changes to)

2nd: Rule Passages of the Playtest

3rd: The hypothetical (up to improvement) Character Statistics

(I left the race open)

_______________________________________

https://www.dndbeyond.com/monsters/16816-brown-bear

Brown Bear

Large Beast, Unaligned

Armor Class 11 (natural armor) -> 17

Hit Points 34 (4d10 + 12) -> 68

Speed 40 ft., climb 30 ft.

STR 19 (+4)

DEX 10 (+0)

CON 16 (+3)

INT 2 (-4) -> 10 (+0)

WIS 13 (+1) -> 18 (+4)

CHA 7 (-2) -> 8 (-1)

Skills Perception +3 -> Druid has +7 (3 Prof + 4 Wis)

Senses Passive Perception 13

Proficiency Bonus +2

Keen Smell.

The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

The bear makes two attacks: one with its bite and one with its claws.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

______________________________

https://homebrewery.naturalcrit.com/share/H8iRpbGyNtM4

Rules While Transformed.

While in a form, you retain your personality, memories, and ability to speak,

and the following rules apply:

Game Statistics.

Your game statistics are replaced by the statistics of the Beast,

but you retain your Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores;

class features; languages; and feats.

(So basically Str/Dex/Con Ability Scores are from the beast?)

You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining those of the creature.

(how is "in addition gaining those of the creature" meant? +3 from myself +2 from Bear?)

(Also, if i use MY Proficiency Bonus, the ToHit is going to get 1 higher? and would have mild scaling)

If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.

(does that mean, that i can't use stats from the beast bcs my prof bonus is 1 higher than that of the bear?)

No Spellcasting.

You can’t cast spells, but transforming doesn’t break your Concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as the Call Lightning spell, that you’ve already cast.

+ Moon Druid Modifikations:

Challenge Rating.

The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).

(CR 1 until Druid Level 6)

Armor Class.

Your AC equals 13 plus your Wisdom modifier until you leave the form. (17 on Wis 18)

Temporary Hit Points.

You gain a number of Temporary Hit Points equal to three times your Druid level.

(15 THP on Transform, instead of 5)

______________________________

Stufe 5 Druid of the Moon

Stat Array:

STR 10

DEX 13(14)

CON 16

INT 10

WIS 17(18)

CHA 8

() ASI at Lvl 4 (+1 DEX/WIS)

Save-Prof (-> in Form):

Str (+0) -> +4 Str +2 Prof = +6 bcs Beast Stats are higher?

Dex (+2)

Con (+3)

Int (+3)

Wis (+7)

Cha (-1)

Lvl 1 Feat "Tough" (for +10 HP)

Hide+Shield (14+2 AC)

(Alternative Breastplate for 16+2 AC)

HP in Animal Form

28 (Hitdice) + 15 (Con) + 10 (Tough) + 15 (TempHP) = 68

Notes:

Proficiency in Con-Save is not that important bcs of 6th Level "Increased Toughness"

wich would give this particular Druid another +4 Bonus on Con-Save (for +7).

The HP of the Animal Form are higher than that of a Barbarian of the same Level

(40 from HD + 15 CON + 10 Tough = 65)

Feel Free to give Advices, if you have some nice ideas!

(I am considering to play(test) this Druid in a new campaign)

15 Comments
2024/03/09
03:38 UTC

0

I don’t want Expended Spell Lists added automatically. Just give me extra spells known/prepared instead, and I’ll decide what spells I want myself.

I understand why folks want their subclass Expanded Spell lists automatically added to their known/prepared spells, but I think it’s terribly misguided.

“But why wouldn’t you want more options?”

I do want more options. More options is great. And I want to choose what those options are myself.

For example, let’s look at my level 1 Fiend Warlock. Right now, I gets two (2) spells known of my choice. What a lot of y’all seem to want is for me to get two (2) spells known of my choice plus Burning Hands plus Command.

What I’m saying is, if you think it’s fine and balanced for me to have four (4) spells know, then just give me four (4) spells known of my choice. If I want Burning Hands and/or Command, if I think those are appropriate thematic choices for my character, then I will choose them.

Same goes for subclasses that have their expanded spell lists automatically prepared. If I want my level 3 Artillerist Artificer to prepare Shield and Thunder Wave, then I will choose to do that myself. If you think it’s fine and balanced for me to have two (2) additional prepared spells, then let them be two (2) additional spells of my choice rather than forcing these two on me.

I understand that D&D isn’t the sort of game where we can mix and match absolutely everything we want, and that is ok, but expanded spell lists are a really easy place to just present more OPTIONS rather than FORCING spells onto characters.

EDIT: If you think I’m saying let characters pick spells from any class, please stop and reread. If you think that I’m saying we should get rid of Expanded Spell Lists, please stop and reread.

EDIT2: This example I gave in the comments helped somebody understand where I’m coming from better, so I’ll add it here too:

I’m bringing up Fiend Warlocks a lot because it makes for a great example. At level 1, Fiend Warlocks get Burning Hands. But there are a wide variety of Fiends out there. What if my patron is an Ice Devil? With the way Warlock Expanded Spell Lists currently work in 5e, I don’t have to choose Burning Hands and can instead choose something more appropriate for my character. But with the way a lot of y’all want Expanded Spell Lists added automatically, I end up with Burning Hands on my list of spells known, which makes no sense for my character or their patron.

The pretext behind this sort of thing is usually that Warlocks don’t have enough spells known or something. Ok then, just give the base class more spells known. If I want to spend those extra spells known of my subclass’s expanded spell list, then I will. And it I think there are spells on the Warlock spell list that fit my character better, I’ll take those instead.

194 Comments
2024/03/09
00:31 UTC

0

Thrown weapon specialist build?

So I've been looking at an Elements Monk 8/Battle Master 12 build, and I think it's actually interesting. The idea is to get in and apply debuffs and control effects, get a lot of attacks in, and never have to stand within 5ft if you don't want to. All simple melee weapons are Monk weapons, meaning you can throw them with Dexterity instead of Strength and use your Martial Arts die.

Once you've got 5 Monk levels:

-Your daggers, handaxes, light hammers, spears and javelins all do d8 damage when thrown

-You can apply Stunning Strike with the thrown weapon attacks as well as unarmed, both at range

-Your punches reach 15 feet, your thrown weapons go 20 or even 30 with the javelin

-Unarmed strikes can move a target forward or back 10 feet

-Taking Charger feat to round out Dexterity allows you to add d8 to an attack, or to push another 10 feet (this can't be done with the Bonus Action unarmed strike)

-Alternatively, take Sharpshooter instead of Charger for increased reliable range (now javelin 120 range is solid)

Once you add Battle Master maneuvers to the list:

-Dueling Fighting Style adds +2 damage to all your thrown weapons. This means at level 6 you're throwing weapons for d8+2 plus Dex mod. Unarmed attacks don't get the +2 from Dueling, your "free" Nick attack doesn't get the Dex mod.
-Thrown weapons give access to Nick, Vex, Slow and Sap (you have to pick three with the first Fighter level)
-Throwing at least one handaxe or dagger every turn allows you to make another Light weapon attack for free. That means you can throw three weapons and punch once more (or throw two weapons and do two punches), for four attacks at level 5. Flurry of Blows allows a 5th attack when desired (this is probably good enough to take a Fighter level before Monk 5)
-Make use of Menacing Attack, Trip Attack, Pushing Attack or Disarming Attack to apply debuffs
-Stunned creatures automatically fail Strength and Dexterity saving throws, allowing you to always succeed with Disarming/Pushing/Trip Attack
-On a crit, add a charger die and a superiority die for solid damage
-Action Surge adds two additional possible attacks to the first round, allowing up to 7 attacks as early as Fighter2/Monk5
-Action Surge, Superiority Dice and Discipline Points all come back on short rest.
-Ambush maneuver has good utility for going early and potentially stunning/disarming many foes first turn
-Once hitting Fighter9, can turn Spear (Sap) into a Topple weapon if desired (or Push, but unarmed strikes already push), and can make Light Hammer (functionally the same as dagger) into a Light weapon with the Slow property
-Once hitting Fighter11, have additional extra attacks, can throw up to 7 weapons in an action surge turn and follow up with one or two unarmed strikes as bonus action

Level 18 should be Monk7/Fighter11. At that point, you have Dex and Wis both maxed at 20. Level 19 you go Monk8 and go 22 Dex. Level 20 you go Fighter12 and go 22 Wisdom.

Your final build has 22 AC unarmored, 24 if you find bracers of defense. You've got a DC 20 for resisting your maneuvers or stunning strikes. Without using resources (besides the massive amount of weapons you're carrying) you attack five times each round. You can hit anything within 15 feet of you, Javelins comfortably attack within 30 feet and with disadvantage can hit 120 feet out.

If you move 10 feet in a straight line before doing an unarmed strike, you can stun a creature and move it back 35 feet (10 from Charger, 10 from Elements Monk, and 15 from Pushing Strike) with one attack. The three strength saves are instant failures if the DC20 stun goes off. You can hit it with a Light Hammer first to Slow it by 10 feet first if you like.

Your main weakness is the low number of Discipline points, one of which is committed at the start of the first fight for the Elemental Attunement activation. We'll have to see what happens with Short Rests, because this build REALLY wants them. That said, you can inflict Stunned, Prone or Frightened conditions on enemies, or Disarm them, Sap them, or just Push them, and you never have to come within 10 feet of them.

8 Comments
2024/03/08
18:59 UTC

19

New Build: Faith Tank

This is a build concept I've had since the new blade ward was first released, to put together a fighter that's incredibly tanky through the use of shield of faith, blade ward, and Sap.

Eldritch Knight

At fighter level 1, with 17 Str and 16 Con, take the Defense fighting style and Magic Initiate: Cleric for shield of faith, resistance, and likely guidance. Equip a longsword and a shield. Optionally, as a human, also take Dueling. You now have a base 19AC, climbing to 21AC during your ten minutes of shield of faith, frequently imposing disadvantage on enemy attacks with Sap. That, combined with 13 max HP and an average of 8.5 recovered HP from hit dice and 13HP from Second Wind, plus another 6.5HP from Second Wind per short rest, makes this fighter incredibly durable for Tier 1.

At level 3, become an Eldritch Knight, at at level 4, take War Caster. This is usually too early for an Eldritch Knight as you'd prefer bumping Str, but this is necessary to be able to cast blade ward, shield, and absorb elements as your reaction while still holding your sword and shield. Now you can impose disadvantage on an enemy's first attack with Sap and second attack with blade ward, or just have very high AC against both with shield. (I'm anticipating that shield will likely be nerfed, and even if it's removed completely, this build does not need it at all for tanking.) The new spell slots can also be used towards shield of faith. If the enemy decides that you have too much AC and tries to move away, your opportunity attack can now become booming blade, which is extra-punishing as they move and take the secondary damage. It is effectively a soft Sentinel. You probably upgraded your armor to have a base 20AC by now, 22AC with shield of faith, so if an enemy has a +6 to-hit, they only have a 25% chance to hit you, 6.25% with disadvantage. (Unfortunately, without magic items, your shield of faith AC caps at 23 when you get plate armor, though even when CR20 enemies eventually get a +14 to hit they still only hit you 36% of the time with disadvantage. If you get a combined +3 to your armor and shield for an AC of 26, that becomes 20.25%. Hopefully, you can get a magic shield or magic armor, especially if you have to start fighting monsters of even greater CR.)

At level 6, take Shield Master to knock enemies prone and potentially no-sell Dex saves (may come in handy later especially when combined with Indomitable), then at level 7, get War Magic. Now you can lock down an enemy with booming blade even without making an opportunity attack first, and potentially lock down two enemies.

At level 8, likely Mage Slayer to shore up on non-AC defenses, then at 12, Heavy Armor Master (assuming you're encountering enough physical damage for this to still be relevant) and finally maximize Str. At 14, Resilient: Wis is still practically mandatory, and then at 16, consider Magic Initiate: Druid for shillelagh, using Master of Armaments to replace your longsword with a quarterstaff that does 1d12+5 damage, then 2d6+5 damage at level 17. (Consider jump for the 1st-level spell as a mobility boost.) At level 19, increase Str again to 22. All of the feat choices after War Caster are ultimately very flexible.

Paladin

Another option is to take the reverse approach, as a paladin who takes Magic Initiate: Sorcerer for shield, blade ward, and booming blade, and learns shield of faith as a paladin.

This has significant trade-offs with the fighter. Assuming you start with 17 Cha, 16 Str, and 14 Con, you have less combined HP and self-healing as a paladin than as a fighter. (At level 5 and assuming two short rests, the fighter has 49HP, 42.5HP recovered from Hit Dice, and 52.5HP recovered from Second Wind, for 144HP total.) The paladin has 44HP, 37.5HP recovered from Hit Dice, and 25HP recovered from Lay on Hands, for 106.5HP total.) but you accumulate spell slots more quickly for shield of faith or other spells. The fighter accumulates five feats (four half-feats, one full) over the course of their level-ups, while the paladin only gets one at level 4, War Caster, if they also want to maximize Str and Cha. The paladin can choose to take feats instead, but at a notable cost. The paladin's main draw here is Aura of Protection, starting at +4 at level 6, though if they have any allies within 10 feet to benefit from the aura, they're also close enough for an enemy to get to them without provoking any opportunity attacks, and the paladin notably does not get to include booming blade in Extra Attack. (This includes the paladin's steed from find steed or find greater steed, and Mounted Combatant is currently nerfed so that the paladin can no longer properly tank for the steed.) The paladin still benefits from the aura, so has better saves than the fighter, but between War Caster, Indomitable, resistance, Shield Master, and Resilient: Wis, the fighter can still very much hold their own here. There are certainly far more factors involved than the ones I've mentioned, but I think the fighter is slightly favored here.

5 Comments
2024/03/08
14:53 UTC

207

Feats need to be decoupled from ASIs

I don't know how popular this opinion is, but I feel like I'm not seeing it enough, even though I feel like most people would agree.

Over the last few releases of 5e material, there have been a few feat chains, feats that have an initiate feat and a few which require that initial feat as a prerequisite. Now if we imagine a character that isn't a fighter or a variant human, and doesn't get a free feat at level one, the earliest they could get the initial feat is level 4. The earliest they could get the second feat is level 8. Now power level wise, that's not that big of an issue these feats seem to be balanced around that idea. But taking these feats would never be worth it over just increasing your main stat by one, which is just infinitely more useful. Feats would all have to be about as broken than the SS/CBE combo to make that investment worth.

The result is that the vast majority of feats aren't taken at all or only at way later levels which most campaigns don't even get to. Many feats offer great benefits but just aren't worth completely crippling your character over. This is especially true for MAD characters like Monks, Barbarians or Paladins who want to maximize multiple stats.

So the solution is pretty simple although not easy to implement. Make all characters have ASIs at levels 4, 8, 12, 16 and 19, and have them gain some feats in between. Half feats would have to lose their ability bonus, but could gain other benefits. Or all feats could be nerfed a bit, bringing them in line with some of the more role-playing oriented feats

177 Comments
2024/03/07
23:58 UTC

9

Would giving champion fighter a 3rd action surge be a bit to much of a buff

Would the 14th level capstone being a extra action surge be to big of a buff?

48 Comments
2024/03/07
23:01 UTC

17

Has anyone playtest champion fighter?

Has anyone playtest champion fighter? How did it go? I like most of the changes but have not had the time to playtest anything.

51 Comments
2024/03/07
18:02 UTC

13

Dual Wielder feat + Monk?

Does the Dual Wielder feat allow you to make any one-handed weapon a Monk weapon?

UA8: "...Monk Weapons ... are Simple Melee Weapons and Martial weapons with the Light property."

Martial Weapon with the Light property is a Monk weapon.

UA2 Dual Wielder: "Enhanced Dual Wielding

When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that the Weapon lacks the Two-Handed property."

So if you run a Monk with a whip in one hand and a dagger in the other, does the whip then use the martial arts die instead of a d4? If you've got a dagger in one hand and a trident in the other, can you throw the trident with dexterity?

Could a Four Elements Monk 11/Fighter 1 then have a whip in one hand and a dagger in the other and:

  1. Attack with the whip twice (doing d10, not d4 damage) (range 10)
  2. Throw the dagger (without needing a bonus action thanks to Nick) (range 20)
  3. Use a Bonus Action Flurry of Blows to attack three times (range 15)

Six attacks, all at range? All using Dex and a d10 die? All capable of stunning strike?

17 Comments
2024/03/07
07:48 UTC

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