Raenir Salazar posted:What are some good rare magic weapons in 5e that try to ask my DM to let me have a gun version o? It's a level 12 character, so Beserker Axe is tempting to really double down on hp. sunblade, or wounding.
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# ? Mar 27, 2024 23:12 |
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# ? May 16, 2024 18:10 |
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Does weapons include staves? Get a staff of insect swarming and have a bee bee gun
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# ? Mar 27, 2024 23:30 |
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Outrail posted:Derringer of Many Things, on a hit the creature suffers the effect of drawing a card. he'll yes
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# ? Mar 28, 2024 00:09 |
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Hieronymous Alloy posted:sunblade, or wounding. The sunblade seems like its mainly useful against undead in which case I might as well figure out holy water bullets and get the same effect. Wounding won't be very effective against the saves most enemies have because DC 15 would probably be easy to flex off. My thinking is either Dragon's Wrath (Rare) since its 1d6 of some random damage type, I can probably ask for Thunder damage since its a gun. Or have it change based on maybe special bullets? Could be cool, the DM might go for that, and it'd have +1 to attack and damage rolls, then use Bracers of Archer (DM is already letting me apply Arcane Archer to be able to use firearms, I'm Fighter-Arcane Archer 5/Assassin Rogue 7, maxed CON though for a John Wick build) to get to +3 to attack and damage, and then that probably leaves Ring of Protection for +1 AC and Saves for probably 18 AC using Elven Chain for medium armor. Or Axe of the Beserker and try to get to close to 170 hp (already took Tough as a feat and have around 150-160 hp). Outrail posted:Derringer of Many Things, on a hit the creature suffers the effect of drawing a card. Hilarious if the negatives also apply to the enemies.
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# ? Mar 28, 2024 01:04 |
Vorpal shotgun
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# ? Mar 28, 2024 01:34 |
bagrada posted:Vorpal shotgun
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# ? Mar 28, 2024 01:43 |
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bagrada posted:Vorpal shotgun Legendary rarity and I think I'm limited to rare.
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# ? Mar 28, 2024 03:56 |
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Raenir Salazar posted:The sunblade seems like its mainly useful against undead in which case I might as well figure out holy water bullets and get the same effect. The sun gun/blade deals radiant damage, which bypasses a lot of immunities. The risk from a Berserker Gun I think is the curse specifies that you attack the nearest target. With a gun, you're probably not in the front line, so you're likely to turn around and shoot the wizard in the head. A quick skim gives me three ideas: Frost Brand can deal additional cold damage and give you fire resistance, which can be clutch. Javelin of Lightning can basically launch a lightning bolt once a day, on top of its regular use. Think like some underbarrel shotgun (but lightning). Sword of Wounding can tack on some ticking necrotic damage, which can mess up enemies with a poor constitution save. The 1d4 necrotic is guaranteed first round, I think, and it's cumulative for each instance? Plus you can hit the squishy backline with a gun. Morrow fucked around with this message at 05:18 on Mar 28, 2024 |
# ? Mar 28, 2024 05:00 |
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how about a single action revolver with a cool “fan the hammer” ability where you can make an additional attack as a bonus action but you have to roll a d8 and if you roll a 1 it backfires and hits you. if you want to make it busted you can have rolling an 8 give you a third attack
scary ghost dog fucked around with this message at 05:28 on Mar 28, 2024 |
# ? Mar 28, 2024 05:26 |
Morrow posted:The sun gun/blade deals radiant damage, which bypasses a lot of immunities. Right, and sword of wounding damage cannot be healed magically.
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# ? Mar 28, 2024 09:14 |
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I wanted to make an "Old West Gunslinger" type character and I went with Warlock using a non-functional gun for Eldritch blasts and different "custom bullets" for certain spells.
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# ? Mar 28, 2024 13:32 |
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If your DM is gonna let you make special bullets anyways just ask for bullets with effects you want.
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# ? Mar 28, 2024 13:46 |
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i like to make magic weapons that just have abilities from obscure subclasses. a magic gunslinger would be cool with a variant of the soulknife’s psychic teleportation: Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. you could probably reskin the psionic energy die as a type of bullet
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# ? Mar 28, 2024 14:19 |
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man I would love to know how much use "teleport between 10 and 80 feet as a bonus action" gets across all 5e play. kind of a big variance in outcomes there
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# ? Mar 28, 2024 14:34 |
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Valentin posted:man I would love to know how much use "teleport between 10 and 80 feet as a bonus action" gets across all 5e play. kind of a big variance in outcomes there its just cunning action but way better and more interesting
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# ? Mar 28, 2024 14:41 |
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So maybe better than cunning action and maybe worse, but you don't know until it really matters.
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# ? Mar 28, 2024 14:57 |
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tbh I was not particularly impressed by it (10 feet of teleportation doesn't seem worth it for a resource expenditure) but reading soulknife now I'm seeing it has relatively little to spend that resource on to begin with so the ability becomes comparatively better, especially since the other primary thing you can spend it on (adding to accuracy of psionic knife attacks) is limited by the usefulness of the psionic knives compared to other attack options which is ehhh just okay because of wizards' insane fear that if you let the class that summons knives as a class feature use those knives for anything other than a very specific set of actions, this will somehow break the game
Valentin fucked around with this message at 15:12 on Mar 28, 2024 |
# ? Mar 28, 2024 15:08 |
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It's good when you need it, the soulknife rogue in my campaign uses it all the time to cross caverns/get unstuck when surrounded by enemies, etc etc
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# ? Mar 28, 2024 15:33 |
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Valentin posted:tbh I was not particularly impressed by it (10 feet of teleportation doesn't seem worth it for a resource expenditure) but reading soulknife now I'm seeing it has relatively little to spend that resource on to begin with so the ability becomes comparatively better, especially since the other primary thing you can spend it on (adding to accuracy of psionic knife attacks) is limited by the usefulness of the psionic knives compared to other attack options which is ehhh just okay because of wizards' insane fear that if you let the class that summons knives as a class feature use those knives for anything other than a very specific set of actions, this will somehow break the game 10 ft of teleportation gets you out of AOO range for all but the most extreme of reach situations. It is absurdly powerful lol.
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# ? Mar 28, 2024 15:38 |
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Hieronymous Alloy posted:Right, and sword of wounding damage cannot be healed magically. What is the interaction between a sword of wounding and troll regeneration? Do you have to basically solo the troll with the SOW to kill it?
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# ? Mar 28, 2024 15:41 |
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What would be 5 good magic items for a wizard.
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# ? Mar 28, 2024 16:07 |
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Five wands of fireball
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# ? Mar 28, 2024 16:23 |
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Jimbone Tallshanks posted:If your DM is gonna let you make special bullets anyways just ask for bullets with effects you want. I'm not actually using special bullets, the gun is just a prop to disguise* that my character is actually casting spells, he doesn't need it at all. I only mentioned it because it seemed tangential to what Ranier Salazar was talking about. * for backstory reasons
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# ? Mar 28, 2024 16:25 |
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You need another party member whos pretending to be a magic user using a gun with special bullets.
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# ? Mar 28, 2024 16:32 |
Hollismason posted:What would be 5 good magic items for a wizard. 5 smaller wizards
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# ? Mar 28, 2024 16:34 |
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I gave an artificer a revolver with six "charges" a day. At the beginning of the day, the artificer could decide which damage type the gun was loaded with for those six "charges" from acid, cold, fire, lightning, or poison damage.
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# ? Mar 28, 2024 16:39 |
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PeterWeller posted:I gave an artificer a revolver with six "charges" a day. At the beginning of the day, the artificer could decide which damage type the gun was loaded with for those six "charges" from acid, cold, fire, lightning, or poison damage. similarly, i gave a gloomstalker ranger a revolver with six arcane focus crystals in the cylinder, and a mithril bead on the hammer that expels force damage on crystal impact through the barrel up to 60 feet (1d8 damage). he can “fan the hammer” as a bonus action and roll a d6, and if he rolls a 6 he can do it again, and if he rolls a 1 one of the crystals shatters permanently. it’s extremely sick for RP and not particularly broken, since he isnt good at the game and always forgets about his gloomstalker abilities
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# ? Mar 28, 2024 16:56 |
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Stabbey_the_Clown posted:I'm not actually using special bullets, the gun is just a prop to disguise* that my character is actually casting spells, he doesn't need it at all. I only mentioned it because it seemed tangential to what Ranier Salazar was talking about. Yeah I meant to quote this part of the post quote:The sunblade seems like its mainly useful against undead in which case I might as well figure out holy water bullets and get the same effect.
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# ? Mar 28, 2024 17:08 |
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PeterWeller posted:I gave an artificer a revolver with six "charges" a day. At the beginning of the day, the artificer could decide which damage type the gun was loaded with for those six "charges" from acid, cold, fire, lightning, or poison damage. I wish there was more stuff RAW that differentiated damage types. Thankfully it's pretty easy to lift effects from cantrips and other spells to spice things up, cold reduces movement speed, lightning means you can't take reactions, etc.
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# ? Mar 28, 2024 17:14 |
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Hollismason posted:What would be 5 good magic items for a wizard. Any of the 5 spellbooks in Tasha's. You could just run around constantly flipping through pages for the right spell Valentin posted:man I would love to know how much use "teleport between 10 and 80 feet as a bonus action" gets across all 5e play. kind of a big variance in outcomes there If you have never played with a Horizon Walker in the party, it is equal parts cool, annoying, useful, and useless.
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# ? Mar 28, 2024 17:18 |
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My Horizon walker ranger was the bane of my GM's existence. I was just an absolute rear end in a top hat teleporting around at the maximum resource cost of 1hp damage to a friendly or object. After I completely sequence broke one of his major set pieces he had to extremely carefully plan everything. Not to mention Ethereal step at like level 7
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# ? Mar 28, 2024 17:34 |
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Dexo posted:My Horizon walker ranger was the bane of my GM's existence. im jealous of your gm. i put my players in front of an unlocked door and they spend ten minutes doing investigation checks for a hide-a-key before one of them tries turning the handle
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# ? Mar 28, 2024 17:38 |
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scary ghost dog posted:im jealous of your gm. i put my players in front of an unlocked door and they spend ten minutes doing investigation checks for a hide-a-key before one of them tries turning the handle
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# ? Mar 28, 2024 17:42 |
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Bobby Deluxe posted:Now I notice you specifically avoided mentioning traps there, so I'm just going to pull out my 10ft pole and spend the next 30 minutes prodding every brick to avoid your devious plan. thats the good part. theyre careless enough that they always get caught in every trap
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# ? Mar 28, 2024 17:45 |
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Valentin posted:man I would love to know how much use "teleport between 10 and 80 feet as a bonus action" gets across all 5e play. kind of a big variance in outcomes there When you already have Cunning Action to either dash or disengage as a bonus action? It gets you past window bars, through arrowslits, and generally places you really shouldn't be as long as there's a fist sized gap. How much rogueing do your rogues do?
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# ? Mar 28, 2024 23:40 |
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honestly i've never played at a table with a rogue at that level, so i would say my rogues are doing zero roguing but it's a useful framing. i wasn't even thinking outside the grid; at 9th level 99% of parties i've been in would simply cast dimension door 1-3 times if a teleportation-solvable problem arose during exploration.
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# ? Mar 29, 2024 00:18 |
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Are College of Valor/College of Swords any good for a Bard? I think Valor is supposed to be better for casting and Swords for melee, but I don't really have the experience to know which of those, if any, are good. I haven't really had any inspiration to play a Bard, except for one notion of (boring character idea stuff here: someone with the Noble background who flees after learning his parents set him up in an an arranged marriage - not because the bride-to be is undesirable, but because the Bard is secretly afflicted with some kind of curse he seeks to cure before anyone finds out. Something which would put the Bard or the bride-to-be in danger and/or something which could be passed along to the bride-to-be. I don't have a solid idea for the curse, either. All I know is that (1) it's not vampirism or something which would be an incredible liability while adventuring, and (2) that it should be something which is more powerful than a Remove Curse spell could handle.) ...But I'm not sure that concept even needs to be a Bard, it could just be a Swashbuckler Rogue or something else, even. Is the Defensive Duelist feat good (and specifically a good feat for a Valor/Swords Bard)? Stabbey_the_Clown fucked around with this message at 01:33 on Mar 29, 2024 |
# ? Mar 29, 2024 01:21 |
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So for additional context, I know guns can get special bullets because that's how its worked before with other player's who use guns. I.e +1 bullets, bullets that explode in a 10' radius akin to Ice Knife; bullets that have a minus To Hit for Plus to Damage, Bullets that do more damage to Fey, etc, so "Holy Water Bullets" in that they do like 2d6 extra to Undead isn't out of the question and seems likely, esp. factoring in just dipping regular bullets into Holy Water pre-combat, if there's undead. In particularly I'm looking at magic item weapons with interesting stats given that we've had a lot of homebrew items in the past to find something where "Okay I'd like to select this as my magic item but its a gun, and leaves open the door to swapping out bullets for interesting effects". To my mind its probably an easier sell to use an existing magic item as a template, where the "way" it does damage or provides its effect doesn't require a lot of imagination to figure out "how that works". Sun Blade at the end of the day is a Light Sabre, how does that work as a gun? Is it a Forerunner Laser gun from Halo? I just wanna be John Wick for this one shot so I just want a gun that shoots bullets even if they're magic bullets, there needs to be that inner consistency. And locking the gun to "Sun Blade" I suspect would mean locking out the ability to stumble upon interesting bullets to use as ammo. It's possible I could ask for an Uncursed version of Beserker Axe, but at the sametime the Curse actually fits John Wicks character in the films, where the whole first movie is basically because he decided violence was the first, second, third, and last response. So it being cursed isn't really relevant to me, it could go either way for me. At the end of the day I see it as a template to have basically a +1 gun that also gives me +12 hp. Flame Tongue has the problem of the 40' of bright light, not very stealthy, although it does fit that gun that shot Dragon's Breath rounds In the 4th movie with the overhead drone camera; that was cool. But yeah extra 2d6 fire damage but no plus's to hit. I'm probably just probably better off getting a +2 gun, doesn't require attunement, and ends up at +4 to hit and damage from Bracers of Archery (which does require attunement). Is there a different wounding weapon then what I found here? https://roll20.net/compendium/dnd5e/Sword%20of%20Wounding#content According to this each round they can make a Constitution saving throw, DC 15. That's rarely going to work against most enemies. Custom NPCs use our stat Block that we rolled at the start of the campaign and we basically rolled an Epic Array (18, 16, 14, 11, 11, 8), and Bosses of course have large saves; it's rare there's going to be an NPC that takes that damage each round and I think it won't add up to very much? Fake Edit, okay I misread it and missed that not only does this prevent healing, but also that the wounding damage stacks until they save. Okay that's potentially a game changer as an arcane archer fighter/assassin rogue, I'll consider it. I like the idea of rp'ing that as repeatedly shooting someone in the leg/kneecaps. Ah except its only once per turn and not once per hit. Why the gently caress does D&D constantly take away fun. I wanted to action action surge and apply like 6 stacks of Wounding in a single round. (Do the Wounding damage get doubled from the Assassin's auto crit?) For magic items potentially requiring attunement my choices are three of the following I suspect: Bracers of Archery, Rare Magic Weapon, Ring of Protection, and Boots of Speed (10 minutes is like 100 rounds right? That's basically infinite in combat!). I think one thing to consider might be the Assassin's auto-crit feature because a weapon with extra dice then gets doubled, but there doesn't seem a lot of magic weapons that really take advantage of this except for maybe Flame Tongue and its widely resisted/immune fire damage. As an aside I notice a few uncommon magic items that don't require attunement though that seems like I could reflavour them. Like Circlet of Blasting. Now this wouldn't work with my action economy but maybe the DM will let me have it as a Scorching Ray Bullet Dispenser where once/Long Rest I get the +5 To Hit Bullet that also does the bonus Scorching Ray damage? It would align with most of the powercreep we've seen from previous homebrew but also its possible the DM might want to soft reset the power curve for the one shot except for the one character we're rescuing with these new characters because of a teleportation accident.
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# ? Mar 29, 2024 01:28 |
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Just gonna splash holy water on myself and grapple vampires til they explode now.
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# ? Mar 29, 2024 01:41 |
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# ? May 16, 2024 18:10 |
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Phandalin trip report: The party was nearly TPK'd by the Mage at Old Owl Well ...cone of cold is a hell of a drug. So now they're gunshy as hell and slowly whittling down the forces at Wyvern Tor slowly. An action shot...
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# ? Mar 29, 2024 02:33 |