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    File: Alex Horley.jpg (131 KB, 760x1024)
    131 KB JPG
    WoW Edition

    >2024 Core Rulebooks
    https://mega(dot)nz/folder/d2ohSCSL#5HnqSMJncr9Queh8KDzbSQ

    >2024 Official free rules
    https://www.dndbeyond.com/sources/dnd/free-rules
    >2014 Official Free Rules
    https://www.dndbeyond.com/sources/dnd/basic-rules-2014

    >2024 UA
    https://www.dndbeyond.com/sources/dnd/ua

    >2014 Errata
    https://dnd.wizards.com/dndstudioblog/sage-advice-book-updates

    >5etools (2024)
    http://5e.tools
    >5etools (2014)
    https://2014.5e.tools/

    >Resources:
    https://pastebin.com/X1TFNxck

    >List of changes between 5e and 5.5e
    https://pastebin.com/p5jwkihk

    Previous thread:
    >>98853118

    >TQ
    Do you have any hopes for the WoW campaign book? Will it be better or worse than the 3.5 one?
    >>
    >>98893744
    >WoW Edition
    >Doesn't use any Warcraft art
    >>
    >>98893773
    1. I thought it was WoW artwork
    2. It's by Alex Horley who has done many iconic pieces of WoW art
    >>
    >>98893836
    My dark sun guy I've been playing for about 5 years. Occasionally I get drunk and blogpost about my game. One anon thinks he's a cool guy that doesn't afraid of anything, so that's neat.
    >>
    >>98893804
    >I thought it was WoW artwork
    You know what they say about assumptions
    Assumi build please
    >>
    >>98893804
    I guess he's just never came to mind over Samwise, Lee, Rane, Gibbons or Wei Wang.
    >>
    I haven't played WoW since burning crusade. Blizzard went woke as fuck. The irony of saying that in the D&D general is not lost on me. My own campaigns don't have to be woke even if THEY are doing everything they can to push their propaganda into the game.
    >>
    >>98893876
    Is this a case of you (un)intentionally demonstrating to the nogames chuds that being something most people would find very vanilla can actually be awesome because…
    >gasp
    It turns out it’s not the build that makes characters fun and interesting?


    If so, based.
    >>
    >>98893744
    >Do you have any hopes for the WoW campaign book?
    My only hope is that it buries wotc
    >>
    >>98854753
    This one is honestly a little nuttier than usual for him. are any of these character reocurring?
    >>
    >>98893744
    You can tell a woman is all business when she's wearing a strapless push-up bra made of fingerbones.
    >>
    >>98894047
    That was actually the point a I was making with the group by playing a 2014 champion. My reputation has now spread throughout the tablelands, I have lead armies through the Silt Sea, climbed the Pristine Tower, and slain sorcerer-kings. My armor is made of the hide every type of drake Athas has to offer. With nothing, but a sharp stick. [sppiler] he is also a blatant achilles rip-off, and I think he has lived up to the inspiration
    >>
    >>98894263
    Fucked up the spoiler tag, but don't give a fuck. I'm going to bed.
    >>
    >>98893744
    >TQ
    Literally all I’m hoping is that some of the character options being updated for 5.5 are poachable for my own 5.5 homebrew that I started before WotC. I have this sneaking suspicion that their Swashbuckler updates aren’t going to work with the direction I went, but maybe their Drunken Master will be better than what I ended up cobbling together.
    >>
    How do you build your dungeons in 5e?

    I build my encounters using CR, despite some people telling me it´s broken, so far I had no problems with this and I think I will use Encounter genertaors for the future to utulize more of the already existing 5e content

    But so far my dungeons have been like a pearl necklace
    Around 2~3 Encounters with a skill check in between, failure at which could cause some damage
    How can I improve on this?
    I´m thinking about making the dungeon like a flowchart with optional encounters and treasures, maybe ways to make encounters more/less dificult

    Do you have any pointers for this?
    >>
    It has come to my attention that 5e is now quasi-officially attempting to push into the "urban fantasy with vampires, werewolves, etc." space.

    https://5e.tools/book.html#pl,0
    >Gothic Earth. Gothic Earth is a setting like Earth of the real world, but full of terrifying monsters, supernatural horrors, and occult magic. Gothic Earth can be a term for a collection of Earth-like Domains of Dread or a whole, terrifying world for you to detail as you see fit.

    Naturally:
    >Reskinning Equipment
    >Mordenheim Kinetics is a place of advanced technology and modern tools, weapons, and other equipment. Project_Lamordia refers to gear by its equivalent rules in the Player's Handbook but includes a note for how the gear would be referred to on Gothic Earth. For example, "Tinker's Tools (as engineer's toolkit)" indicates an item that uses the rules for Tinker's Tools but which would be described as an engineer's toolkit in Mordenheim Kinetics. Likewise, currency is represented in GP with the equivalent "dollar" value in parentheses. Items that don't mention a Gothic Earth equivalent are referred to by the same name on Gothic Earth as in other settings.
    >Use these guidelines to create the veneer of technological marvels while avoiding complex details of realistic, modern gear.

    You will use musket statistics for your modern-day rifle, and you will like it.
    >>
    >>98894520
    Have been since 2015.
    >>
    >>98894489
    I usually have ideas for encounters ahead of time, I come up with a vague map of a dungeon that would make a logical sense, then place the encounters in chokepoints where they can't be avoided (unless it's intended), then I finish fleshing out the map. If the dungeon is too open for chokepoints, create some by collapsing the tunnel or filling the section with so many traps the party reconsiders.
    >>
    >>98894489
    I start with the map desu. I find something pretty someone else made in Dungeon Alchemist then edit the rooms etc to fit what I want. I've used some extremely large maps and some small ones. Dungeons can be as long or as short as you want really.

    Even if you're doing theatre of the mind it can help to at least have a vague map to know where everything is and how big the rooms are.
    >>
    >>98893744
    Where can I find fat smelly chicks to play with online that will eventually become my e gf? Discord is full of teenagers and trans
    >>
    >>98894616
    roll20
    >>
    >>98894564
    Can you show an example of such a map?
    How do you decide on what traps to use?

    >>98894567
    How do you decide on what to put in the rooms?
    >>
    Have you ever played a mega dungeon, as player or DM, and had the party A) have fun the whole time and B) finish the dungeon and continue playing the same campaign?
    >>
    File: HVvG0h2WcAE1H4y.jpg (819 KB, 1901x2500)
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    What's better for a Fighter, knight or bodyguard type:
    >Quarterstaff + Shield
    or
    >Trident + Shield
    or
    >Spear + Shield
    Topple mastery looks really good, but maybe its something I'm overvaluing?
    >>
    File: Divine Shield.png (1.96 MB, 2122x1404)
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    New Paladin spell in the World of Warcraft book. This seems like the perfect spell to craft for an Enspelled Armor or Staff, and for level 19 Spellcasters like Clerics, Wizards, Bards, and Druids a fantastic pick for The Epic Boon: Boon of Magic School Mastery.
    >>
    >>98895118
    I'm sure there are better groups and DMs then me and my group that could pull it off, sadly when I tried to DM a mega dungeon it just didn't work, players refused to keep a map, the playmat we used was medium sized so I couldn't keep a running map of the area, and players started to get bored of constant combats and no real indication of progress and they kinda lost track of why they were even there in the first place.
    >>
    >>98895348
    My experience as well which is why I asked. It seems like it’s a solid idea in theory but in practice I don’t know if anyone has ever truly enjoyed one.
    >>
    >Cleric: "Champion?! But you died!"
    >Champion: "Yes! But I survived and became friends with the dragon!"
    >>
    >>98894520
    Gothic Earth has been a part of Ravenloft since 2e, with the Masque of the Red Death. Though that was 19th century, not whatever this shit is.
    >>
    >>98895312
    But is the 1-round duration enough to use a hearthstone?
    >>
    >>98895181
    Main downside of Topple is that it does require a failed save in order to do anything. Ideally they fail the save on the first swing to give your second attack advantage, because otherwise you're just hoping initiative lines up.
    Both Sap and Topple have an issue with hitting multiple times, though there's a lot of weapon masteries that don't really 'stack'.

    I'd say Sap is generally better than Topple at least at low levels. Enemies are more likely to only have a single attack, and you won't have Extra Attack yet to follow up on prone targets.

    More broadly though, a Spear has some good advantages here. You can throw it if need be, it can be used alongside Polearm Master, and as mentioned Sap is reliable since there's no saving throw involved. Plus if you go for Battle Mater, you can more easily get ways to knock enemies over.
    I'd only suggest Quarterstaff if you plan on going for Eldritch Knight or otherwise multiclassing with a spellcaster.
    >>
    >>98895482
    All I know is that the Hearthstone is an uncommon magic item that requires attunement.. Idk what it does in terms of action economy. If its like Teleport or Word of Recall its an action to use and thus yeah.
    >>
    >>98895660
    >, it can be used alongside Polearm Master
    As can the Quarterstaff. That bonus action attack can also trigger Topple. You can also use Action Surge to follow up the prone if you want.
    >Plus if you go for Battle Mater, you can more easily get ways to knock enemies over.
    Trip Attack cost a maneuver slot, burns a limited resource, is also a saving throw, and has a Large size limiter. Topple is automatically applied for each hit and has no size limitation. Arguably, Sap could compete with Menacing Attack for disadvantage- but it is a save while Sap just works for the next attack.
    >You can throw it if need be.
    True, so is a Trident which also has topple. You can throw a trident at a flying guy and knock them out of the air. You can carry a mass of tridents like you would Javelins for this.
    >>
    >>98895750
    >Topple is automatically applied for each hit and has no size limitation.
    Also works well with Sentinel. Your Opportunity Attacks drop the target's speed to 0 while having a chance of knocking the target prone.
    >>
    >>98895750
    >As can the Quarterstaff
    >so is a Trident
    Meanwhile the Spear does both.

    But you are correct that there's not really much of a need to choose. A Fighter gets multiple weapon masteries, so he can easily pick Trident and Spear, carry however many of each, and use them as the situation demands.
    >>
    >>98895791
    That's probably the right way, just get all three. Trident for throwing, Spear for Sap, Quarterstaff for Topple. Switching weapons around is done with the attack action and item interaction so swapping is easily done in the middle of attacks.
    >>
    >>98893947
    Warlock and Felhunter minion I guess?
    >>
    A big boss fight is coming up and the enemy mage is going to come in prepped with spell buffs and wards. However I know a player is coming in with a Dispel Magic; how do I make it so he doesn't just dispel magic the mage undoing all the buffs and make the fight a cake walk?
    >>
    >>98896048
    Counterspell.
    >>
    what are people's thougths on this monster.
    >>
    >>98896077
    Counterspell is weird to me, it wastes the action but not the slot and there's always the chance they can make the save and still get the spell off. So even if you were to counterspell, eventually they're going to get that dispel magic off
    >>
    >>98896117
    >>98896048
    Wish, Spell Immunity, to become immune to Dispel Magic for 8 hours. Globe of Invulnerability? Alternatively, remember that Dispel Magic requires an ability check for EACH spell that is above its level to dispel. Also, carry Counterspell anyways even though the Dispel Magic will go off eventually.
    I think its good to let players do the cool thing their spells are supposed to do. They prepared Dispel Magic and cast it on the right target- let them feel good about that.

    Your Mage enemy should have a backup plan if their stuff gets dispelled.
    >>
    >>98894520
    It's really funny just how aimless this edition is, they genuinely have no idea what they're doing.
    Who the fuck asked for modern weapon stats in DnD 5e?
    >>
    >>98896174
    Yeah I think I'll stick with just counterspell. I'll use this fight as a measuring stick for future encounters if I need to tune them up or down. There's 3 other beefy enemies there as well to monkey up players as well
    >>
    >>98896710
    What's the mage's stat block look like and what level is the party?
    >>
    >>98896761
    Party's level 7, I took an archimage and reduced it a bit, then I got 3 bodyguards, 2 frontliners that synergize and one ranged guy that I'm going to make body guard the mage. They'll be fighting on a volcano rim so circular arena.
    >>
    >>98896117
    Counterspell used to be much better. They nerfed the shit out of it. Frankly I'm glad they did, it was so annoying to set up an idea for an encounter and get it buttfucked by one counterspell.
    >>
    >>98897413
    skill issue lmao
    >>
    File: Archmages 1.png (625 KB, 552x768)
    625 KB PNG
    >>98897109
    Some blasting can go a long way, beyond just the spells. Arcana Burst is nice, but I like something like the Abjurer Archmage's Banishing Blast.
    >>
    What are anon's opinions on Large size player characters? I'm planning on allowing Wemics as a player race in my upcoming game and official rules never allow Large characters, even making Minotaurs medium to not break this rule.
    I never ran much 3.5 but that edition seemed to account for Large players just fine (I know level adjustment had its own issues).
    >>
    >>98897911
    Assuming we're talking 2024 5e. You've now a PC who can
    >Grapple Huge creatures
    >Has an effective 5-foot increase on Self ranged Emanations
    >May easily supply half cover to multiple allies
    At the cost of
    >Not being able to fit in places that are for Small Sized creatures. They can squeeze into Medium Sized spaces.
    >If they want to mount something it needs to be Huge Sized

    Imo, Tiny Sized PCs are far more dangerous due to the Cover rules being really lax. And since they got rid of the whole 'Large weapon dice increase' thing from the DMG, there's really not many exploits I can immediately think of when it comes to large PCs.
    >>
    >>98896109
    First I've seen it honestly, had to look up the statblock. I could see it being fun to use in a dungeon full of traps as some sort of Kevin McCallister expy, might toy with the idea of it being able to use a bunch of mage hands as an impromptu mini wall of force too.
    >>
    I really want to try that new elemental barbarian subclass from the WoW book. It looks fun as hell
    >>
    >>98897971
    I'll be running 2014, but it doesn't look like that would affect much beyond the oversized weapon rule. I don't mind a player having access to a bigger damage weapon, I can always balance it but not handing out Large magical weapons. If a player wants to spend money on getting one custom made then that's a fun goal for them to work towards.
    >>
    >>98897911
    >>98898396
    >I can always balance it but not handing out Large magical weapons.
    Magical weapons automatically resize to fit the wielder.
    >I don't mind a player having access to a bigger damage weapon,
    You really should, because it's double the damage dice. It's pretty much the sole defining reason why the official rules had to disallow Large characters purely because of how much extra damage it would offer.

    All that being said, because a Wemic is akin to a Centaur in that it has a humanoid upper half, what you could more easily do is just make it Large, but simply give it a feature that has it use weapons as if it were Medium.
    That's already how Driders and Centaurs work in the 2014 Monster Manual, where despite being large they've got 1d8 Longbows or 1d10 Pikes.
    >>
    >>98898366
    >use your bonus action to deal some damage of a different damage type than you did last turn
    >that's it, that's the entire subclass
    What am I missing, here?
    >>
    >>98898484
    yeah that's cool!
    >>
    >>98898493
    Just play elements monk and change the damage type with every unarmed strike
    >>
    >>98894520

    >Treasure. One of the office desks contains a Potion of Growth, a Book about computer engineering, and an envelope containing 100 GP (as 100 dollars).

    >Treasure. If the characters search the neuroscan booths, they find the following treasures:
    >1,500 GP (as 1,500 dollars)
    >Cloak of Protection
    >Spell Scroll of Aura of Purity
    >A fine gold chain set with a fire opal (worth 2,500 GP)

    I do not know what kind of dollars these are, but they must be very powerful if it is 50 dollars for a greatsword.

    Okay, if this setting uses Player's Handbook prices, then it is 250 dollars for a pistol or 500 dollars for a rifle that uses musket statistics. That is expensive. On the other hand, it is 30 dollars for a greataxe, 50 dollars for a greatsword, 25 dollars for a light crossbow or a shortbow, or 50 dollars for a longbow or a heavy crossbow, so this is a setting where it is more economical to use archaic weaponry.
    >>
    >>98898626
    they're ranged attacks that can crit or are saving throws, anon. it's just cool man what the hell
    >>
    >>98898686
    >ranged attacks
    yeah elements monk has extra 10ft reach
    >saving throws
    yeah just grapple with your extra unarmed strikes
    >>
    Do people have the rules already or are they just going off of shit streamers say
    >>
    >>98898706
    I like that the Elements Barbarian gets Physical and elemental resistances while ranging and have less HP and that there's a cool gaminess to it

    lvl 3
    turn 1
    >+5 @ 1d12 + 5 Slashing from a Greataxe
    >+4 @ 2d8 Cold damage
    turn 2
    >+5 @ 1d12 + 5 Slashing
    >DC12 for half 2d4 + 1d10 Fire damage
    turn 3
    >+5 @ 1d12 + 5 Slashing
    >DC12 for half 2d4 + 1d8 Lightning damage

    raw there's also no limit to the stacking, so the damage increases continually. the longer the fight the more damage you deal
    >>
    >>98898626
    Yeah, but then he has to play a faggoty monk.
    >>
    >>98898832
    Woaah woah dude monks are fucking awesome, especially 2024 Open Hand, I just like the idea of resourceless pseudo-spellcasting on a Barbarian
    >>
    >>98898435
    >Magical weapons automatically resize
    True. I think all things considered it is more fun to ignore that rule to fit Large PCs into a game. Pretty sure a hypothetical Barbarian PC would prefer the magical Frost Giant axe they found to stay big and do more damage and just eat the disadvantage. By the level that the players acquire such things, there should be plenty of access to other magical items to not throw off the party balance.
    >>
    >>98898841
    No they aren't
    >>
    >>98898857
    Well, a Frost Giant axe would be Huge, not Large, so not usable at all. And any Barbarian PC would be pretty happy to use an oversized weapon since they can simply Reckless Attack to overcome the disadvantage.

    All that said, if you do lock magic item sizes, it is a lot easier to compensate for, since you can just give out Flame Tongue weapons like candy and there's suddenly not that much to gain by having a 2d10 damage weapon by default.
    I suppose the only real consideration you'd want to make there is limiting the starting gear for a large PC so that they've mostly got Simple weapons to start with, just so that by the time they can buy something bigger, the other PCs have had the chance to find some magical gear.

    And ultimately it's probably going to be an overall positive for party balance for all the weapon-wielders to be dealing more damage.
    >>
    >>98898922
    >limiting the starting gear
    That is exactly what I'll do. Wemics will be the only Large race I'm going to include and they aren't exactly metalworkers. A Wemic PC can start with something like a greatsword but it'll be one made by and for humans.
    >>
    >>98898989
    If they're the only Large race you plan on, I'd still say you could save yourself a lot of trouble by just having them use normal-sized weapons like everyone else. The oversized weapons don't make as much sense in the context of centaurs.
    >>
    >>98898768
    >there's also no limit to the stacking
    Except for the tiny detail that it’s “the next” time you deal damage of that type.
    >>
    >>98898734
    I saw one guy who had a turbo-autistic nearly 4 hour video, so that one's probably pretty accurate.
    >>
    >>98894489
    https://dysonlogos.blog/2022/07/04/on-the-five-room-dungeon/
    Here's a random blogpost on a concept called the Five Room Dungeon that I've used many times.
    Of course, it doesn't have to literally be five rooms, but the concept is useful as a framework for how the challenges of a dungeon can be paced.
    If you are concerned about your dungeons being linear, remember that D&D can be thought of as a decision making game as much as a tactical combat or roleplaying game. Putting in one or two moments where the party has to make a decision on how to proceed is very valuable.
    For example, pic rel. In the Skyrim dungeon example, if it looped so that room 3 and 6 were connected by an elevation change such as a cliff, the party could decide to either explore through the intervening rooms, getting into fights and collecting treasure or instead climb the cliff and preserve resources. That alone would make the dungeon more interesting to explore, without having to spend the time to add as many rooms or as much complexity as the Morrowind and Oblivion examples.
    >>
    File: 54t3qbf9nmx81.jpg (173 KB, 875x2423)
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    >>
    so, hear me out on these core class revisions

    >Barbarian: now gets resistance to everything while raging, and don't need to maintain rage. they also get twice as many hit dice, which they can spend to heal or deal extra damage
    >Bard: bardic inspiration now lets you grant Heroic Inspiration. Vicious mockery is gone and cutting words is made a core class feature
    >Cleric: mostly gets quality of life features. subclasses now have tenets that grant advantage when you follow them and disadvantage when you don't
    >Druid: now select their wild shapes from a curated list, which also includes non-beats like owlbears. Each subclass gets an expanded wild shape list
    >Fighter: can treat weapons as other weapon for the purposes of weapon feats (including fighting styles). gains stances that change the properties of their weapons. They have up to two favored weaons which gain special benefits. This all also applies to unared strikes
    >Monk: gains multiple kinds of unarmed strikes using different body parts. Can chain them to perform combos
    >Paladin: All smites are class features and use a separate resource from spell slots
    >Ranger: gains abilities tied to traps and poisons. Can read a monster's whole stat block. Every subclass gets a pet
    >Rogue: also gains abilities tied to traps and poisons. Cunning action can now also be used for all the normal actions except for attack, magic, dodge, and ready. They gain skill tricks
    >Sorcerer/Warlock/Wizard: these three swap their entire game core game mechanics like so: warlock>sorcerer>wizard>warlock
    >>
    >>98899420
    >Can chain them to perform combos
    what does that mean, in practice?
    >>
    >>98899420
    >agreed on the barbarian, would also change the AC to CON + PB to remove the MAD issue
    >clerics and full casters in general are plenty good. I'd remove the scaling of damage cantrips, same for the wizards, druids and sorcerers since they have so many spells anyway (I'd remove cantrips altogether but not everybody would like it)
    >fighters should get maneuvers as base class feature, and action surge at level 5. I've been wondering if it wouldn't be better to have 1d4 but have much more of them, like maybe progress from 6 to 12/16. Cleric can use aid as a cantrip afterall.
    >monk I would change the AC to DEX + PB to remove the MAD issue

    not fond of the switching around of mechanics, the warlock is nice and fits the flavour imho. sorcerer and bards should get fundamentally different mechanics to better fit their lore adn make them more unique, here's my pitch:
    >bards get chanting, which is mostly buffs and debuffs within voice range. vicious mockery and bardic inspiration chants like other instead of standalone feature. at higher levels you can mix several chants together to stack multiple effects : vicious mockery to deal damage + dissonant whisper (no longer a spell, now stuns on a failed throw) for example
    >sorcerer no longer has tiered spells but it now based around cantrips + improvements à là battlemaster. you throw your firebolt and can add additional dices per metamagic point, or can switch the secondary effect, the range, etc (clerics, wizard and druids wouldn't have the improved cantrips in this version so only the 1d10 ones at best, the wizard could go 4d10 + metamagic effects and subclass effects)
    >>
    >>98893744
    >Leshay are an incredibly powerful race of elves, so much so that even an average shitty Leshay could destroy demigods and conquer worlds.
    >they were only ever mentioned in the 3rd Edition Epic Level Handbook.
    funny
    >>
    File: Maenads.png (821 KB, 894x648)
    821 KB PNG
    >>98899823
    A lot of the races from the 3.5 psionic handbook never made their way to other editions too. Like the vulcan rip offs. Still better than Kender but maybe they've only been forgotten because Dragonlance is forgotten.
    >>
    >>98899420
    Would need more details on Cleric tenets (there is a risk where it can end up leading to too much negotiation with the DM if they are too vague) and Monk (what would combos do?)
    Stuff like Barbarians and bard sounds good.
    For druid, a curated list sounds good, but I would limit some stuff like Owlbears and weird monsters to the Moon Druid, and keep the unique use of the wild shape ressources of the other subclasses who don't need to turn into beast as a main mechanic.
    Sceptical on ranger getting pet with all subclasses, would at least require that every bet synergize/completes the mechanics of the subclasses; at least it gives a specific identity as the "pet class".

    I don't see the point of switching mechanics around, it doesn't fits more one or the other; better to rework each one and expands on the mechanics; though wizards are fine; warlock just needs their third spell slots sooner.
    As for sorcerer imo they definitly need something unique regarding their spellcasting besides meta magic; them getting straight up named spells feels like it goes against their flavor as natural spellcasters
    >>
    >>98899420
    >Barbarian
    I personally like the idea of just adding Force to the default resistances, and then adding distinct Resists to various subclasses.
    >Bard
    Feels like you're going to run out of inspiration really often. Can't say I'm a fan of Vicious Mockery though.
    >Cleric
    Questionable as to how often this would even apply.
    >Druid
    Solid and thematic.
    >Fighter
    I'd need to see this in practice, but I'd be worried that it'd either homogenize all the weapons, or there would be one dominant weapon that steals every niche.
    >Monk
    So like, you do Elbow, Elbow, Kick and it gives you some spinning crane kick or something? Feels a little messy.
    >Paladin
    Depends on how many resources it is
    >Ranger
    Similar enough to other Ranger reworks I've seen
    >Rogue
    Kind of boring to give both Rogues/Rangers traps/poison.
    >Sorcerer/Warlock/Wizard
    I've seen people justify swapping Sorcerer and Warlock mechanically, turning Warlock into the one leaning secret ways of modifying spells in ways other casters are unable to, while the Sorcerer gets a handful of at-will and short rest spells that they get to spam all day. But I'm not sure how Wizard enters the picture.
    >>
    On a whim played this last night and people seemed to groove to it:

    https://www.youtube.com/watch?v=PreNh7UU68g

    Now it actually has me considering getting a youtube premium account so I don't run into ads. But any other dungeoneering/adventuring ambient music you guys like to play/listen to when you game?
    >>
    >>98900499
    >youtube premium
    don't waste money on that anon; might as well put a decent adblock; or just use Brave when playing youtube during your session; it automatically gets rid of ads
    >>
    >>98893744
    Does or did anyone use that 'Fifth edition character sheet' app? Does anyone have the custom files for 5.5e?
    Alternatively, is there any other similar app? I really like that one, it made building characters pretty convenient.
    >>
    >>98893947
    DnD’s future rests on how good the Draenei stats are and what they can be built into.
    >>
    >>98900615
    Is that that the one with a bunch of typos and misspellings in it? If so, yeah I used it a bunch, but never bothered to do custom files.
    >>
    >>98900615
    if you mean on PC, aurora builder ? works with 5.5 if you download the relevant git links
    no clue on phones
    >>
    >>98900536
    Didn't know Brave did that, good to know!
    >>
    >>98900719
    It was this one. I liked it because it was pretty quick and convenient to use like I said, but unfortunately it never got updated to 5.5e. I also allowed for custom classes and races to be imported into it, but unfortunately I haven't found anything to bring the updated classes and stuff into it.

    >>98900760
    I might try this one, but I'd prefer a mobile one since I liked to create characters on my phone just to pass the time
    >>
    >>98901061
    never found a mobile one that quite made it for me, although to be honest no apps or site ever did since it's quite easy with them to go over some features you have access to, or misunderstand them
    DNDbeyond is imho the least worse one but
    >wotc
    >>
    I'm very autistic. I hate digital tools. I wish I could make everyone put their phones by the door and only have rulebooks, notebooks, paper, and writing utensils with 1" grid paper as maps.
    >>
    >>98900615
    Just use Excel. With enough VLOOKUPS and INDIRECTS, you can build a template that includes all racial and class features and automatically lets you choose between them and outputs their full text.
    >>
    >>98901125
    My group does this, with the exception of the art guy who’s allowed to keep his tablet and laptop.
    >>
    >>98901061
    It was great when he was updating it. He'd be quicker with it than the pdf uploads sometimes.
    >>
    >>98900499
    yt-dlp and play it locally
    >>
    >>98901125
    Are you hosting? Or are you the DM? You can just bring it up even with the group. And it isn't like you need to keep the phones actually by the door, leave them on a table in the table so that if an emergency actually happens they are within earshot.
    >>
    >>98901125
    You don't have to be autistic to want this. There's something nice about being unplugged. I used to play games in a dark room with candles, snacks, and my bros. Nothing but character sheets and the core WoD rulebook of whatever we were playing. You never realise you're in your golden years until they're long gone.
    >>
    >>98899598
    >>98899665
    >>98900353
    >>98900376

    Here's some examples of tenets and combos.
    >>
    Monk combos sounds like a lot of work for something that will be immediately optimized to best 2 or 3 combos, with nothing else even being used.
    >>
    >>98902671
    Sins of Life really should, at a minimum, exclude Undead from the trigger.
    Even carving out that exception though, Sins of Life is the sort of feature I would homebrew if I wanted a feature that turned a PC into an unlucky pariah that the rest of the party hates.

    Imagine rolling up an archer, excited to shoot some arrows at goblins, but every time you kill one the Cleric forcibly applies disadvantage to your next attack (since you can't knock out enemies with ranged attacks).
    Even in the best case scenario where the entire party is playing along with the bit, all they're going to do is ask the Cleric to stand outside while they finish off all the prisoners.

    I could see giving the Cleric themselves a penalty for not upholding their god's ideals, or the Cleric giving a blessing to those nearby for going out of their way to do something their god approves of, but automatically punishing others nearby for not being as devout as the Cleric is just backwards no matter how you slice it.

    As for the Monk combos, basically what >>98902691 said. Every Monk would just Tiger's Pounce for an unarmed strike, use that to trigger Toad's Kick to do a High Jump. The height you get doesn't really matter, since then you just land and knock the enemy prone for free, and then take their two attacks at advantage. If they're feeling spicy, they make those attacks unarmed strikes as well, so they can Long Jump away for free and repeat the whole thing next round.
    I feel like to make this system work, there needs to be more branches. Combo effects that trigger on a miss rather than a hit, for instance. Of if Falcon Dive pushed an enemy if they avoid the Grapple, so that you might need to get creative with your follow-up.

    Basically make it so that the variety is built into each move so that the moves don't become rote.
    >>
    >>98902904
    >Imagine rolling up an archer, excited to shoot some arrows at goblins, but every time you kill one the Cleric forcibly applies disadvantage to your next attack

    it's only forcible when the cleric triggers it, not when the archer does. Is this more clear?

    >Basically make it so that the variety is built into each move so that the moves don't become rote.

    I thought about that. It might be a good idea to detach the maneuvers from each other so players can learn to mix and match them
    >>
    >Unironically thinking of making a Ranger
    Someone talk me out of it for a witch hunter character
    >>
    >>98902940
    >Is this more clear?
    That does clear it up, though still can't say I'm sold on it.

    >I thought about that. It might be a good idea to detach the maneuvers from each other so players can learn to mix and match them
    It's less a matter of them being attached or not.

    Like, to use the above example, it's pretty intuitive to use Frog Kick to enable Falcon's Dive or Tiger's Pounce. But if you're already making an unarmed strike against an enemy, it makes more sense to do the high jump to knock them prone, instead of leaping to another enemy to fight them instead and spreading the damage around.
    Or, you use Frog Kick to jump backwards, and then spend your normal movement to jump forwards, boosting the damage of one of your unarmed strikes, and then when that hits, you can trigger Frog Kick again in order to Falcon Dive.

    The problem isn't that they're attached, but rather there's no reason to mix things up. If there's just a single enemy, a Monk wants to Flurry, Frog Kick, Tiger Pounce, Falcon Dive, Attack action, every single round until the enemy is dead.
    It's like a fighting game against a training dummy. There's never a reason to mix it up. You just find the highest damage combo and always use that.

    That's why I mentioned the idea of Falcon Dive pushing an enemy away instead of knocking them prone if they succeed on a save. Because then, if a player tries to routinely high jump to Falcon Dive, then it's a coin toss between a prone enemy or one 10 feet away.
    That changes things, since then you Flurry, Frog Kick, and then either Tiger Pounce to chase after the push, or punch the prone enemy for the Frog Kick retreat into Tiger Pounce advance while having advantage.

    Already that adds more of a question of 'how do I continue this combo', because the combo won't go the same every time.
    >>
    >>98903137
    too nature themed for a witch hunter. go paladin instead. or even eldritch knight with some abjuration and some divination spells.
    >>
    Took like a month to actually get this homebrew tested and polished, Christ. If anyone was here in the previous threads for my Outward-inspired Paladin subclass, here's the updated version that my buddy and I ultimately refined.

    First, we did maybe 10 to 15 white-room arena fights with random enemies. Overall, the original stacking system was truly just a pain in the ass, and we kept running into issues where even with the souped-up accuracy of probe you could end up starved of your core mechanic. The main mechanical/systemic issue we kept running into was basically feast-or-famine. You could just keep repeatedly losing stacks and never be able to have any whatsoever. Lastly, the original expanded crit range was just ridiculous against Eldritch Blast-like attacks, from Archmages for example. They had functionally like a 99% crit chance when they had advantage. We scrapped the whole thing and just made it simply with some inspiration from the original Fighter Cavalier subclass.

    Then we took the old reliable Phandelver module and just did 2-3 hour long snapshots at levels 3, 7, and 15 to try and simulate an adventure/campaign. The only thing we really noticed was that you're pretty much not allowed to play Polearm Master since you'll never get to use the haft strike feature of it. That's really about it.
    >>
    >>98903796
    >If anyone was here in the previous threads for my Outward-inspired Paladin subclass, here's the updated version that my buddy and I ultimately refined.
    I do distinctly remember telling you about some of those issues. Like how Probe should have just been automatic damage, the defensive features didn't let you hold on to stacks that well, and the extra damage and crit ranges as downsides would result in the Paladin just getting shredded.

    Glancing at the rework, it does seem far more tame. Limiting the damage downside to once per turn for instance.
    >>
    this was the boss of the first one-shot I DM-ed. One of the players nearly Power Attacked it, but they had a way to reduce the damage reversed. The second player was a rogue that was stealthing the entire time and brained the cultist with a sneak attack, using Lucky to buff his Cha save.
    >>
    >>98899420
    so, expanding on this. its going to be a bit more controversial

    All Martials
    >gain maneuvers powered by dice with the same power progression as half-casters
    >martial cantrips (called rotes) are separate from weapon masteries, which only aplly on crits

    All Full Casters (including Warlocks)
    >are now half casters, but get many more features to compensate
    >instead of slots, casters gain LEVEL spell points per short rest. each spell costs spell points equal to its level

    All Half Casters
    >gain maneuvers and spells, but half as many of each
    >dice and spell points are also halved

    Clerics
    >gain more default healing to compensate for spell slot loss
    >spirit giardians is now a class feature

    Barbarians
    >has improv weapon proficiency and a bunch of buffs to improv weapon usage
    >can use heavy armor
    >unarmored defense equals their STR score
    >carrying capacity doubles every few levels

    Fighters (replaces the last version)
    >can use weapon masteries without requiring a crit
    >can mark a weapon (or two light weapons) as a favored, which count as two different weapons for feats

    Monks (replaces the last version)
    >improv weapon proficiency
    >can choose STR, DEX or WIS for all features
    >unarmored defense equals their STR, DEX, WIS score
    >can always deal damage with their unarmed strikes, no matter which option they choose

    Paladins
    >also gets tenets
    >find steed is a channel divinity

    Rangers
    >favored enemy now lets them deal bonus damage to their favored enemy
    >favored terrain lets them ignore obscurement and difficult terrain, gain climb and swim speeds, auto-save against hazards and ongoing aoes
    >gains maneuvers that interact with traps and poisons

    Rogues
    >improv weapon proficiency
    >extra attack
    >gains maneuvers that interact with traps and poisons

    Sorcerers
    >dont need material components for spells

    Warlocks
    >gains immunity to curses
    >can gain cursed items from their pact
    >can spend HD to empower spells
    >can steal HD from enemies they kill
    >>
    >>98905059
    Changing spellcasters to half-caster progression but recovering spells on a short rest is such a fundamental change to the game that it makes gauging the overall results night impossible.

    I'm not entirely opposed to the idea, since it seems like it would functionally drag out the typical level 3-7 range that a lot of campaigns revolve around.
    That said, I would suggest playtesting this change to get a feel for how that affects the classes before you start piling on a bunch of extra features everywhere else.
    >>
    >>98894013
    > My own campaigns don't have to be woke
    Le epic Reddit like a bauwsss
    >>
    the combo thing for monk is still bothering me. I dont think this is the answer but its something i can build on by adding unarmed strike riders
    >>
    >>98905099
    upvoted
    >>
    >>98905059
    >gain maneuvers powered by dice with the same power progression as half-casters
    I'd rather have it only on the fighter, and the barb and rogue getting new features. it would be better than RAW still

    >>instead of slots, casters gain LEVEL spell points per short rest. each spell costs spell points equal to its level
    I was considering it at some point, but it would allow to stack high power spells, and most tables do one fight per short/long rest so it would be OP
    and making them half casters would suck for everybody, making them use vancian casting with fewer spell slots would be better

    >All Half Casters
    the have the same issue as the full casters, which is shared spells. they should get spells that enhance their martial arts instead of being worse wizards. Things like smite, bladesong, hunter's mark, true strike. not fireball.

    >>unarmored defense equals their STR score
    would make more sense to use CON I think

    >>can choose STR, DEX or WIS for all features
    I hate how the monk class is always tied to WIS, the monk should have been name the brawler or something equivalent to avoid the connotation and allow for the dumb but resilient boxer build to work

    >>favored enemy
    >>favored terrain
    I don't think you can rework these into something that works well, it would be easier to just remove them and do something good instead. maybe something like a hunter's mark but good as feature ?
    Honestly the biggest issue with the ranger is its flavour, it would be much better to merge into the fighter or the rogue

    >>can spend HD to empower spells
    sounds great to me
    >>can steal HD from enemies they kill
    sounds bad to me, would fit better in a subclass like vampire warlock. It wouldn't fit the celestial

    rest sounds good to me
    >>
    >>98905196
    I don't get the fixation some people have with monks having combos. Yes, in martial arts, there are moves that would generally be used in conjunction, but that's also true of swordplay and any form of combat.
    >>
    >>98905483
    definitely some sort of video gamism. that's where combos even came from. boxing maybe but even then not really
    >>
    >>98905196
    >>98905483
    The simplest answer would probably just be to let Monks use a selection of weapon mastery style effects on their unarmed strikes, but limiting each one to once per turn.
    Then the player can just describe each of those as particular techniques or strikes
    >>
    >>98905502
    >The simplest answer would probably just be to let Monks use a selection of weapon mastery style effects on their unarmed strikes
    I mean, battlemaster with unarmed fighting fighting style was a better monk than the monk for a while so doing something similar would work well
    >>
    >>98905557
    battlemaster is a really, really strong subclass. its arguably one of the strongest examples of a subclass in the entire game honestly
    >>
    >>98905742
    Compared to how it should have been it pales in comparison
    >>
    >>98905803
    Having martial weapons proficiency should actually mean something. I hate that weapon abilities are part of the weapon and not universally accessible to the martial character and usuable as long as they work with the weapon you're using.

    I think it would be a good compromise to having essetially a martial spell list but martial actions should be just as in-depth as the spells.
    >>
    >>98905822
    Certain capabilities should only be possible with certain weapons. You're not gonna topple a soul with a dagger
    >>
    >>98905822
    It's nice for weapons to have distinctions and be better at certain things than others. But that doesn't remove the possibility of achieving it through other means, or just having other options aside from what the weapon does.

    I do miss the part of the 5.5e playtest where Fighters could basically swap out and apply multiple weapon masteries to a single weapon provided that it had certain properties.
    >>
    >>98899420
    >>98905059
    >>gain maneuvers powered by dice with the same power progression as half-casters
    No. Just no. I’m not saying there should be some kind of martial proficiency that allows the use of things like disarming, pushing, tripping, and other interesting effects as like a bonus action on a weapon hit (with weapon tags serving to remove the bonus action cost so they become a free action with the right weapon), but this is a terrible idea because it is basically just martial themed spells. I’ll get into this more in a minute, but needless to say it’s been done, and by and large people weren’t big fans.

    >>martial cantrips (called rotes) are separate from weapon masteries, which only aplly on crits
    Oh, never mind then, you are literally adding martial cantrips. Yeah, no. Making them apply on crits is already dumb and makes them no fun. Judging by your two posts you seem to be under the impression that more = better. It does not. More damage isn’t going to make Martials feel better because they already do very good damage for the most part. What makes Martials feel bad is that they lack interesting options for things to do both in and out of combat. They lack the depth of character customization that casters get built in by default via spell selection.
    >>
    >>98899420
    >>98905059
    >>are now half casters, but get many more features to compensate
    Ohgodpleaseno.jpg You want casters to have less powerful but more spammable resources. I was going to mention it under martials, but then I saw this. You do realize that with these changes you are basically just recreating 4e right? And let me tell ya, despite the weird historical revisionism going around here the last couple of years 4e sucked. Every character played very similarly. Every encounter played out about the same. Everything followed a repeating pattern because the design philosophy underpinning that edition was that characters should all start encounters with roughly the same level of resources available to them all the time. Then the biggest difference became: do you cast firebolt or sword strike? And cast was the operative word here because many martial abilities were spells with slightly different flavoring.

    Don’t go there. Don’t repeat the dark times. As much as the common pleb fresh to the game as of 5e may not realize it, one of the biggest gameplay aspects of D&D is resource management. Spells, abilities, items, even health and gold. All resources to manage. And encounters are meant to deplete those things. The same encounter can be very easy or hard depending on how many resources you are willing to expend on it.

    This is supposed to be what underpins the design differences between martials and casters (powerful but limited resources vs plentiful but weaker ones), but a ton of your changes are just making them function roughly the same way. Sure, there is more stuff. But more doesn’t mean it will feel better to play in practice. And given the combat in 5e is already prone to turning into a slog unless playing with experienced people, the last thing you want is to make every class’s turn take twice as long. Instead, try to find ways to give the martial classes the same level of customization as casters get.
    >>
    File: gigachad-1644807974.jpg (58 KB, 600x844)
    58 KB JPG
    >>98906359
    >>98906381

    >You do realize that with these changes you are basically just recreating 4e right?
    >>
    >>98906381
    >all of 5e's classes are wonderfully healthy and diverse
    >but if you doubled the XP gain of non-casters and gave every spellcaster Arcane Recovery, the game would become incredibly samey

    Do you even hear yourself? Slowing the rate at which casters gain better spells wouldn't suddenly turn any of them into Barbarians.
    >>
    >>98906400
    Can you point to where I said either of those things? Your shadow boxing so hard you're going to give yourself a black eye. I think there is plenty of room for improvement on the current classes as they exist in 5e. But that manner in which Anon wants to go about it is ill conceived and only results in bloated design and bloated gameplay.
    >>
    I would support them basically just porting ToB to 5e. It's not like it would be difficult. 5e is just simplified 3.5 with advantage/disadvantage and bounded accuracy.
    >>
    >>98906411
    >Can you point to where I said either of those things?
    Since you're having trouble
    >>all of 5e's classes are wonderfully healthy and diverse
    By complaining that 4e classes are samey, you're suggesting that 5e lacks that problem. If you also think 5e's classes are samey, then complaining that the change would make the classes samey is nonsensical.
    >>>but if you doubled the XP gain of non-casters and gave every spellcaster Arcane Recovery, the game would become incredibly samey
    Arcane Recovery is a feature in the game which gives spellcasters back a portion of their resources on a Short Rest. Note how the proposed homebrew rule only gives back spell points equal to the character's level, which is only ever going to be a portion of their spells in return.
    Your complaints about how 4e decided "characters should all start encounters with roughly the same level of resources available to them all the time" and how "with these changes you are basically just recreating 4e" suggests that you either didn't read the houserule properly, or you already have objections to the existence of Arcane Recovery as a way for full casters to regain a portion of their resources through the course of an adventuring day.

    As for doubling the XP gain, this was an inverted example to demonstrate how nonsensical your complaints are. Spellcasters cast spells. Turning a full caster into a half-caster reduces the rate at which they gain new spells. If non-casters leveled up twice as quickly, that would also functionally reduce the rate at which full casters gained new spells.
    By framing it as a double XP gain, it becomes obvious how such a houserule wouldn't actually change anything fundamental about spellcasters as a class.

    Your premise appears to be that these houserules would turn 5e into 4e, which is bad because 4e had samey classes. If you think I'm misrepresenting you, you're welcome to outline how this doesn't apply to your criticisms.
    >>
    >>98893744
    >>98862399
    >>98862423
    >>98862669
    The funny part is that even the most broken classes in the edition, Incantatrix and Initiate of the Sevenfold Veil wizards, Dweomerkeeper clerics, and Planar Shepherd druids. completely shatter the game, and yet they still aren't the most powerful classes in 3.5e. They're practically nothing compared to StP Erudites and Artificers, who can legitimately become gods.
    Take StP Erudites, for example. They're essentially wizards on steroids, potentially capable of learning every spell in existence, with their only real limitation being their daily limit of 11 unique powers. A limitation that's easily circumvented through tricks involving Soul Crystals and Metaconcert.
    Hell, they even have their own god mode: by accessing Font of Power through the 10th level of Metamind and maintaining it indefinitely with Temporal Reiteration, they can effectively obtain infinite resources.
    D&D 3.5e is probably the most unbalanced edition of D&D ever made. It's also incredibly complex. My group and I were interested in giving it a try, but it has so many rules and is so different from 5e that we ultimately decided to go with Savage Worlds instead. 3.5e is crazy
    >>
    >>98906381
    >This is supposed to be what underpins the design differences between martials and casters (powerful but limited resources vs plentiful but weaker ones),
    It's literally a post-hoc justification people use to argue that change bad. The original underpinning design ethos of martials versus casters was last seen three editions ago.
    >>
    >>98904530
    What a consistent, comprehensible and cleanly put together statblock.
    >>
    One of my players wants to play a 2024 Pugilist. Anybody have any experience with them? I mostly just saw a shitfest online about it when I searched it saying it's overpowered but I also saw people saying it's fine.
    >>
    >>98907041
    It's fine
    >>
    >>98907041
    It makes a shitload of temp hp and does pretty good damage. It only really out performs Barbarian, so just make sure no one plays that.
    >>
    >>98907041
    I found it to be pretty disgustingly overtuned. It's not possible to kill it with reasonable encounters.
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