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neonchameleon
Nov 14, 2012



TheKingslayer posted:

I'm starting a game of 5e as a player for the first time using some fan made Dark Sun rules my friend found with the standard point buy. I was thinking a rogue with a charlatan background. I was mostly curious if there are any trap options to avoid like 3.x seemed full of?

There are only two outright trap options, both subclasses in the PHB. The first is the berserker subclass of barbarian whose big ability is extra attacks for exhaustion levels when raging. First you can't use it the turn you rage (both are bonus actions) and second exhaustion levels are terrible to the point you can literally kill yourself. It's hard to overvalue extra attacks - but that does it. The second is the PHB beastmaster ranger. The ranger is (by 5e standards) a weak class - but the beastmaster's beast basically gives you an escort mission to add to your woes. (There are variants of both the ranger and beastmaster in Tasha's Cauldron of Everything that make them workable). The third trap might be considered the Storm Sorcerer. The PHB sorcerer is the weakest full caster in the game due to a lack of spells - and storm is not only a mediocre subclass it tries to bait you into what is, on a sorcerer chassis and without much resilience from the subclass, a suicidal play style.

Generally as a rule of thumb you can do about 70% of what you can do with 3.X but for 30% of the effort. And even if the DM tools are even worse in 5e than 3.X there's a far far lower overhead. And in general if something looks good it probably is and if it looks meh or irrelevant (like the assassin level 7 ability) it probably is.

And if you are looking at Dark Sun and a rogue you probably want to look at the two subclasses in Tasha's Cauldron of Everything. The first is a Soulknife, which shares no more than a name with the truly terrible 3.X class. Instead they are psychic spies and assassins (and the "knives" are psychic darts more than knives). The second is the Phantom - a soul-stealing assassin. If you're not yet familiar with 5e's subclasses they essentially ask what type of [your class] are you and can be fairly bland (the thief rogue) or fairly major. You enter them, depending on your class, between level 1 and 3 and honestly most of them are far more evocative and interesting than most prestige classes (in part because they aren't shovelware).

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TheKingslayer
Sep 3, 2008

neonchameleon posted:

And if you are looking at Dark Sun and a rogue you probably want to look at the two subclasses in Tasha's Cauldron of Everything. The first is a Soulknife, which shares no more than a name with the truly terrible 3.X class. Instead they are psychic spies and assassins (and the "knives" are psychic darts more than knives). The second is the Phantom - a soul-stealing assassin. If you're not yet familiar with 5e's subclasses they essentially ask what type of [your class] are you and can be fairly bland (the thief rogue) or fairly major. You enter them, depending on your class, between level 1 and 3 and honestly most of them are far more evocative and interesting than most prestige classes (in part because they aren't shovelware).

I'm gonna go look these up and run them past the DM because the names are insanely cool, thank you.

St0rmD
Sep 25, 2002

We shoulda just dropped this guy over the Middle East"

If you want to kill things really really hard, Treantmonk posted on his youtube channel a Phantom Rogue build a couple weeks ago that put up some Stupid high DPR numbers. The genius bit was taking the Ritual Caster feat and learning Phandom Steed at level 6 so you can take advantage of the Steady Aim bonus action while letting your mount move you around the battlefield.

Toplowtech
Aug 31, 2004

^^^Yeah the double phantom build

Arivia posted:

5e really isn’t any better balanced there’s just less trap options (but still some like a lot of fighter subclasses) and less character options overall.
Yeah, there are a he few really really bad subclass (Berseker, Four Elements Monk, BattleRager) and a few more sub-optimal ones that are only really bad if you are in a group of people with optimized buildd and don't care about the role play potential.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Echo knight is an extremely fun class with lots of tactical utility.

pog boyfriend
Jul 2, 2011

neonchameleon posted:

There are only two outright trap options, both subclasses in the PHB. The first is the berserker subclass of barbarian whose big ability is extra attacks for exhaustion levels when raging. First you can't use it the turn you rage (both are bonus actions) and second exhaustion levels are terrible to the point you can literally kill yourself. It's hard to overvalue extra attacks - but that does it. The second is the PHB beastmaster ranger. The ranger is (by 5e standards) a weak class - but the beastmaster's beast basically gives you an escort mission to add to your woes. (There are variants of both the ranger and beastmaster in Tasha's Cauldron of Everything that make them workable). The third trap might be considered the Storm Sorcerer. The PHB sorcerer is the weakest full caster in the game due to a lack of spells - and storm is not only a mediocre subclass it tries to bait you into what is, on a sorcerer chassis and without much resilience from the subclass, a suicidal play style.

Generally as a rule of thumb you can do about 70% of what you can do with 3.X but for 30% of the effort. And even if the DM tools are even worse in 5e than 3.X there's a far far lower overhead. And in general if something looks good it probably is and if it looks meh or irrelevant (like the assassin level 7 ability) it probably is.

And if you are looking at Dark Sun and a rogue you probably want to look at the two subclasses in Tasha's Cauldron of Everything. The first is a Soulknife, which shares no more than a name with the truly terrible 3.X class. Instead they are psychic spies and assassins (and the "knives" are psychic darts more than knives). The second is the Phantom - a soul-stealing assassin. If you're not yet familiar with 5e's subclasses they essentially ask what type of [your class] are you and can be fairly bland (the thief rogue) or fairly major. You enter them, depending on your class, between level 1 and 3 and honestly most of them are far more evocative and interesting than most prestige classes (in part because they aren't shovelware).

the remarkably elegant pog boyfriend hack solution to beastmaster ranger that instantly removes all its problems using only official sourcebooks is to take out the third and eleventh level abilities and the first part of the seventh level ability(but keep attacks counting as magic), and replace all that stuff with at level 3 you get a tashas cauldron sidekick based off an animal statblock that levels with you. the book even includes a picture of a wolf on it so theres almost no reason not to do this

Orange DeviI
Nov 9, 2011

by Hand Knit
berserker barbarian could get those extra attacks for free and it wouldn't be overpowered

Soysaucebeast
Mar 4, 2008




Since we're talking classes already, what do y'all think would be the best way to build a "witchy" sort of character?

I'm planning on running an Eladrin Circle of Stars Druid 4/Swarmkeeper Ranger 16, but I wasn't sure if there was something that fit better. I REALLY like the idea of having a swarm of ravens doing my bidding, and just teleporting around the field with both my ravens and the Eladrin's Fey Step. I know rangers don't have the whole witchy casting spells thing on lock, but I'll take the druidic warrior fighting style for the cantrips, and the druid dip gets me a bigger spell pool, more slots, find familiar (thanks Tasha!), wildshape, and all three starry forms seems like they'll be useful.

I'm not sure what feats will be the best though. My DM allows a free feat and level one, so I'm going to take Ritual Caster Wizard for sure (one, a witch needs a dang grimoire, two it opens the spell pool EVEN MORE, and three I need my pretty pony phantom steed), but I don't know which others might work best. I was thinking about Fey Touched to get another Misty Step and then either Tasha's Hideous Laughter or Dissonant Whispers or something, but I'm not sure if that'll be super useful or not. I'm also thinking about Poisoner. It does fit thematically, and while it would be nice to make my own poison to coat my weapons with, there's literally only two spells that deal poison damage between Rangers and Druids.

Rutibex
Sep 9, 2001

by Fluffdaddy

Soysaucebeast posted:

Since we're talking classes already, what do y'all think would be the best way to build a "witchy" sort of character?

I'm planning on running an Eladrin Circle of Stars Druid 4/Swarmkeeper Ranger 16, but I wasn't sure if there was something that fit better. I REALLY like the idea of having a swarm of ravens doing my bidding, and just teleporting around the field with both my ravens and the Eladrin's Fey Step. I know rangers don't have the whole witchy casting spells thing on lock, but I'll take the druidic warrior fighting style for the cantrips, and the druid dip gets me a bigger spell pool, more slots, find familiar (thanks Tasha!), wildshape, and all three starry forms seems like they'll be useful.

I'm not sure what feats will be the best though. My DM allows a free feat and level one, so I'm going to take Ritual Caster Wizard for sure (one, a witch needs a dang grimoire, two it opens the spell pool EVEN MORE, and three I need my pretty pony phantom steed), but I don't know which others might work best. I was thinking about Fey Touched to get another Misty Step and then either Tasha's Hideous Laughter or Dissonant Whispers or something, but I'm not sure if that'll be super useful or not. I'm also thinking about Poisoner. It does fit thematically, and while it would be nice to make my own poison to coat my weapons with, there's literally only two spells that deal poison damage between Rangers and Druids.

:haw: Artificer makes the best Witch imho. I took Misty Step at higher levels, it's extremely useful. You absolutely must take Hexblood, it's the witch race

Rutibex posted:

Evil Witch that brews weird potions to strengthen her minions......errr "companions" and poisons for her enemies :twisted:
http://dnd5e.wikidot.com/artificer
http://dnd5e.wikidot.com/hexblood
Race - Hexblood
Class - Artificer
Subclass - Alchemist
Background - Hermit
Feats - Alchemist & Poisoner

Rutibex fucked around with this message at 15:52 on Apr 30, 2022

Reo
Apr 11, 2003

That'll do, Carlos.
That'll do.


Azathoth posted:

I would pay a truly unreasonable amount of money for a book full of scalable non-combat encounters that could be plugged into my own stories which are playtested to be solvable and not unduly frustrating. Just like "here's a puzzle room where the players need to figure out how to open the door" or "here's a locked room mystery complete with characters and the solution". Every time I've tried to make one up, it ends up either being so simple that they solve it in one guess or so frustrating that I end up taking whatever their latest weird idea is and saying "yep, you got it".

There's a set of modules called Toolkits by a user named Nerzugal that I'd recommend that's exactly this. They're available as pay-what-you-want on DMS Guild. A bunch of drop-in dungeons, puzzles, and one-shot scenarios. I've used several in my campaigns; of course the challenge with any stuff like this is once you've played it, you already know the solution, so you can't really ever reuse a puzzle.

Bad Seafood
Dec 10, 2010


If you must blink, do it now.

pog boyfriend posted:

the remarkably elegant pog boyfriend hack solution to beastmaster ranger that instantly removes all its problems using only official sourcebooks is to take out the third and eleventh level abilities and the first part of the seventh level ability(but keep attacks counting as magic), and replace all that stuff with at level 3 you get a tashas cauldron sidekick based off an animal statblock that levels with you. the book even includes a picture of a wolf on it so theres almost no reason not to do this
I just checked Tasha's and this is a really good fix. Allowing this if any of my players make a beastmaster in the future.

Mr. Lobe
Feb 23, 2007

... Dry bones...


"Witch" seems more like an attitude than something specific to any class, and it also covers a broad set of stock characters. You could be a gingerbread cottage type, you could be a Wicked Witch of the West type, you could be a village midwife type, a sophisticated enchantress type, a new agey Magrat Garlick type, the list goes on. Sorcerer, warlock, druid, wizard, bard, and even certain kinds of clerics could all style themselves as a kind of witch.

lightrook
Nov 7, 2016

Pin 188

Soysaucebeast posted:

Since we're talking classes already, what do y'all think would be the best way to build a "witchy" sort of character?

I'm planning on running an Eladrin Circle of Stars Druid 4/Swarmkeeper Ranger 16, but I wasn't sure if there was something that fit better. I REALLY like the idea of having a swarm of ravens doing my bidding, and just teleporting around the field with both my ravens and the Eladrin's Fey Step. I know rangers don't have the whole witchy casting spells thing on lock, but I'll take the druidic warrior fighting style for the cantrips, and the druid dip gets me a bigger spell pool, more slots, find familiar (thanks Tasha!), wildshape, and all three starry forms seems like they'll be useful.

I'm not sure what feats will be the best though. My DM allows a free feat and level one, so I'm going to take Ritual Caster Wizard for sure (one, a witch needs a dang grimoire, two it opens the spell pool EVEN MORE, and three I need my pretty pony phantom steed), but I don't know which others might work best. I was thinking about Fey Touched to get another Misty Step and then either Tasha's Hideous Laughter or Dissonant Whispers or something, but I'm not sure if that'll be super useful or not. I'm also thinking about Poisoner. It does fit thematically, and while it would be nice to make my own poison to coat my weapons with, there's literally only two spells that deal poison damage between Rangers and Druids.

Bard, probably? You can aid your allies or curse your enemies, and the spell list is deep enough to do pretty much whatever you want, and if something is somehow not on the Bard list already, you can just poach it anyways as a Lore Bard. Stealing someone's luck and giving it to someone else with Silvery Barbs, for example, feels like classic witchy stuff to me, and if there's any standouts on the druid list you can poach them individually too.

That's the "great" thing about going back to caster levels and spell slots, they're so powerful and versatile they can support virtually any character concept, and the solution to any concept always wraps back to "play a full caster."

Soysaucebeast
Mar 4, 2008




Rutibex posted:

:haw: Artificer makes the best Witch imho. I took Misty Step at higher levels, it's extremely useful. You absolutely must take Hexblood, it's the witch race

My DM is pretty permissive and allows anything from any official DND book, but it has to be official, so no Hexblood for me. I did think about dipping Alchemist Artificer though, but I absolutely hate the randomness of the Experimental Elixir. Add to that that you don't know what it does until you drink it, and it just turned me off that subclass completely. If I knew what it was when I brewed it I might hate it less, but as it is it's a nope from me.

change my name
Aug 27, 2007
Probation
Can't post for 3 hours!

Soysaucebeast posted:

My DM is pretty permissive and allows anything from any official DND book, but it has to be official, so no Hexblood for me. I did think about dipping Alchemist Artificer though, but I absolutely hate the randomness of the Experimental Elixir. Add to that that you don't know what it does until you drink it, and it just turned me off that subclass completely. If I knew what it was when I brewed it I might hate it less, but as it is it's a nope from me.

Hexblood is from Van Richten's which is an officially published WotC book, not sure what they mean

Nemo
Feb 24, 2001

Uh! Double up Uh! Uh!
Hexblood is officially in Van Richten's Guide to Ravenloft, and Experimental Elixirs are rolled at the end of a long rest, so you'll know what they do well before you drink them. Plus you can spend spell slots on additional potions that you can choose the effect of.

Empty Sandwich
Apr 22, 2008

goatse mugs
it isn't strictly thread-relevant but here is a word I just learned:

https://en.m.wiktionary.org/wiki/stonedelf


Wiktionary posted:


stonedelf (plural stonedelves)

(now chiefly dialectal) A stone or rock quarry

Rutibex
Sep 9, 2001

by Fluffdaddy

Soysaucebeast posted:

My DM is pretty permissive and allows anything from any official DND book, but it has to be official, so no Hexblood for me. I did think about dipping Alchemist Artificer though, but I absolutely hate the randomness of the Experimental Elixir. Add to that that you don't know what it does until you drink it, and it just turned me off that subclass completely. If I knew what it was when I brewed it I might hate it less, but as it is it's a nope from me.

I almost never used the "random" elixirs, but that feature also lets you make potions on the fly by burning a 1st level spell slot. When you do that you can choose the potion type. The flight potions saved our party MANY times.

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants

Midig posted:

Finally I get to run Curse of Strahd. Any session 0 advice is much appreciated. I want a nice balance between not revealing too much. Yet giving them enough info to create characters that fit well into the setting.

Tell them they're going to be playing fantasy Dracula, and let them know that their players will be whisked away into a new land where they will need to survive long enough to figure out a way back home. Don't mention the Ireena stuff specifically but tell them they will want to make allies as they go, and it's definitely better to not play a bunch of misanthrope murder hobos. Let them know that the module doesn't build in copious magic items so if their build is going to break without certain things either they need a new build or you need to add it yourself. There's not a lot that can be bought either in the stores that exist.

I could have made it clearer to my party that they were not gonna be in Faerun anymore, my one friend took the History skill which was pretty useless in a demi-plane he was not from until I decided to let him roll that to research things he's found in various libraries across Barovia, it ended up being a good way I could give them knowledge that they wouldn't necessarily have.

As far as tone, that's up to you. You can play it super bleak and depressing and full of dick punches, but that's probably not something that's gonna be a ton of fun to do constantly. Creepy with breaks of levity and straight adventuring is way more fun for you and the party. Find out if anyone has issues with any particular horror tropes and then figure out if that's in the book and you need to adjust it or not.

People said to skip Death House but I enjoyed running it a lot, it's a great place to do a bunch of creepy poo poo. The best thing you can do for your game prep is check out the Curse of Strahd subreddit, there is a ton of information on alternate ways to run things, bits to add to the module, trap and broken encounters and how to fix them, all sorts of things. I think it's from someone there that I found the idea to have the party become frozen staring at a wall to wall mirror in the Death House where they watched the final creature of the dungeon slowly lurch into the room and kill and eat their mirror selves before slowly retreating, leaving a bloody mess across the room. After the spell breaks and they're able to look away the mirror room returns to normal.

One more general piece of advice I'd give is do something different with the Abbey. The mongrelfolk personally make me very uncomfortable, it's a weird ableist, slightly racist thing going on and there are much neater things other people have done with the Abbey.

Soysaucebeast
Mar 4, 2008




Nemo posted:

Hexblood is officially in Van Richten's Guide to Ravenloft, and Experimental Elixirs are rolled at the end of a long rest, so you'll know what they do well before you drink them. Plus you can spend spell slots on additional potions that you can choose the effect of.

Oh well then lol. I didn't know either of that. Well poo poo, now I get to tinker with my character more.

St0rmD
Sep 25, 2002

We shoulda just dropped this guy over the Middle East"

Epi Lepi posted:

People said to skip Death House but I enjoyed running it a lot, it's a great place to do a bunch of creepy poo poo. The best thing you can do for your game prep is check out the Curse of Strahd subreddit, there is a ton of information on alternate ways to run things, bits to add to the module, trap and broken encounters and how to fix them, all sorts of things. I think it's from someone there that I found the idea to have the party become frozen staring at a wall to wall mirror in the Death House where they watched the final creature of the dungeon slowly lurch into the room and kill and eat their mirror selves before slowly retreating, leaving a bloody mess across the room. After the spell breaks and they're able to look away the mirror room returns to normal.

Let me clarify my recommendation on that. I LIKE the Death House, I think it's a great little mini-adventure to run as a one-shot, or Halloween special, and I've run it a few times. It's actually great. I just think it's a big change in tone from the rest of the module, and doesn't seem to fit the story of CoS very well. It's obviously something they tacked on to the book to get the party to level 3 to start the real adventure. It's great on its own, it just doesn't feel right wandering into the mists and getting railroaded into this isolated haunted funhouse, and only after that find out "oh, actually there's this whole other, vastly more important story going on in the mists which is why you're really here"

nelson
Apr 12, 2009
College Slice

Epi Lepi posted:

Let them know that the module doesn't build in copious magic items so if their build is going to break without certain things either they need a new build or you need to add it yourself. There's not a lot that can be bought either in the stores that exist.

Just reiterating this. I definitely overestimated what I would be able to buy for my Strahd character (also my first 5e adventure). I played a halfling rogue thief and thought it would be cool to get the healer feat to use with fast hands… level 4 came around and no healer kits so I had to give up on that idea.

change my name
Aug 27, 2007
Probation
Can't post for 3 hours!
So we challenged an orc horde to ritualistic combat at level 4 in our Out of the Abyss campaign after they murdered our sorcerer, and after some "botched" negotiating, half the party died to the chieftain and his elite troops (and my character immediately whiffed it again after making a devilish bargain and was turned into a lemure). I rolled up a replacement kenku arcana cleric of Mystra to act as the group's healer/battlefield controller/general magic smart guy, but what items should I look out for or try to buy once we get to a city?

Rutibex
Sep 9, 2001

by Fluffdaddy

change my name posted:

So we challenged an orc horde to ritualistic combat at level 4 in our Out of the Abyss campaign after they murdered our sorcerer, and after some "botched" negotiating, half the party died to the chieftain and his elite troops (and my character immediately whiffed it again after making a devilish bargain and was turned into a lemure). I rolled up a replacement kenku arcana cleric of Mystra to act as the group's healer/battlefield controller/general magic smart guy, but what items should I look out for or try to buy once we get to a city?

What do I got to work with here. How much gold do you have? Does your DM let you buy any item in the book at any random magic item shop?

Mendrian
Jan 6, 2013

Re:Strahd

I don't really know if my experience is anything like anybody else's but one thing I wish somebody had told me is that it's not quite an adventure and not quite a campaign setting. It's a pretty fragmented bunch of little adventures and to get the most out of it as the DM you kind of need to read the whole book, get a sense of what npc and what plot is where, and give the characters reasons to go to them.

You need to supply a lot of connective tissue.

imagine dungeons
Jan 24, 2008

Like an arrow, I was only passing through.

change my name posted:

So we challenged an orc horde to ritualistic combat at level 4 in our Out of the Abyss campaign after they murdered our sorcerer, and after some "botched" negotiating, half the party died to the chieftain and his elite troops (and my character immediately whiffed it again after making a devilish bargain and was turned into a lemure). I rolled up a replacement kenku arcana cleric of Mystra to act as the group's healer/battlefield controller/general magic smart guy, but what items should I look out for or try to buy once we get to a city?

Necklace of Fireballs. Show that fuckin' Orc who's boss.

Rutibex
Sep 9, 2001

by Fluffdaddy

imagine dungeons posted:

Necklace of Fireballs. Show that fuckin' Orc who's boss.

That's quite expensive, at the cheapest its 500gp. For that much you could hire a band of 35 trained mercenaries for a week :black101:

I'm not saying its a bad option though

Lammasu
May 8, 2019

lawful Good Monster
I never noticed that about berserker barbarian where you can't rage and get the extra attack on the same turn. And I was so proud of Wrath.

Yusin
Mar 4, 2021

Survey for that new UA is up

https://twitter.com/Wizards_DnD/status/1519830697887907841

Reveilled
Apr 19, 2007

Take up your rifles
I think I had one of the most amazing pieces of dice luck I've ever had tonight. I'm playing in a game of Out of the Abyss with a human sorcerer, and we've been exploring a dungeon which is filled with phaserest, a magical mist that basically creates wild magic zones. Any time anyone cast a spell in the dungeon, we rolled an extra d20, and on a 1 triggered a surge on the sorcerer's wild magic surge table. In the final fight of the combat, I managed to finish off the last enemy with a cantrip, rolling a 1 on the wild magic check and triggering a surge. The result:

quote:

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

I was on 6hp. Of course, my character can't read the table, she had no idea what exactly had happened, only that she felt like she was under the effect of some kind of energy. Since we were out of combat, I said "Malina wants to experiment to work out what's just happened, she moves over to the corner and casts her cantrips until the effect dissipates." I am desperately hoping for a particular effect, and so we roll 10d20s to see if we get more surges. We get one. We roll the dice...

quote:

You cast fireball as a 3rd-level spell centered on yourself.

I roared with glee, I don't think I've ever hit a 2% target on a d100 roll in my life as a DM or a player. My character explodes in fire, dies instantly, and when the smoke clears a charred and confused Wood Elf sorcerer is left behind. I don't think I can put into words just how awesome it felt to get that exact roll at the most perfect moment. Incredible feeling.

change my name
Aug 27, 2007
Probation
Can't post for 3 hours!

Reveilled posted:

I think I had one of the most amazing pieces of dice luck I've ever had tonight. I'm playing in a game of Out of the Abyss with a human sorcerer, and we've been exploring a dungeon which is filled with phaserest, a magical mist that basically creates wild magic zones. Any time anyone cast a spell in the dungeon, we rolled an extra d20, and on a 1 triggered a surge on the sorcerer's wild magic surge table. In the final fight of the combat, I managed to finish off the last enemy with a cantrip, rolling a 1 on the wild magic check and triggering a surge. The result:


We're in this exact dungeon right now and my kenku cleric has already shrunk 5 inches (that he really couldn't afford to lose, I made him a tiny guy to start with)

As for the questions about money and what we're allowed, we have a few hundred gold but expect that this tomb we're raiding will pay out big time. Once we reach a city our DM will likely allow us to buy anything that would reasonably make sense for them to have (bag of holding, eversmoking bottle, etc)

Lammasu
May 8, 2019

lawful Good Monster
So what are some good builds for barbarians? I made my Lawful Good Tiefling barbarian Wrath a ravager but apparently that's like one of two traps in 5ed. I've been wanting to experiment with another build by making his twin sister Fury, so what is good to work with? Any books are okay.

imagine dungeons
Jan 24, 2008

Like an arrow, I was only passing through.

Lammasu posted:

So what are some good builds for barbarians? I made my Lawful Good Tiefling barbarian Wrath a ravager but apparently that's like one of two traps in 5ed. I've been wanting to experiment with another build by making his twin sister Fury, so what is good to work with? Any books are okay.

Assuming you mean Berserker, there are a lot of proposed fixes out there that would make them viable. My personal favorite is to just remove exhaustion. It’s a totally unreasonable cost. Obviously the DM would need to agree but it shouldn’t be too hard a sell. I don’t think it makes them extraordinarily powerful.

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



https://youtu.be/nJ-ehbVQYxI

This popped into my feed and I found it fascinating. I started looking through his website at some of his rules and honestly, respect.

https://thegamednd.com/the-rules/

Would I want to play in a campaign like this? Yes, absolutely. Would I want to subject my players to a game like this? Probably not.

nelson
Apr 12, 2009
College Slice

Lammasu posted:

So what are some good builds for barbarians? I made my Lawful Good Tiefling barbarian Wrath a ravager but apparently that's like one of two traps in 5ed. I've been wanting to experiment with another build by making his twin sister Fury, so what is good to work with? Any books are okay.

Beast Barbarian from Tasha’s looks like a lot of fun.

Daduzi
Nov 22, 2005

You can't hide from the Grim Reaper. Especially when he's got a gun.
Tried out Summon Fey in the last game I played. Is it just me, or is that spell stupidly OP? For the price of 1x3rd level spell slot you get:

An extra distraction/granter of advantage on the board who every turn can do

1x a 2D6+6 attack
1x a secondary ability. For the Mirthful type that amounts to 1 casting of Charm Person/Charm Beast (a *4th level spell*) every turn for the cost of 1 3rd level spell slot.

Again, am I missing something or is that stupidly strong for a 3rd level spell? I'm thinking of nerfing it by making the bonus action once per encounter, and taking away the 1D6 force damage from the sword attack. Because as things stand it feels so OP it even takes away from my fun as a player using it.

Lammasu posted:

So what are some good builds for barbarians? I made my Lawful Good Tiefling barbarian Wrath a ravager but apparently that's like one of two traps in 5ed. I've been wanting to experiment with another build by making his twin sister Fury, so what is good to work with? Any books are okay.

Path of the Bear Totem are basically the ultimate tanks. It's fun to irritate the DM by saying "halved" pretty much every time they announce the amount of damage you take.

Daduzi fucked around with this message at 05:56 on May 2, 2022

Lammasu
May 8, 2019

lawful Good Monster
I should also add that these Lawful Good Tiefling barbarians are descendants of Blood War mercenaries that basically went feral fighting demons on the Prime Material Plane and developed a culture dedicated to hunting demons and being as unlike them as possible. So whatever barbarians are fine with that.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

When not otherwise specified in the spell/ability description are there default guidelines for what you can carry when flying? Specifically asking as a Swarmkeeper Ranger, but I'm curious about general rules as well. I figure default carrying capacity (15xStr) seems the easiest way to handle it, not sure if there's rules to back that up or contradict it.

stringless
Dec 28, 2005

keyboard ⌨️​ :clint: cowboy

Bruceski posted:

When not otherwise specified in the spell/ability description are there default guidelines for what you can carry when flying? Specifically asking as a Swarmkeeper Ranger, but I'm curious about general rules as well. I figure default carrying capacity (15xStr) seems the easiest way to handle it, not sure if there's rules to back that up or contradict it.
If not otherwise clarified, probably best to stick to the (optional) encumbrance rules if anything:

quote:

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

stringless fucked around with this message at 06:59 on May 2, 2022

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Staltran
Jan 3, 2013

Fallen Rib

Daduzi posted:

Tried out Summon Fey in the last game I played. Is it just me, or is that spell stupidly OP? For the price of 1x3rd level spell slot you get:

An extra distraction/granter of advantage on the board who every turn can do

1x a 2D6+6 attack
1x a secondary ability. For the Mirthful type that amounts to 1 casting of Charm Person/Charm Beast (a *4th level spell*) every turn for the cost of 1 3rd level spell slot.

Again, am I missing something or is that stupidly strong for a 3rd level spell? I'm thinking of nerfing it by making the bonus action once per encounter, and taking away the 1D6 force damage from the sword attack. Because as things stand it feels so OP it even takes away from my fun as a player using it.

What do you mean by "granter of advantage"? The help action? That seems like a very inefficient usefor the summon. The Mirthful ability also isn't equivalent to Charm Monster, or even Charm Person—it lacks the clause that makes the target friendly to you/makes it regard you as a friendly acquantaince. All you get out of it is that they can't attack you or the summon (but can still attack the rest of the party), and you get advantage on charisma checks when interacting with them. The advantage isn't likely to be helpful in combat (though you might be able to try to intidimate them).

Regarding the damage nef—Summon Beast does 1d8+6 with a second-level slot, and gets pack tactics with one of the options. I wouldn't touch the spell tbh, is it really more powerful than Hypnotic Pattern, Spirit Guardians, Animate dead, or even Fireball?

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