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Prerequisite: Proficiency in Shields
Benefit: When using a shield, if you are hit in melee, you can use your reaction to add your proficiency bonus to your AC against that attack. If this increases your AC above the attack roll of that attack, it misses you.
What do you think? It's VERY similar to the Defensive Duelist feat, obviously. Should it have a bigger prerequisite?
I'll be running a homebrew 5th Edition campaign soon with the following party makeup:
Halfling Urchin Trickster cleric
So no barbarian, valor bard, fighter, paladin, or ranger.
Is this going to be a problem for the squishies? The two melee-types (monk and rogue) are highly mobile, so they might not be very good at standing between the casters and the monsters. I don't know if the urchin plans on doing melee, but fortunately I think she is the most developed character, so I know she plans on wearing medium armor and using a shield with a decent Dex, so I think she has AC 18-ish at 1st level.
But they might be leaning more towards a caper and infiltration campaign than a hack & slash campaign. Practically every character will have Stealth proficiency or can "borrow" it from the Trickster cleric.
I'm also eager to see what shenanigans will ensue with multiple spellcasters of the same type. 2 clerics mean only 1 has to cast bless, especially at mid- to high-levels when they can get the whole party with a 4th level spell slot.
Just for fun, what do you think would be a fun gestalt combo of 5th Edition classes?
Remember that class features of the same name (Extra Attack, Unarmored Defense, Ability Score Increase/Feat, etc.) normally do not stack.
Should we also assume a gestalt spellcaster//spellcaster only gets one pool of spell shots, like multiclassed spellcasters? How about interactions between half-casters and third-casters? Pact magic?
Fighter//Wizards would be fun because of Action Surge and armored mages.
Bard//Paladin//Sorcerer//Warlocks would be fun because of all the Charisma synergies.
Fighter//Rogue would be a fun swashbuckler.
How can I justify or explain why a bunch of different quasi-post-apocalyptic, quasi-Stone Age tribes would be engaged in a constant circum-continental chase/race? Mostly through desert, grassland, and jungles.
They would be using a combination of megafauna (both mammalian and dinosaurs, living and undead (and maybe even golemesque)) with palanquins and outriders on exotic mounts (axebeaks, smilodons (of course!), dino-raptors, bears, horses, etc.). No wheeled conveyances because Stone Age.
1. Weird Religious Rite
I'd want about half a dozen new classes.
Definitely a half-arcane caster or two like the paladin and ranger, like the magus. A de-buffer like a witch or anti-bard. An alchemist-like class (this could possibly be an archetype). A summoner, especially since summoning spells are few and far between. Maybe a tactical fighting class (this might be a fighter or ranger archetype, too.
I would want at least a couple more archetypes for each class. They're built so modularly it's a damn shame they haven't exploited that yet. Just a splat-book of new archetypes would be nice once a year.
A few more feats, backgrounds, and spells would be nice too.
I would like to see feats that let you "break" the rules in nondisruptive ways, like a feat that let you sneak attack with spells (or at least cantrips), a feat that would allow you to ignore the Concentration requirement for a single chosen spell, a feat that let you to treat weapons as if they have the finesse quality (and thus allow you to sneak attack with them)--or even the ability to select a weapon and add qualities to it. I also think it would be neat if there was a way to make some unaugmentable spells augmented with higher level spell slots. Or a way to make some of the vanilla cantrips improve with character level; for example, granting shillelagh a cumulative +1 bonus to attack and damage at levels 5, 11, and 17, or making mage hand stronger at levels 5, 11, and 17. Stuff like that. Maybe a way to cast a cantrip with a casting time of 1 action as a bonus action a number of times per day equal to your proficiency bonus. I would also like to see more feats that grant a +1 to a mental stat along with some additional benefits. Even a feat that grants you +1 to Intelligence, Wisdom, or Charisma and proficiency with a single skill of the associated ability score.
I would like to see more backgrounds, if only because I have difficulty homebrewing the "narrative empowering feature" that most backgrounds have.
When it comes to spells, what I'm really interested in are "counters" that use a reaction to cast them and are used to interrupt or disrupt an opponent's action, such as using a reaction to trip an opponent or make them drop their weapon or wand or parry an attack against an ally.
I think it would also be fun to do more exciting things with Inspiration.
I know a lot of this can just be homebrewed, but it would be nice to see what else is out there.
So I'm reading this collection of short stories, and while I know they're supposed to be weird, none of the endings make any sense to me.
So far, they all have good characterization, detailed world explanations, a story that seems to be going somewhere, and then they all just kind of peter out and end vaguely.
I'm left hanging, asking myself "what just happened? DID anything happen?"
What am I missing?
Am I just out of practice reading short fiction?
The set design for this movie was amazing!
And it's set in Buffalo!!!!! :-D
And except for the mud, it looks a lot like modern day Buffalo, too. Really great spaces, amazing details. We have a lot of old mansions all over the place. A lot are at/near their original condition. We even have a secret castle.
I've never really enjoyed a movie so much because of the set design.
Why do some GMs think it is acceptable to mess with divine casters?
Tonight I didn't die--I had all my class features stolen from me.
It was in Rise of the Rune Lords.
A BBEG had a prisoner of my cleric's religion. We had nearly wiped out all the BBEG's minions, so she said she would kill the prisoner if we didn't stop fighting. She didn't seem trustworthy, so we didn't stop fighting. The BBEG killed prisoner. Then my goddess abandoned me. Which made me unable to heal my allies or raise the prisoner or remove the rogue's blindness.
Why is acceptable to arbitrarily remove the powers of divine casters, but no other class?
The GM made a "concession" and "let me" sacrifice a level to atone. So now I'm a level below the rest of my party for no reason. No one else lost a level or lost all of their class features (spellcasting AND domain abilities AND channeling).
This happened in a 5th Edition conversion of RotRL and we were deep in a dungeon, so there were no other clerics available. We also all thought it was going to be the final session of the campaign, especially since our gaming hosts will be unavailable for several months due to personal reasons beyond their control.
Otherwise, I probably would have walked away from the table tonight.
I usually enjoy playing support classes and healers, but after tonight, I'm never going to play a class where "role playing" DM fiat can be "justified" in messing with my character.
I'm making an emergency back-up to my NG hill dwarf acolyte Life cleric of Desna 13 in a RotRL 5th Edition conversion.
He's going to be a CN dark elf criminal college of lore bard 11/Great Old One-pact warlock 2.
I want him to primarily be a buffer and de-buffer, with some healing and battlefield control, and of course ranged striking via eldritch blast.
My warlock spells will dissonant whispers, hellish rebuke, and hex.
What are some good non-Concentration spells to select?
I already plan on gaining bless, counterspell, Evard's black tentacles, and mass healing word via Magical Secrets. The first 2 I'm definitely getting. I'm also considering circle of power.
AC 15, 81 hp, 8 16 13 10 12 20.
I'm trying to figure out how useful these spells are in play.
Blade ward uses your action to get resistance against b/p/s for 1 round. So, is it only useful when you can't Dash or Disengage and can't do anything else? Like when taking the Dodge action has proved ineffective?
The only time I can imagine using truestrike[I] is when you have a special attack option with limited uses. So, instead of swinging twice and possibly hit twice, you would use True Strike the round you used a fancy attack, like [I]chromatic orb, that has limited uses.
Am I right?
Are there any worthwhile bonus action spells on the spell lists that grant blade ward and truestrike? Or are they particularly good for sorcerers with the Quicken Spell metamagic secret?
Does anyone else remember Bargle from the old Red Box Basic Set?
I want to use him in my 5th Edition homebrew campaign as a cult leader.
I'm thinking of going either straight-up wizard (maybe Enchanter?) or a warlock/sorcerer.
Any thoughts or ideas?
The PCs are starting out at 1st level. I kind of want him to be a recurring villain, so I really need to build him to be really really good at escaping.
I want him to be a threat, I want the PCs to hate him and love hating him, but I don't want him to kill all of the PCs. I'm kind of concerned that even 1st level spells can one-shot 1st or 2nd or even 3rd level PCs.
For example, I have access to Conjure Celestial but there are only two choices: Pegasus and Couatl. Unless there is another CR 4 or less celestial I don't know about.
Firestorm does approximately the same damage as a fireball, and that's not even my character's schtick, anyways. I've barely used my 5th level spells (except contagion and greater restoration), and the 6th and 7th level spells seem odd. Heal is nice, obviously, but I've only used it once or less.
I think next session I'm going to try a 7th level spiritual guardians. 7d8 damage per round for 10 minutes? Wow.
Is that the way 5th Edition spells are supposed to be used? Boosting lower level spells instead of being amazed by the baseline higher level spells?
I'm going to be running a steampunk/Dying (not)Earth campaign. How soon is not too soon to give the PCs their own airship?
It will be lighter-than-air a phlogiston-lifted dirigible with spring-powered propellers.
Also, what is the best way to reduce the number of crew needed? DM fiat? They usually need a crew 10, but I'll only have 4 or 5 PCs.
I got roped into running our World Serpent Inn campaign again. Our next session is the Sunday after St. Patrick's Day, so I thought that could be a theme.
Obviously, a leprechaun will be involved. I made a CR 7 version of one.
I might use a banshee too. And probably sprites, too. Maybe. I'm also considering a fomorian, but they're CR 8.
Any other ideas? Sessions are usually around 6 hours long. The PCs turned 6th level last session, so they probably won't level up this session.
PCs are a human paladin (Oath of the Ancients), half-elf warlock Pact of the Fey with sprite familiar, Halfling shadow monk, and tiefling black draconic sorcerer.
I might want to introduce higher denomination coins into my 5th Edition campaign. I doubt there will be a lot of them, but they might actually work for fluff, flavor, and McGuffins.
1 mithril piece = 100 gp.
Is 1 pound of mithril worth 500 gp?
I actually want an NPC to steal a quote from The Liars Key:
The NPC asks the PC: "Do you want this coin or the best advice I've ever had?"
"Always take the money," is the advice if the coin isn't selected.
Has anyone else done this:
A world similar to the Hollow Earth (with all the activity occurring along the interior of the sphere, so you can see the opposite landmass overhead; gravity is directed away from the center of the sphere and towards the interior surface of the sphere), but instead of it being an earthy sphere, it's a watery sphere.
So the "sky" is actually the same body of water you're swimming in, just on the opposite side of the sphere?
I just thought of this. I plan on running a "flying continent" campaign, and originally it was just going to be spinning above a regular flat ocean, but then I thought of this.
But how would the sun work? In most Hollow Earth-type worlds, there is a sun or other light source in the very center. I don't want that. I want a regular sun and a regular moon.
Could the sun and moon just float through the waters of the "sky?"
The campaign is going to have lots of airships and flying mounts and carpets, etc., already. Should the sun and moon be places you can journey to?
Or should I reserve this idea for a different campaign? One where floating armadas, cities, and (volcanic) archipelagos light up the (eternal?) night like stars?
I have to (I mean get to) run another session of our World Serpent Inn campaign.
The World Serpent Inn is the bar version of Sigil, essentially.
So it's basically a one-shot adventure.
The PCs are 5th level, near the cusp of 6th.
Half-elf Fey Pact warlock. Mostly ranged damage via eldritch blast and hex, with sleep as a finisher.
Halfling Shadow monk. Can ki nova to do 4d6+20 damage!
(Human?) Oath of the Ancients paladin. I think sword & board.
Tiefling (Red?) Draconic sorcerer. He missed last session.
So anyways, what are some fun monsters to run? The last session was kind of an Inuit city with lots of ice and snow creatures, and ended up on Mechanus with lots of light-based creatures.
So I want to run something completely different.
Another caveat: I'm planning a steampunk/Dying Earth-type campaign (picture Sherlock Holmes & Conan the Barbarian flying on an airship, while battling pterodactyl-riding yuan-ti cultists of Cthulu). So I want to avoid those tropes as well!
So, any suggestions for fun CR 4 through CR 6 encounters for a one-shot adventure?
I ran a session today for our emergency World Serpent Inn campaign, and my players talked themselves out of a big set-piece battle AND a whole dungeon!!!! With custom-made monsters!
At least I have some set pieces for my next campaign....
This is for a 5th Edition campaign.
For one set piece, it took place in a city of ice and ivory. The Ice Queen is a white half-dragon medusa, replacing petrifying gaze with am icy glare, that turned targets into ice instead of stone. She had ice mephit minions. Her throne is carved from a block ice and sat upon a bearskin rug (a rug of suffocating). The icy floor was crystal clear, and revealed pearl divers (the water was warmed by remorhaz eggs) and a pair of merrow.
The battle was going to have the mephits harry the PCs while the half-dragon medusa blasts and glares and ray of frosts. I gave the mephits grease instead of fog cloud. The ice medusa also had the ability to weaken ice, so the merrow could break through the ice and throw their harpoons at the PCs.
The second dungeon of the night had a bunch of LN folk (lumi & visilights from the 3.5 MM3 and a boosted spectator with 6 eye stalks and legendary actions. They bypassed the whole dungeon by playing a single match of Texas Hold 'Em. The PCs were supposed to rescue a notorious luckmonger, and they convinced a judge that if the judge won a hand of poker, the luckmonger was innocent of breaking the law of averages. I played the judge, a player played the luckmonger, and I got a full house.
This never happens in real life.
Also, why do I always roll better when I DM?????
You excel at constructing and using magic items.
If you choose to enchant a suit of armor or a shield, it grants a bonus to the wearer’s or user’s AC equal to half of your proficiency bonus.
If you choose to enchant a weapon, it grants a bonus to attack and damage rolls made with the weapon (or its ammunition) equal to half of your proficiency bonus.
If you enchant another item that can be worn by a creature, you can grant the item the ability to grant one of the following abilities to its wearer or user:
You must complete a long rest before you can use this ability again. Alternatively, when you use your Arcane Recovery to gain an additional use of this ability in place of recovering any expended spell slots.
Wards of the Artisan
Since it's that time of year again (time to throw out the Xmas tree), and since the Xmas tree effect is no longer a thing in 5E, what are the most fun magical trinkets?
And by magical trinkets, I mean (mostly minor) magic items. Especially ones that grant a character more versatility and can even be a character's calling card without making a character more powerful or messing around with bounded accuracy and the like.
For example, our party's elven rogue has an elven cloak that grants her advantage on Stealth checks. My dwarf cleric in fullplate and a shield as a ring of swimming, so ironically, he doesn't sink like a chunk of iron.
I'm going to be running a campaign about a city in the clouds.
I think a storm-based genasi might be appropriate for this setting.
Their baseline is +2 Con, 30 ft, Medium size.
For the Storm sub-race, I was thinking about the following:
+1 Dex. Storm genasi are quick as lightning.
Storm Sense. Storm genasi can see through clouds and mist without impediment. They have advantage on saving throws to avoid being blinded by bright light or deafened by loud noises.
Thunderbolt. When a storm genasi scores a critical hit, they do an additional die of damage, and this additional damage is thunder damage.
Does this seem fair and balanced? I'm also considering giving them thunder, and/or maybe lightning, damage resistance.
OK, so I got some Xmas money.
What should my fourth 5E book be?
I really prefer crunch over fluff, and I'm about to run a homebrew campaign. That said, do any of the 5E APs (or whatever WotC calls them) have a lot of crunch? How crunchy is the Sword Coast book? Or should I branch out into 3pp material?
Or should I just spend my Xmas money on ska shows and whiskey?
OK. So I'm really digging the 5e version of the quaggoth for some reason.
I'm trying to decide if I should make a homebrew quaggoth race?
The thing is, my homebrew world isn't going to have much, if any, Underdark. Do you think unalbino quaggoth would be kosher?
The homebrew world has a lot of jungle, and the homebase city is on top of a big, climbable, plant.
How would cities treat teleportation circles?
Would they be pretty laissez-faire? Have guards? Special magical guardians? Have them locked down some how? Have them all in one place? Would just wealthy merchants use them? And mages, of course.
Would they be considered security threats? Escape routes? Trade and exploration and news sources?
I'll be starting a new campaign relatively soon, and here are two house rules I am considering.
1. PCs get a number of inspiration equal to their proficiency bonus.
2. PCs will begin with a "knack," which will be roughly equivalent to half a feat.
Do these sound like fun and not-overpowering optional rules?
I'm currently struggling through Mistborn: The Final Empire and tried reading Elantris a while ago.
What am I missing? I should really be liking Mistborn. It's a magical superhero heist. I love capers. I'm loving the Allomancy, particularly the Magneto-bits and physical and sensory boosts.
Is it the lame characterizations and even lamer names?
PATH OF THE BLOODRAGER:
Path of the Bloodrager
Eye of the Mage Storm
PATH OF THE MARAUDER:
Path of the Marauder
PATH OF THE WILD SHAPER:
Path of the Wild Shaper
PATH OF THE WITCH HUNTER:
Path of the Witch Hunter
Eater of Magic
Witch Hunter’s Fury
I'm working on a new homebrew campaign, and the homebase is going to be a big gaslight Victorianesque steampunk city. The rest of the campaign is going to be big jungles filled with Cthuluesque cultists and dinosaurs, surrounded by a big Dying Earth/Mad Max desert where barbarians race megafauna instead of jalopies.
What major geographical features should it have?
What major sociological features should it have?
It's definitely going to have airships and clocktowers.