@LukeSommers I've been looking through the dndbeyond list of homebrew classes and archetypes. Lots of blood-themed stuff. You may want to peek there for some ideas.
He was a character in a Modern-day wizard series called "The Bartimaeus Trilogy", where Wizards were the Upper-Class society. He proved his power by summoning and controlling a powerful Djinni called Bartimaeus
It is early. So, what do I do between concentration spells? Later on I'll have fore slots for non concentration disables or things like shatter. Is vicious mockery enough? Or do I need to find a way to put out some solid damage? 5e lore bard.
@HenryWLee1066 Lore bard is pretty flexible, because you can use Magical Secrets to unlock some direct damage spells. Bard's own selection of those is quite bad.
But Vicious Mockery is quite good, you've got a bonus action for Bardic Inspiration and reaction for Cutting Words... those are pretty strong.
I kinda feel your pain though, I played a Lore Bard myself and found it rather hard to enjoy because of the difficulty of spell picks...
We have an Ussuran retired cavalryman, who's working as a fixer for a "normie" bureaucrat (neither Hero nor a Villain, somewhat corrupt but has a heart)
An Inish fisherman who dreams of becoming an explorer and hopes to find true love one day
@Sdjz They were unofficially imprisoned as a part of an Inquisition sting operation... or more like, a sledgehammer operation, where the patrons of an entire tavern were interred. Later, the Brotherhood of the Coast ("good pirates", at least on pirate scale...) rescued them. This bit made a lot more sense when one of the characters was actually a member, but we decided it doesn't need to be changed x)
@HenryWLee1066 Yeah, that's why I asked about Wisdom. Hmmm...if you were really looking to invest, you could take 2 levels of warlock, using Hexblade to get the armor profs knowledge cleric would've given you, and using Eldritch Blast + Agonizing Blast as your go-to damage.
@Miniman I should've mentioned - PHB only. I really want to do Hexblade, but DM says no. I thought of warlock then moderately armored. It's not like I'd be hurting for skills.
@Sdjz Nah, it was originally meant as a pro bono operation --- the Brotherhood has some of its own inside, and decides to bust everyone out to generate goodwill. So the earlier PC draft was still there with them, just not as a PC anymore .P
@Sdjz (and since the whole interment deal was done by mercenaries without any official paperwork, the Inquisition is left with no records of who was actually captured - meaning the players don't need to worry about being tailed right away)
@HenryWLee1066 Depends - if you're planning on using the invocation that gives skills (you get two remember), you probably don't want to wait that long.
@HenryWLee1066 Well it's 1d8+2 vs 1d10+3 (and +1 to hit) with the eb, that's an average of 6.5 vs 8.5 damage so yeah maybe not that much of a difference
The mercenaries are a band of Eisen Vaticine veterans who are building up coin and support in Castille to attack their homeland and make it Vaticine again.
Oh, I actually expressed myself wrong... the mercenaries aren't the Villain, their leader is.
The Inquisition's leader would also be a candidate but I think he's currently a bit above the PCs' paygrade
Villains are a rather interesting deal in this game, they're basically, in addition to stronger-than-usual enemies, finite banks of "nasty tricks to throw at player characters".
They can complete schemes to increase their Influence, which is the resource they spend to throw stuff at the PCs.
@kviiri This does sound interesting. Excuse me while I go read up on this :)
@kviiri From my understanding this should make villains far more interactive than the usual big bad hiding in their lair. Also makes stopping minor villain schemes more important overall as ignoring what the villains are doing makes them accumulate influence. This sounds great!
@Anaphory I kinda hoped we could've started playing, but everything took longer than expected, plus we started the session almost an hour late :P
Everyone was late. Finland's been struck by an unusual heat wave and everyone was moving kinda slow and taking an extra shower before the game and whatnot.
I went on a cycling trip before the game to deliver some lost-and-found items from our cabin trip last week, took me about three times as long as I expected because the heat drained my stamina way faster than I thought
It's similar over here. I don't think I've ever been as happy about rain as yesterday evening, and even that didn't really help to cool anything down by any margin.
I also don't envy my UK friends playing LARP starting in a few hours…
Some players like to plan their characters all the way up to level 20, even if the campaign starts at level 1. I would prefer my players to react organically to the story I’m presenting, taking into account the things that affect their characters during play. For example, if the LvL 10 Fighter di...
Right now I think the question's core is answerable but right now the question is couched in language that is POB. I think the question could do with a rephrasing and trim. But I'm not sure...
There is an antimagic-field tag that I've recently seen edited into a couple dozen questions. I searched and noticed that there are 300+ results for posts including "antimagic" and all but a handful of them are also tagged for dnd-5e, dnd-3.5e, or pathfinder.
By contrast, we don't have tags for ...
@Carcer Comments are always swept away. If they could be edits instead, edit; if they couldn't be, get on with something else? That's the general consensus I get so far.
as a general rule it seems to be bad form to edit beyond improving grammar/spelling/readability/conciseness
my comment was pointing out a minor factual inaccuracy which should be corrected to improve the answer, but I've got the impression that just editing directly would be rude, as it is changing the meaning of what was written rather than just the form
I would be totally okay with the comment being deleted (and I often delete my own comments!) after the answer had been appropriately updated, but it's been called "extended discussion" and shuffled to chat
the thing is there were a couple of comments on the answer that were chatty and it made sense for them to be removed, but everything gets lumped in
fwiw, often when the mods see (or perceive) that comments are getting into discussion territory they will often just sweep all of them away indiscriminately.
it's a bit annoying but I understand that volunteers may not have the time to actually go through and read everything (and there's presumably a button that just dumps the whole thing which is simple to press)
it's sometimes that we have gone through it all, but when we'd be finished removing the comments that need to go, the ones that remained wouldn't make any sense, so we clear those out too.
if there's some stuff that ought to be undeleted i can take a look
I think I know why people might be downvoting, this answer seems trivial and easy no? Especially if you don't read the body of the question. That is what I thought too, but also the source for my confusion.
@Rubiksmoose It may be as simple as folks don't like the idea that overlapping damage spells might not stack.
I don't know if it's a real trend or not, but I have a gut feeling that questions that consider giving PCs more than they really have tend to get upvoted while questions that limit can get downvotes.
@Rubiksmoose Nathan's answer sums up my thoughts on it. I never even considered overlapping attacks to be at risk and am a bit surprised at Adam's answer.
@NautArch Yeah I'm certainly leaning that way. I hadn't considered it either until an answer on the superbomb question brought it up. The thing is, having simultaneous instantaneous spells take effect is and would be a very rare occurrence. (if it can even technically happen at all.)
@Rubiksmoose I suspect that that might be one of the reasons for downvotes too (personally I upvoted). People don't always like questions that they perceive as overly rules-lawyery (rightly or wrongly) and that create a problem from an unlikely circumstance where they'd previously seen none.
@Rubiksmoose I think people sometimes respond badly to questions that they think should be solved with RACS even if they seem to contradict RAW.
@Tiggerous Yeah that certainly seems likely as well. Oh well I'm not concerned about it really. I was a bit concerned at first only because it was even votes at 0 and was worried that I had missed something stupid and that it was going to go negative.
@Tiggerous Yeah I've noticed that as well. I mean I would have scoffed at reading the title myself (before reading the body).
I was tempted to make a note if you use Xanathar's rules, simultaneous effects are resolved in the order chosen by whoever's turn it currently is in the initiative, so you probably get to choose which fireball hits you first if you set off a double fireball trap
suspect it's a good one for throwing at crawford, anyway. Adam's answer is consistent with one way of reading the rules but I feel pretty certain that was not the intended meaning
"they both take effect" is clearly the sensible ruling, and a justification that "instantaneous effects can't be simultaneous unless they explicitly interrupt each other, because you'd resolve them atomically and they'd never actually be overlapping" would be my RAW justification if I had to argue it
@NautArch I would argue that readying an action would not be the same actually since they take place sequentially and not technically at the same time. Although I guess that is arguable.
@Carcer True, but then you do get weird cases where the effects of one readied action might effect the other if they are taken in sequence. For example, if one readies a shove and the other readies an attack and the shove goes first. Does the shove happen and the attack take place in the new location? Or do you resolve all the readied actions before any effects are actually resolved?
(which could mean that you end up attacking something that would have died with only the first attack for example).
I could use some advice for using one of the modules for a new group. I'm trying to decide which one to use, and what each one does best. The options I have are Hoard of the Dragon Queen, Mines of Phandelver, Curse of Strahd, and Storm King's Thunder. Does anyone have experience with these?
Rubiksmoose: sequentially. Whoever's turn it is decides, and I think it's fine for one readied action to make another invalid
say in your example, if whoever's controlling the turn has the shove go first, it might shove the target out of range of the attack, in which case the attack fails
@LukeSommers That's good, Did it seem fluid enough, or railroaded? Is it possible to implement PC's backgrounds into the story without too much awkwardness?
@nitsua60 Two newbies, one pro who's uncomfortable with 5e (came from Pathfinder), one casual player.
I've played a little bit of Hoard of the Dragon Queen, and it did seem a little railroad-y. You can't stray off the beaten path very much, from what I remember.
@DanielZastoupil Giants are getting aggressive and starting to roll all over "the smallfolk." Do some little help-quests and eventually you'll learn a bit about what might be going on.
@DanielZastoupil I have a frame challenge here: why not just run a short adventure (like an Adventurer's League one) and use that to introduce people to the system and test out what they might like to do explore?
@DanielZastoupil If you have an idea of a campaign you might like to do you can even choose one from an AL season that ties into that Campaign (if there is one).
@DanielZastoupil Compared to others? No. On the other hand, it meanders all over the western part of the continent, so it's a little tough to make recurring connections with NPCs. (Which is a thing I like.)
I still like Shield Master. Tanks generally don't have a use for bonus actions, and their dexterity saves suck, so it covers some major weakpoints. Give a Barbarian that feat and watch him wreck face.
@DanielZastoupil Whenever you are talking about something that is the "best" it is heavily context dependent. In 5e especially there is really nothing that is vastly more powerful than any other option for every build. It all depends on what you are trying to achieve.
What're they *good* at? Fighting with a bit of divine magic? Paladins are better at it. Ranged striker with some stealthy skills? Rogues are better at it. Wilds-based utility? Nature clerics and Druids are better at it. Animal companions are an annoyance at the table (~doubles the spotlight-time for one player to very little benefit). So that leaves tracking and foraging.
They're a good NPC.
But give them their due: they're a really good solo PC class. If I'm running a duet ranger is one of my top recommendations.
@nitsua60 core beast master rangers actually share their master's initiative and the master has to use their own action to command the animal to do anything useful, so they don't actually split spotlight time at all
@Carcer I disagree. The player spends time saying "I'm going to move here, and... can my dog see the foo? Then he'll go over there and attack it. I'm going to use a bonus action to attack with my second weapon." "You can't do that." "Oh, then maybe I'll attack...."
@DanielZastoupil in all honesty I've not actually played D&D for yonks and all my 5e experience is secondhand. I'm just obsessive for reading manuals to understand how things work
I am, on paper, preparing to run a 5e game for my husband and as yet unspecified others, but somehow the target date for that keeps receding into the distance...
@LukeSommers I mean fighters, ranger, and paladins technically also have other selectors. I wouldn't call those sub-subclasses. Just other choices (like spells). A subsubclass is like the totem animals of Path of the Totem Warrior
My favorite Fighter/Warlock I made also got Magic Initiate Druid and was just a high wisdom (shillelagh), somewhat high strength warlock who capitalized mostly on eldritch smite and invocations
"If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier"
Compared to FIend, which has: " when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level "
@Yuuki It's not a huge deal, it just bottlenecks Warlocks even more than they already are.
@Yuuki I feel like that makes sense though. If you want a tanky arcane gish go Bladesinger, Eldritch Knight, or just dip Cleric for heavy armor and shields
Although now I want to figure whether the Bladelock's problem was that they couldn't survive in melee or whether they couldn't hit anything because they were MAD.
A solid strategy I really enjoyed is playing hexblade, get the invocation to see through magical darkness, cast on my sword, dash into combat. Nobody can hit you, you have advantage. if you want to not hinder your party, start dashing towards the enemy archars.
*cast darkness on sword
It was a real pain to DM against. Not much can ignore magical darkness at level 3.