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Davrix Master of Creation from The Weave of All Things Since: May, 2013 Relationship Status: Gay for Big Boss
Master of Creation
#10101: Dec 14th 2017 at 11:36:06 PM

Ok so here is my concept for a slightly tweaked paladin oath. Some things to note. I am not trying to home-brew to much on this. More just trying to add a little bit of a different flavor, while keeping the rules from the core book the same by just slotting certain powers out for others of the same level and tier offered in other oaths. Mainly its the Devotion and Conquest oath, however I did take a little bit from the vengeance as I was going for a Justice / order feel.

For a frame of reference Vorel was a take on what good and lawful in one area or time period can differ or change over time. Sense he was based in Fourth Ed lore I had him coming from a time where Paladins had a bit more of a Judge Dread sort of job. Honor, Justice and order above all and where Evil was crushed quickly and without mercy.

Mainly I am just looking for feedback if any of this seems to broken or wouldn't work well. though any tweaks or suggestions for the concept would be greatly appreciated.

Oath of The Platinum order (Working title)

  • Honesty - Don't lie or cheat. Let your word be your promise
  • Courage - Never fear to act, though caution is wise.
  • Crush the wicked - Those that would do harm to their fellow man or bring harm to the world deserve swift judgment and no mercy.
  • Honor - Treat others with fairness and let your Honorable deeds lead by example. Do as much good as possible while causing the least amount of harm to the innocent.
  • Duty - Be responsible for your actions and their consequences. Protect those entrusted to your care and obey those who have just authority over you.
  • Law - The law of the land is sacred and should always be respected. Those who would corrupt or use it as a shield for wickedness will be punished swiftly.

Oath Expanded Spell List

  • 3rd - Armor of Agathys, Command
  • 5th - Misty Step, Zone of Truth
  • 9th - Dispel magic, Bestow Curse
  • 13th - Freedom of movement,Banishment
  • 17th - Dominate Person, Flame Strike

Channel Divinity

  • Conquering Presence - You use your channel Divinity to exude a terrifying presence. As an action you force each creature of your choice that you can see within 30 ft of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Sacred Weapon - As an action you can imbue one weapon that you are holding with positive energy, using your channel divinity. For 1 minute, you add your Char Mod to attack rolls made with that weapon.

Oath Features

  • Aura of Conquest - Starting at 7th lv, you constantly emanate a menacing aura while your not incapacitated. The aura extends 10ft from you in every direction, but not through total cover. If a creature is frighted of you, its speed is reduced to 0 while in the aura and that creatures takes psychic damage equal to half your paladin level if it starts its turn there. At 18th lv, the range of the aura increases to 30ft.

  • Scornful Rebuke - Starting at 15th lv, those who dare to sriek you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Char Mod. (Once used it cannot be used again until after a long Rest)

  • Invincible Conqueror - At 20th lv you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for one minute.
    • You have resistance to all damage
    • When you take the attack action on your turn, you can make one additional attack as part of that action.
    • Your Melee weapon attacks score on a critical hit of on a roll of 19 or 20 on the d20.

I was thinking of the immortal words of Socrates, who said, "... I drank what?"
Davrix Master of Creation from The Weave of All Things Since: May, 2013 Relationship Status: Gay for Big Boss
Master of Creation
#10102: Dec 16th 2017 at 3:09:53 PM

So above i posted just a small little combination of two paladin oaths, keeping things simple and straightfoward not really changing or writeing anything new for it. Playing it safe as some would say. What follows is a little less so. Ever sense 5th came out I've hated the lack of good artifact items or even really good magical items in general. Most are just lack luster and I miss some of the really cool artifact items they created for 4th ed. So what fallows is something I've been toying with for a few months now. I wanted to create a set of armor and a sword that would grow in power and level up as a character would grow in power and level. I wanted something that was rich with lore, fun to use, that gave options really but nothing game breaking or paint huffing broken. (I'm looking at you +4 AC uncommon magic shield that was posted to the homebrew section on DND beyond)

So yea I'm looking for word tweaks so the rules are clear and make sense and any tuning on the power if its to low in some places or two high or if an effect seems to good.

Armor of Io

The Ancient armors of the the Arkhosia Empire were said to be crafted from rare metals and enchanted with powerful spells provided by both the metallic and chromatic dragon-lords of the ancient empire. None more famous of these armors was the armor worn by the Empires High-Lord General, commander of the Empires armies and second only to the empress in authority. The armor was said to be crafted from the last few remaining scales of Io after his fall. The metal a polished silver with a mirror like finish that caused light to bend, giving it a chromatic aura under the sun or bright illumination.

It was said that every dragon lord in the empire donated scales during the armors creation. A binding symbol of their unity as the heavy plate was adorned with five great enchanted dragons that drape the armors shoulders and entwine around its arms, chest and head. Each dragon representing a merger of both chromatic and metallic traits. Upon the armors chest lay the Arkhosia Crest, symbol of the Empire and the dragons unity under the Immortal Golden Empress. Said to be blessed by both Bahamut and Tiamat in a rare act of peace between the two gods in remembrance to their fathers memory and Io's dream of Balance between the dragon races, it bestows upon the wearer great power in dire times of need to the empire and dragonkind.

Artifact attributes

  • The armor can only be worn by a Dragonborn
  • Those who wear it are filled with the Desire to protect dragons
  • Any dragon can sense the armor as a weak source of power from 100 miles away.
  • The armor grants the ability to vaguely sense if there are any dragons within 100 miles and give a general direction and what type they are.
  • If a non-dragonborn tries to wear the armor, they are instantly encumbered and have disadvantage on all attack rolls and spells.
  • Those who wear the armor gain a permanent +2 to any charisma based skill check against dragons.

Magical Armor Progression

  • Lv 5 - +1
  • Lv 11 - +2
  • Lv 17 - +3

Armor Ability Progression

  • Lv 5 - Blue/Bronze - White/Silver
  • Lv 9 - Green/Brass - Black/Copper
  • Lv 13 - Red/Gold
  • Lv 17 - Arkhosia Crest (Bahamut & Tiamat entwined)

Each dragon takes a Bonus action to use once per day. Each ability recharges at dawn of the next day.

  • Blue/Bronze - The Blue Bronze scaled dragon upon your left shoulder opens its mouth and lets out a mighty thunderous roar at your command. You cause a burst of thunderous sound which can be heard up to 100ft away. As a bonus action each creature other than you within 5ft of you must make a Constitution saving throw vs your spell DC. On a failed save the creature takes 1D6 damage and is knocked prone. The damage is increased to 2D6 at Lv 11 and the area of effect is increased to 10ft at lv 17.
  • White/Silver - The Silver and white scaled dragon upon your right shoulder glows with a pale blue radiance and begins to frost over. As a bonus action you cause frost to form on a nearby creature that you can see within 30ft. The target makes a constitution saving throw vs your spell DC. On a failed save they take 1D6 damage and have disadvantage on the next weapon attack roll it makes before the end of its next turn. The damage increases to 2D6 at Lv 11. You may choose to instead cause Ice to form around you for 30 seconds causing a 5ft aura that any creature entering or starting its turn inside the aura must make a constitution save vs your spell DC or be slowed until the end of their next turn. This Aura increases to 10ft at lv 11.
  • Green/Brass - The Green Brass scaled dragon upon your left arm hisses and poison begins to seep from its scales while a faint wisp of yellowish gas escapes its open mouth. As a bonus action you coat your weapon in poison. On the next successful attack with the coated weapon the target must make a Constitution save vs your spell DC or take 1D12 poison damage. The damage increases to 2D12 at lv 15. You may choose to instead, expel a sleep gas from the dragons head. Each creature other than you within Five feet of you must make a Constitution saving throw vs your spell DC or become drowsy until the end of their next turn causing them to have disadvantage on their next attack roll.
  • Black/Copper - The Black Copper dragon head upon your right arm glows faintly with a purplish light, its red eyes glowing brightly as acid begins to drip from its fangs. As a bonus action you cause the dragon head to spray acid at one or two target within five feet of you and each other. The targets must make a dexterity saving throw vs your spell DC. On a failed save they take 1d6 acid damage and an additional 1D6 acid damage at the end of their next turn. This damage increases to 2D6 at lv 15. You may choose to instead have the dragon head grant you a blessing of darkvision of 120ft for one round. You may continue to have this effect at the cost of an additional bonus action each turn after.
  • Red/Gold- The red and gold dragon that makes up the armors helm glows with a pale white radiance, the green eyes of the dragon glow with magic and fire flicks from the snout of the dragon helm. As a bonus action you cause the dragon head to breath fire from its snout and bathe your weapon in flame. On the next attack made with the flame wreathed weapon, you deal an additional 4d6 fire damage on hit. You may choose instead to have the dragon head grant you one use of the Polymorph spell, this effect can only be cast on yourself.
  • Arkhosia Crest - The ancient symbol of the dragon empire depicts the platinum lords crest encircled by the five chromatic heads of Tiamat. Upon your call the crest blazes with chromatic radiance and all five dragons roar as one, calling upon the last vestments of Io’s Power to aid you. As a bonus action, for the next 60 seconds the crest creates a 30ft aura of healing centered around you. The aura travels with you. You or any creature in the aura can use a Bonus Action to heal itself for 2D6 hit points once per round. You may also as a full attack action make the crest empower your breath with chromatic power. Breath a 60ft cone that deals 2D6 fire, 2D6 Cold, 2D6 Acid, 2D6 poison and 2D6 lighting damage. Creatures inside the cone must make a Dex save vs your spell DC. On a successful save they take half damage. The breath ignores any resistance penalties.

Donanu - The Platinum blade of Judgment

Bastard Sword 1H - 1D10 dmg - Heavy - Versatile (1D12 2 handed)

Donanu was forged by Borkadd the Claw from one of Bahmuts scales and a strange metal that fell from the heavens to be the embodiment of Bahmuts judgment in the ancient dragon empire of Arkhosia. The Blade was almost always wielded by the High-Lord General of Arkhosia and was passed down each generation to the next High-Lord. The blade is unusually light despite its larger than average length and width of the blade, the metal a shimmering pale blue with veins of gold, silver and black flecked though the folds of the metal. The blade feeds into a dragon pommel, the Golden visage of Borkadd entwining its way up from the sunburst pommel, its wings cupping the base of the blade helping to form the hilt and cross guard of Donanu. The dragon eyes are inlaid with clear sunstone gems that blaze with a internal light that never dim. Just as Borkadd's vigilance will never waver as Bahamuts hand of justice neither will Donanu's gaze be blinded.

Ten Celestial runes climb the blade. Set within the fuller of the sword, each rune carefully etched into the metal and filled with the purest Mithril. Each one bestowing one gift upon the wielder as their power and bond to the blade grow over time. When Drawn an icy aura surrounds the blade, sucking the heat from the nearby area as the runes glow with a pale white radiance. For most it brings a slight chill, to those that hold evil in their hearts it brings a bitter cold that makes their soul shiver in fear because deep down the soul knows its final judgment is upon it.

Artifact attributes

  • Donanu cannot cut or bring harm to any Innocent creature
  • If an evil aligned character would hold Donanu, they are encumbered by the weight of their evil deeds made manifest. Should they try to wield Donanu in combat, they take 2d6 cold damage every turn.
  • Those who carry Donanu have a fervent zeal to uphold lawful behavior.
  • Anyone who carries Donanu for longer than a week has his or her alignment changed to lawful good, lawful neutral or lawful evil depending on there previous alignment.
  • Donanu acts as a beacon to any dragon within 100 miles as a divine source of good.
  • When Drawn no Lie can be spoken within 15 feet of the Donanu. A creature entering or starting its turn in the aura of effect of the blade must make a Charisma save vs your spell DC. On a failed save the creature is unable to lie in the presence of Donanu's aura. The wielder of the sword knows if the creature succeeds or fails this check.
  • Frost forms along the blade in the presence of great evil

Donanu scabbard is almost as much of a legend as the blade itself. Made up of scales from both metallic and chromatic dragons. Its surface shimmers with a inner chromatic radiance whenever the light of the sun hits it. Those who hold it are said to be touched by all the dragons and no mortal wound can be inflected upon its bearer.

  • If you posses Donanu's scabbard you automatically save on any death saving throw. Once used this ability recharges as the dawn of the next day.

Magical Weapon Level

  • Lv 5 +1
  • Lv 11 +2
  • Lv 17 +3

All on use effects are discharged after use and recharge at dawn the next day.

  • Lv 1 - Bahamut's Grace - An Icy Chill emanates from you, gain permanent resistance to all cold damage and +2 on intimidate checks.
  • Lv 3 - Judgments Chill - When Drawn the weapon can extinguish all non magical fires within 30ft of you once per hour.
  • Lv 5 - Bahamut's Boon - The icy Chill of Bahamut's Grace causes a light coat of frost to form over your armor, Gain permanent Resistance to all fire damage
  • Lv 7 - Icy Image - As an action you are surrounded in a icy storm of reflective crystals creating three duplicates of yourself for one minute. Until the spell ends the duplicates move with you and mimic your actions, shifting positions so that its impossible to track which image is real. You can use your action to dismiss the illusory duplicates at any time. Each time a creature targets you with an attack during the storms duration you roll a D20 to determine whether the attack instead targets of of your duplicates. If you have 3 roll a 6 or higher, if 2 roll an 8 or higher with only one you must roll an 11 or higher. A duplicates AC = 10 + Dex, a duplicate can only be destroyed by an attack that hits it, all other damage and effects do not damage it. This spell does not work if a creatures uses blind sight or other senses for seeing along with anyone able to prove illusions as false, as with truesight.
  • Lv 9 - Draconic empowerment - As 1 action you sprout draconic wings of platinum and gain a fly speed of 60 for 30 minutes.
  • Lv 11 - Icy Mist - Using one action an icy mist rises up from the ground around you for 30 seconds in a 20ft tall and 30ft radius cloud. The icy fog turns the ground to ice, making it difficult terrain. When any evil aligned creature entering the area for the first time or starting its turn in the effect, must make a Dex save vs your spell DC or fall prone. If a creature is concentrating inside of the area it must make a spell save vs your spell DC or loose concentration.
  • Lv 13 - Platinum Armor - As a bonus action, your skin is covered in fine Platinum Scales and you gain resistance to non-magical piercing, bludgeoning and slashing damage for one hour.
  • Lv 15 - Breath of Bahamut - Your lungs fill with the cold judgment of the Platinum Lord, gain the use of the dragon gods breath weapon once per day as an action breath out a 60ft cone breath weapon - Con save vs half 8D8 dmg if any creature is killed by this effect, it becomes a frozen statue till it thaws.
  • Lv 17 - Bahamut's Radiance - The light of the Platinum Lords radiance fills you, as an action unleash his judgment to all those that would oppose you and smite down the wicked. 30ft radius centered around you, Con save vs your spell DC for half damage and to not be blinded. A failed save = 12D6 radiant damage and the creature is blinded for 1 minute. If blinded the creature can make a con save at the end of its turn to shake off the blind effect. Dispels any darkness created by a spell. Evil aligned creatures have disadvantage on the saving throw.
  • Lv 20 - Avatar of Bahamut - As an action you assume the dragon form of the platinum dragon himself for one hour and gain the fallowing special attacks.
    • You are Large size and gain the benefits of Stoneskin and an icy coating to your scales for Half your total Hp as Temp Hp. Your AC and HP Remain the same.
    • Fly speed of 90ft Breath weapon Cold -30ft cone - 10D6 damage - Recharge on a 6
    • Multi attack - 1 Bite and two claw attacks or one bite and a tail attack. These count as if they were magical weapons and you are proficient in them.
    • Bite attack Your hit 2D8+str Piercing
    • Claw attack Your hit 2D6+str slashing
    • Tail Attack - Your hit 1D8+str and knocked prone
    • Aura of Fear - 60ft radius Will save vs Your Spell DC or the creature becomes feared and you have advantage against feared targets
    • Immune to cold and Fire damage

Variant Lv 20 Rule Suggested by another DM

  • Avatar of Bahamut - (can only be used if you have been attuned to the sword for over five years. You assume the form of the platinum dragon god. The sword granting you access to his essence on the mortal plane for a short amount of time.
You assume the stat block of an ancient Silver dragon (See Monster manual) use the druid shape shifting rules for the dragon transformation and applied stat block. Otherwise you have full access to the dragons abilities and powers, including the legendary actions. The ability lasts for 1 hour.

After the Power is used Donanu looses all power and magical abilities save for its bond to you for one month. During this time the sword has no protection or magical ability to defend itself. During this time any mundane means can damage or even break the sword.

edited 16th Dec '17 3:19:27 PM by Davrix

I was thinking of the immortal words of Socrates, who said, "... I drank what?"
Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#10103: Dec 16th 2017 at 7:10:29 PM

Swung by the hobby shop I used to play Adventure League at before I started running my home game today, and while browsing around, what did I come across in the bargain section, but these.

Man, are they a trip. All the artwork looks like it belongs in a Ralph Bakshi movie, and there are a bunch of critters that I'll very likely be looking at adapting to 5e for my games. Well worth the $34 for the both of 'em.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
ITNW1989 a from Big Meat, USA Since: Nov, 2012 Relationship Status: GAR for Archer
a
#10104: Dec 19th 2017 at 2:24:54 PM

So my DM recently incorporated XGtE to our game, and my monk immediately traded her Gauntlets of Ogre Power to our Warlock for his Cloak of Billowing without a second thought. It's the best item in the game, and anyone who says otherwise has no flair for the dramatic. And the awesome.

Hitokiri in the streets, daishouri in the sheets.
ch00beh ??? from Who Knows Where Since: Jul, 2010
???
#10105: Dec 19th 2017 at 2:26:34 PM

do u just stand on things silhouetted by the moon forever now

"Never let the truth get in the way of a good story." Twitter
ITNW1989 a from Big Meat, USA Since: Nov, 2012 Relationship Status: GAR for Archer
a
#10106: Dec 19th 2017 at 2:32:35 PM

On top of gargoyles on temples, yes. With lightning flashing behind her, and her saying "I am the Night" in a stoic, broody manner why no I have no idea who she might be imitating. Certainly not some bat-themed caped crusader, no.

... Nah, she's too much of a hyperactive jackass to be broody.

This is my monk who earned a reputation for kicking down every single door she runs into, too, so she now has our resident Wizard make lightning and thunder flash and boom behind her whenever she kicks down doors for extra drama.

edited 19th Dec '17 2:34:50 PM by ITNW1989

Hitokiri in the streets, daishouri in the sheets.
ch00beh ??? from Who Knows Where Since: Jul, 2010
???
#10107: Dec 19th 2017 at 3:04:48 PM

i wrote a text adventure way back in college that featured kicking down doors as a main mechanic, but you were only allowed to do so if you found the cape of +5 epic

"Never let the truth get in the way of a good story." Twitter
Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#10108: Dec 19th 2017 at 3:32:24 PM

My troll warlock, having only recently acquired higher intelligence by virtue of consuming a dryad and being new to the whole concept of "civilization," had... difficulty with doors. "Door checks" have become a standard term of parlance in my game group as a result.

I crit a door check once and killed the guy on the other side. It's okay, though; he was a vampire cultist.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
Unsung it's a living from a tenement of clay Since: Jun, 2016
it's a living
#10109: Dec 19th 2017 at 4:12:08 PM

@Davrix: I like the lore and descriptions of the items themselves, and the passive abilities/restrictions are solid, but I think the sheer number of distinct abilities is working against them here. There are a few too many weak effects where I think it might be more appealing to a player to have fewer choices to make, but have those choices be more powerful. And rather than having all those different, unique effects for the wearer to remember, maybe find loosely equivalent spells and this those, still gaining more level by level, perhaps using a charges-per-day system where the armour gains more charges as they level up, with higher level spells being weighted to require more charges.

pwiegle Cape Malleum Majorem from Nowhere Special Since: Sep, 2015 Relationship Status: Singularity
Cape Malleum Majorem
#10110: Dec 19th 2017 at 5:25:41 PM

For our next campaign, I'm planning on rolling up a Dragonborn Sorcerer. Couple questions, though...

1. Being a Dragonborn, you get a certain type of damage resistance (fire, cold, etc.) depending on what kind of dragon your draconic ancestor was. But you likewise get damage resistance by choosing the Sorcerous Origin - Draconic Bloodline (which I plan to do, because while it may seem redundant, hey - dragons are cool!) Do these stack? Can you choose a different type and have dual resistance (say, to both fire and cold)?

2. I'm having trouble choosing a Background. Nothing really speaks to me. Any thoughts or recommendations?

3. We're starting off at third level. What spells should I choose? (Both for right now, and what should I swap out for at higher levels?) It looks like I'm going to be the party's offensive spellcaster, which means Area-Of-Effect spells that take out multiple bad guys.

Some forums say the choice of a Dragonborn Draconic Sorcerer is good but not optimal. But I'm more of a roleplayer than a stat-obsessed min-maxer, so that doesn't really matter to me.

edited 19th Dec '17 5:41:51 PM by pwiegle

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ch00beh ??? from Who Knows Where Since: Jul, 2010
???
#10111: Dec 19th 2017 at 5:55:56 PM

1. mechanically, nothing stops you from choosing two different resistances. they don't stack if you choose two of the same type, ie silver dragon + silver bloodline does not give you 1/4 damage to cold; just 1/2. However, from an RP standpoint, it is a bit weird that your sorcerous origin and your actual race don't match up. That does provide some interesting ancestral backstory, though, if you wanna do that.

2. if none of the background flavors speak to you, then just go at it from a mechanics perspective and see what skill proficiencies you'd like to take. if none of that continues to speak to you, roll a die. without knowing more about who your character is, i can't really give much more advice than that.

3. for pure offense, the following come to mind: fire bolt, magic missile, burning hands, thunderwave, shatter, and ray of frost. I haven't personally used crown of madness, but I've seen it used to great effect for combined CC and damage. For non-offense, these days when I have a caster, I don't leave home without mage hand and prestidigitation. Misty step and Suggestion are also super funsies. I guess since dragonborn don't get darkvision, you might want to consider the spell, or at least the light/dancing lights cantrip.

"Never let the truth get in the way of a good story." Twitter
Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#10112: Dec 19th 2017 at 6:09:17 PM

May I humbly suggest Dragon's Breath?

From XGtE, Dragon's Breath is a 2nd level transmutation spell which basically allows a creature of your choice (most likely yourself) to breathe the equivalent of a 1st-level burning hands as an element of their choice... every turn for 1 minute.

It's stupidly strong, and rather thematic.

edited 19th Dec '17 6:09:47 PM by Wryte

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
Unsung it's a living from a tenement of clay Since: Jun, 2016
it's a living
#10113: Dec 19th 2017 at 6:17:28 PM

Pshaw, who needs light when you've got fire bolt. Unless you know you're going into the Underdark or Under the Sea or something.

Some of these decisions might come a bit easier once you know the makeup of the rest of the party's makeup, too. A sorcerer makes a good face, so Charlatan or Noble might be worth a look. Hermit, Outlander or Sage could play into having spent your whole life exploring your draconic heritage, one way or another.

Or if the dragonborn of your table setting have the local equivalent of an Arkhosian Empire, the Soldier's Military Rank is usually a handy benefit for someone to have.

pwiegle Cape Malleum Majorem from Nowhere Special Since: Sep, 2015 Relationship Status: Singularity
Cape Malleum Majorem
#10114: Dec 19th 2017 at 6:18:29 PM

Well, I'm leaning towards the brass dragon ancestor, for its breath weapon (fire in a 30-foot line, rather than a 15-foot cone.) I'll have to talk to my DM, but I can probably justify cold resistance for the Draconic Bloodline. Since I'd have to spend a Sorcery Point to gain it anyway, and it only lasts an hour, I can just say that my character builds up his internal fires enough to temporarily resist cold damage.

I'll probably just cherry-pick some things for my character's Background. It's still very much a work in progress, and I don't know what the other players will be bringing to the table yet. (I do know we're going to have two Firbolg PCs — we'll be an odd-looking party, for sure!)

Thanks for the advice on spells and cantrips. (It doesn't make any sense to me that Dragonborn don't have Darkvision. Another thing I'll want to discuss with the DM.)

The setting will be Forgotten Realms, with a bit of homebrew added. So a wandering sorcerer exploring his draconic heritage — with an eye towards somehow finding a way to become a true dragon — is what I'm slowly fleshing out.

edited 19th Dec '17 6:31:30 PM by pwiegle

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Davrix Master of Creation from The Weave of All Things Since: May, 2013 Relationship Status: Gay for Big Boss
Master of Creation
#10115: Dec 19th 2017 at 11:50:17 PM

@Unsung & @pwiegle

Unsung

@Davrix: There are a few too many weak effects where I think it might be more appealing to a player to have fewer choices to make, but have those choices be more powerful. And rather than having all those different, unique effects for the wearer to remember, maybe find loosely equivalent spells and this those, still gaining more level by level, perhaps using a charges-per-day system where the armor gains more charges as they level up, with higher level spells being weighted to require more charges.

I was concerned about the there being to many power options, however your suggestion doesn't seem to be all that simpler with having to keep track of points, earning them back and spending them on a list of spells. Also I guess part of my goals was to re-capture a little bit of that 4th ed feel where you could do cool little things in tandem with your hit attack. My goal wasn't really to give the player a lot more power but rather fun options to augment attacks and position as they grow in power. But I do agree i might have gone a little overboard with the perks. I could try condensing the head buffs into one single power to use per dragon head but I was trying to avoid the idea of making something FAR TO good.

pwiegle

1.Do these stack? Can you choose a different type and have dual resistance (say, to both fire and cold)?

2. I'm having trouble choosing a Background. Nothing really speaks to me. Any thoughts or recommendations?

3. We're starting off at third level. What spells should I choose?

For number one, yes they stack unless your choosing the same resistance type as another has mentioned. For number 2 you can always work with your DM and write up your own background. Might I recommend finding a pdf copy of the 1st ed of Central Casting. Or look to the new Xanth Guide book which has some character generation tables for background. All a background really does for you is offer some skill proficiency, a little starting cash and sometimes a small tool perk most times or an extra language. You can plug and play almost anything to fit a custom background you like.

I would also try to look up some of the old 4th ed backgrounds and take inspiration from those and plug in the according perks from 5th, with your DM's approval of coarse. As for your third question. Burning hands and Magic Missle are very solid damage choices early on. With second level spells Mirror images and misty step are great survivor tools, ESPECIALLY Mirror image. Its outright stupid good.

Third level spells well... Fireball, need I say more but also consider things like flying and Haste as party buffs. Just because you may be doing most of the damage doesn't mean you shouldn't consider some party utlity on top of the BOOM spells. Also don't forget about choosing some good Cantrips as they will be your bread and butter to pad out spell points and be your fallback once your out of points for the day. Things like Frost ray, fire bolt and frostbite can be very useful.

I was thinking of the immortal words of Socrates, who said, "... I drank what?"
Antiteilchen In the pursuit of great, we failed to do good. Since: Sep, 2013
In the pursuit of great, we failed to do good.
#10116: Dec 20th 2017 at 1:46:22 AM

For a Sorcerer background, basically everything found in Superhero Origins could work. Maybe the sorcerous powers come from injected dragon blood. Or you were bitten by a radioactive Dragon.tongue

Even if you were born with the magic, having two different elements is easily explained. Mom was a silver dragonborn, dad was a brass dragonborn, or vice versa.

Background skills can be chosen at will. The ones in the Handbook are more like guidelines anyway. Just take the ones most fitting for your character. Either from a story perspective or a mechanical one. Managing to do both is always great.

As for spells, I think Web is a decent low level control spell and can be set on fire. You can be a flame tossing Spiderman to go with the radioactive bite background. Otherwise it depends on your Origin element. Lightning Bolt for lightning and for an Ice sorcerer maybe Ice Knife on lower levels. Chromatic Orb would be decent and give you some choice for damage, if you can get your claws on a diamond.

ch00beh ??? from Who Knows Where Since: Jul, 2010
???
#10117: Dec 20th 2017 at 7:57:18 PM

the "c" team and the waffle crew had a company mandated gift exchange over twitter and it, along with the build-up shopping tweets, is the purest thing on the internet right after puppers

"Never let the truth get in the way of a good story." Twitter
Unsung it's a living from a tenement of clay Since: Jun, 2016
it's a living
#10118: Dec 21st 2017 at 12:44:39 AM

@Davrix

I find keeping track of charges (basically spell slots) is less effort than noting off each individual ability as you use it, if only because it results in less hemming and hawing by players over whether or not to use a power. You could also limit it to one or two charges and have it refresh after every short or long rest. But even if you still track each power individually, my main goal was to get away from every tier having so many different fiddly new effects to remember. It just seems simpler (and more 5th Edition-y) to say something like...

The wearer gains the ability to cast the following spells once per day upon reaching the listed level. You regain the use of each spell cast the following dawn. You may use Charisma or the spellcasting ability for your class for these spells.

  • Blue/Bronze: At 5th level, you may cast thunderclap (XGTE) once as a bonus action. On a hit, the target is also knocked prone.
  • White/Silver: At 5th level, you may cast frostbite (XGTE) once as a bonus action. Until your next turn, any enemy that starts its turn or moves within 5 feet of your has its speed halved until the start of its next turn.
  • Green/Brass: At 9th level, you may cast poison spray (PHB) once as a bonus action. On a failed save, the target is also poisoned until the start of your next turn.
  • Black/Copper: At 9th level you may cast acid splash (PHB) once as a bonus action. On a hit, the target takes 1d6 additional acid damage at the end of its next turn.
  • Red/Gold: At 13th level, you may cast staggering smite (PHB) once, dealing fire damage instead of psychic damage.
  • Arkhosia Crest: At 17th level, you may cast dragon's breath (XGTE) once. You must choose yourself as the target of the spell, which lasts for 60 seconds and doesn't require concentration. Allies caught in the area of effect do not need to make a saving throw, take no damage, and instead regain 2d6 hit points with each blast.

Polymorph also seems like the kind of fiddly bit that I'm reluctant to hand out to players except when they specifically ask for it, but it's your game. Maybe another 1/day effect that starts out as Darkvision/Alter Self at lower levels, but can also grant polymorph instead at higher ones?

edited 21st Dec '17 8:36:17 PM by Unsung

Davrix Master of Creation from The Weave of All Things Since: May, 2013 Relationship Status: Gay for Big Boss
Master of Creation
#10119: Dec 21st 2017 at 2:08:59 PM

@Unsung

I can see what your going for and I kind of agree. My goal was having sort of themed ablites based around the scale type of the dragons. The polymorph came from the fact that Gold`` dragons tend to be very long term shape shift at times. However I have looked up some of the point based magical items and I'll be doing a new write up shortly, Maybe a little less on the variety as well. I just got the XGTE so I've been reading that and having a few new idea's. Another reply I got in another forum basically called it the most broken thing he has ever seen so I may re-think a few things. I"ll post updates a little later today.

I was thinking of the immortal words of Socrates, who said, "... I drank what?"
Davrix Master of Creation from The Weave of All Things Since: May, 2013 Relationship Status: Gay for Big Boss
Master of Creation
#10120: Dec 21st 2017 at 5:10:04 PM

Ok so here are the 2 items with some of the suggestions offered. I added a power point system to t he armor because that did make sense but I kept it away from the sword but trimmed down its effects to be less damage oriented and more passive perks.

Armor of Io

Attributes

  • The armor can only be worn by a Dragonborn
  • Those who wear it are filled with the Desire to protect dragons
  • Any dragon can sense the armor as a weak source of power from 100 miles away.
  • The armor grants the ability to vaguely sense if there are any dragons within 100 miles and give a general direction and what type they are.
  • Those who wear the armor gain a permanent +2 to any charisma based skill check against dragons.

Curse

  • If anyone but a dragonborn tries to wear the armor they are cursed with the failings that threaten to overwhelm all dragons. They feel like they can never have enough money or power. No matter the treasure or glory won, it is never enough to satisfy the wearer.
  • If a non-dragonborn tries to wear the armor, they are instantly encumbered and have disadvantage on all attack rolls and spells.
  • Should you try to harm a non-hostile dragon, the armor 3D6 physic damage to you per round.

Magical Armor Progression

  • Lv 5 - +1
  • Lv 11 - +2
  • Lv 17 - +3

Armor Ability Progression

  • Lv 4 - Blue/Bronze
  • Lv 7 - White/Silver
  • Lv 9 - Green/Brass
  • Lv 11 - Black/Copper
  • Lv 13 - Red/Gold
  • Lv 17 - Arkhosia Crest (Bahamut & Tiamat entwined)

The armor has 10 charges, you regain 1D6+1 charge at the dawn of each day. You may spend 2 Charges to make any dragon head ability a bonus action instead of 1-action.

  • Blue/Bronze - The Blue Bronze scaled dragon upon your left shoulder opens its mouth and lets out a mighty thunderous roar at your command. As an Action you can cast Thunderclap. (XGTE) On a failed save the target is also knocked prone

  • White/Silver - The Silver and white scaled dragon upon your right shoulder glows and begins to frost over. As an action you may cast frostbite.(XGTE) Until your next turn, any enemy that starts its turn or moves within 5 feet of your has its speed halved until the start of its next turn

  • Green/Brass - The Green Brass scaled dragon upon your left arm hisses and poison begins to seep from its scales. As 1-action you use poison spray (PH) On a failed save the target becomes drowsy and has disadvantage on all attacks until the start of your next turn.

  • Black/Copper - The Black Copper dragon head upon your right arm glows faintly with a purplish light as acid begins to drip from its fangs. As an action you can cast Acid splash. On a failed save the target is also blinded until the start of your next turn.

  • Red/Gold - The red and gold dragon that makes up the armors helm glows with a pale white radiance. As an action you gain the effects of staggering smite (PH) and make one weapon attack against a nearby creature using fire damage instead of physic for the bonus damage.

  • Arkhosia Crest - The ancient symbol of the dragon empire depicts the platinum lords crest encircled by the five chromatic heads of Tiamat. Upon your call the crest blazes with chromatic radiance and all six dragons roar as one, calling upon the last vestments of Io’s Power to aid you. As a bonus action, you may cast dragon's breath (XGTE) once. You must choose yourself as the target of the spell. It lasts for 60 seconds and doesn't require concentration Damage from the breath counts as chromatic in terms of damage resistence. Allies caught in the area of effect do not need to make a saving throw, take no damage, and instead regain 1d6 hit points with each blast. You may spend points to empower this ablity, for every 2 points spent, increase the spell level of the dragons breath by one and increase the healing die by 1D6.

Donanu

Attributes

  • Donanu cannot cut or bring harm to any Innocent creature
  • Donanu acts as a beacon to any dragon within 100 miles as a divine source of good.
  • Frost forms along the blade in the presence of great evil

Curses

  • If an evil aligned character would hold Donanu, they are encumbered by the weight of their evil deeds made manifest. Should they try to wield Donanu in combat, they take 2d6 cold damage every turn.
  • Those who carry Donanu have a fervent zeal to uphold lawful behavior.
  • Anyone who carries Donanu for longer than a week must make a daily wisdom save DC 15 or have his or her alignment changed to lawful good, lawful neutral or lawful evil depending on there previous alignment.
  • When an unlawful or deceitful act is committed the wielder of Donanu suffers 3D6 Cold damage and compels the user to make amends immediately

Donanu scabbard is almost as much of a legend as the blade itself. Made up of scales from both metallic and chromatic dragons. Its surface shimmers with a inner chromatic radiance whenever the light of the sun hits it. Those who hold it are said to be touched by all the dragons and no mortal wound can be inflected upon its bearer.

  • If you posses Donanu’s scabbard you automatically save on one death saving throw. Once used this ability recharges as the dawn of the next day.

Magical Weapon Level

  • Lv 5 +1
  • Lv 11 +2
  • Lv 17 +3

All on use effects are discharged after use and recharge at dawn the next day.

  • Lv 1 - Judgemnts Chill - When Drawn the weapon can extinguish all non magical fires within 30ft of you once per hour. Gain +2 on intimidation or persuasion checks.

  • Lv 4 - Bahamut’s Grace - An Icy Chill emanates from you, gain permanent resistance to all cold damage and fire damage.

  • Lv 7 - Judgements call - When the blade is touching a creature, the creature falls under the effects of the Zone of truth spell.

  • Lv 9 - Bahmuts will - You cannot be Charmed

  • Lv 11 - Icy Mist - Using one action an icy mist rises up from the ground around you for 30 seconds in a 20ft tall and 30ft radius cloud. The icy fog turns the ground to ice, making it difficult terrain and vision is obscured, except for you.

  • Lv 13 - Wings of Platinum - You gain the effects of the fly spell for one hour.

  • Lv 15 - Bahmuts Breath - Your natural breath weapon is empowered by Bahamut. Your breath weapon now has a range of a 30ft cone. The save is now Charisma and the damage is increased to 6D8 Ice damage regardless of your own color type.

  • Lv 20 - Avatar of Bahamut - can only be used if you have been attuned to the sword for one year. You assume the form of the platinum dragon god. The sword granting you access to his divine power on the mortal plane for a short amount of time. You assume the stat block of an ancient Silver dragon (See Monster manual) use the druid shape shifting rules for the dragon transformation and applied stat block. Otherwise you have full access to the dragons abilities and power, but not its legendary actions. The ability lasts for 10 minutes. Once used, you cannot use this ability for 1 month and gain 1 level of exhaustion.

I was thinking of the immortal words of Socrates, who said, "... I drank what?"
RhymeBeat Bird mom from Eastern Standard Since: Aug, 2009 Relationship Status: In Lesbians with you
Bird mom
#10121: Dec 21st 2017 at 10:13:04 PM

So tonight I didn't have enough players to to continue the plot. So I decided to do a holiday themed "Winter Solstice" session.

So the concept I came up was was a Christmas Carol parody where the ghost stuff was all a part of some con to guilt rich people into donate to a corrupt charity. Hilariously our new player was mad from the start because the ghost broke into her home. The party learned the name of the phony charity. Xiloscient Charity. I put in a bit of flavor where the company employees went around like Salvation Army Santas. Then completely unbidden by anyone the new player came up with some really really messed up backstory. She had previously gotten into fight with a worked and used her Ray of Frost on him so badly that he lost an arm. The best part? The random employees name was Larry, the name of the other DM working at the same library.

We ended up forcing the corrupt boss to surrender and took his pegasus.

The Crystal Caverns A bird's gotta sing.
Protagonist506 from Oregon Since: Dec, 2013 Relationship Status: Chocolate!
#10122: Dec 22nd 2017 at 8:43:49 PM

Funny! I too did a Christmas-themed oneshot, about a holiday celebrating the birth of one of our setting's deities, Xander, my first player character from a previous campaign in the setting (said campaign ended with him and two other P Cs ascending to godhood).

Basically, Santa Claus's workshop had been taken over dark elves. The dark elves were kidnapping children to feed them to the Krampus. We came in to Santa's castle, and fought a lot of Christmas-themed battles like giant nutcracker dolls and awakened christmas trees. One player was a barbarian that got a magical axe named Hew which did max damage to everything made of wood (he was a character from the same campaign as Xander, actually-he found Hew in Lost Mines and it quickly became his signature weapon), so he was pretty insanely good that session.

The session ended with a fight against the Krampus. The fight ended when a ranger and a druid summoned two allosauruses to eat him. The bit into his shoulders and then lowered him onto the ground, where the rogue decapitated him.

"Any campaign world where an orc samurai can leap off a landcruiser to fight a herd of Bulbasaurs will always have my vote of confidence"
Davrix Master of Creation from The Weave of All Things Since: May, 2013 Relationship Status: Gay for Big Boss
Master of Creation
#10123: Dec 24th 2017 at 8:47:31 AM

I had an earlier post dedicated to a custom oath for paladin but after some more thought, I just want to stick with the Oath of the conqueror but fluff up the oaths a little for more of a Judge Dread feel and a little less tyrant. Let me know what you guys think and if I could improve the wording or if I should change any of the oaths at all. I tried to keep the 3 original oaths as close to RAW as possible which is why they use some of the same wording as in the book.

Oath of The conqueror - Bringer of Law & Order

  • Crush the ambitions of those that bring chaos - It is not enough to merely stop those that bring disorder. Your victory over those that would threaten the harmony of existence must me so overwhelming that their will to fight is shattered forever. A blade can end a life but fear can end a empire.

  • Rule with a indomitable spirit - Once conquered and order established tolerate no threat to the stability of your rule. Your word is the law that keeps order and those that obey it are favored. Those who defy it will be punished as an example to all who might follow.

  • Law brings order - Remember that the rule of law is sacred. It brings stability and order to those in chaos. Enforce it but never let it be used for evil or to hide the corrupt. Such lenience leads only to chaos in the end.

  • Remember the Balance - Evil cannot exist without good and good is nothing without evil. Tolerate no discord that would tip the scales in one favor over the other

  • Strength above all keeps order- Your rule of order shall last until a stronger force arises to challenge you. This is the way of balance, your order must be met by chaos and either your strength will rise to meet the challenge or you will fall and the scales tip in the direction of chaos till another comes again to tip them back.

I was thinking of the immortal words of Socrates, who said, "... I drank what?"
J.G.Crowne I am the Dreamer. You're the Dream. from Room 237 Since: Nov, 2014 Relationship Status: Hiding
I am the Dreamer. You're the Dream.
#10124: Dec 26th 2017 at 6:48:31 AM

Definitely comes off as a Judge Dread kind of a Paladin. In the wrong hands I could see a less experienced roleplayer turning this into the classic Paladin as the Party-Pooper.

Nevertheless it is a pretty cool Oath! Well constructed. Can't say I can see anything wrong with the wording. You wanted Judge Dread and I think you succeeded. Well Done!

Been loving your Paladin oaths by the way.

Out of curiosity guys, does a Lich have to have been a spellcaster in life? I have a great idea for a one-of villain: Ballum, The Lich King of the North, The Giant Conqueror. Basically my take on High Lord Wolnir.

Do you read Sutter Cane?
Xeroop Since: Sep, 2010 Relationship Status: Don't hug me; I'm scared
#10125: Dec 26th 2017 at 6:51:59 AM

I believe that the 'official' definition of a lich specifically refers to an undead spellcaster, but you can do whatever you want. However, the Monster Manual also includes the Death Knight, which a more martial take on the concept, akin to an undead Paladin.

edited 26th Dec '17 6:52:19 AM by Xeroop


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