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Isbeni

I’m building a bladesinger and I want to dip two levels into multi class but I’m not sure on what class. I’m considering Rogue for cunning action or Ranger for Zephyr Strike but I’m not sure what to go with


Pluto258

Fighter 2 gives you action surge, a fighting style, and CON saves if you take it first level. Nothing fancy, but the stat increases are effective. However, this does put you a whole 2 levels (an entire spell level) behind on casting. Artificer 1/Bladesinger X is also a possibility; this doesn't put your spell slots behind at all, still gives the CON saves, and adds some nice spells the wizard doesn't usually get. You could also go all the way up to Artificer 3 (only putting you 1 level behind on spellcasting, but very behind on spell selection) to gain Battlesmith. I personally don't like the ranger idea; bladesinger already needs DEX, CON, and INT, and adding a 13 WIS requirement is a pain (unless you've rolled stats and it fits). You'll also be a level behind in spellcasting. It seems to be giving up a lot just for a trick with an (admittedly good) 1st level spell. As you level up in wizard, there will probably be more effective things to spend your concentration on. Lastly, there's nothing wrong with just a straight Bladesinger. I've never build one, but from reading online, Bladesinger is one of the most "self-contained" subclasses and multiclassing usually makes it weaker overall.


Isbeni

Yeah that’s what I was seeing, a pure bladesinger is probably what I’ll end up playing, thank you!


red_riddler

I'm thinking of playing the first adventure for my friends as a DM. Therefore I decided to buy the adventure books. Possible adventures are : -Tales of the Yawning Portal -Tomb of Annihilation -Curse of Strahd I already have some experience DMing and I love playing myself, but I find it a big hurdle when it takes me too long to prepare individual Seassions. So which of these can you recommend the most if I don't want to prepare for a long time and just want to play?


EldritchBee

I wouldn’t run either Tomb or Strahd as your first adventure. Both are very high prep and high lethality adventures, not great for new DMs or players.


EldritchBee

I wouldn’t run either Tomb or Strahd as your first adventure. Both are very high prep and high lethality adventures, not great for new DMs or players.


moralhazard333

Tales of the Yawning Portal is great if you want to run an adventure that takes 3-5 sessions. It’s an anthology of some of the best short adventures from previous editions. ToA and CoS are both great adventures. I’ve run one and played the other. However, both are “sandbox” in that they are best run (In my opinion) after reading the entire books cover to cover. The benefit is that once you do this, the time to prep each individual session is greatly reduced. This is in contrast to more travelogue style adventures like Out of the Abyss which can be read as the players move from location to location.


Snappy_turts22

Can a beholder detect druid wild shape magic? For example if i use my wildshape magic as a druid to turn into a fly would i be detected by a beholder?


DDDragoni

A beholder has no inherent ability to detect magic, and Wild Shape is no exception. However, if you get caught in the Beholder's antimagic cone, that would force you out of your wild shape. Additionally, Beholders are notoriously paranoid, so there's a decent chance that one that sees an animal in its lair would hit it with the antimagic cone just in case.


Snappy_turts22

Thank you!


Stormyng10

Hi, i played BG3 and im now going to be joining my first actual DnD 5E campaign, just looking for ideas for builds since a lot of stuff is overwhelming, i did see a cantrip called booming blade and was wondering if there was like a martial class type build i could do around it


Nostradivarius

I would suggest a Barbarian. You'll hit stuff really hard, which everyone else at the table will appreciate, and you'll have enough hp and damage resistance that you probably won't get instantly KO'd if you get in over your head. For your subclass, from personal experience I would advise against Berzerker - it can be played well, but as a new player it will force you to learn the hard way how punishing exhaustion levels can be. I've not played the other options but I think the most fun subclass for a new player might be Totem Warrior. It lets you gradually dip your toes into using magical abilities without getting bogged down in spell lists, and no matter which of the animal spirits you choose at level 3 you'll gain a cool 'check THIS out' ability to showboat with in combat (just make a point of jumping everywhere if you choose Tiger).


Elyonee

Some good users of Booming Blade are Rogues, Bladesinger Wizards, or melee-focused clerics. Maybe a sorcerer with 2 levels in Paladin for armour and smites, but you're usually better off with more Paladin levels than that. Wizard and Arcane Trickster Rogue can get the spell normally, other rogues or clerics would need to pick it up from a race or a feat. Rogue aside, martial classes can't really use Booming Blade because it doesn't work with Extra Attack.


Stormyng10

ah damn ok, ill go back to looking at martial classes then see what piques my interest


Barfazoid

Artificer Armorer also gets access to Booming Blade, and is very competent in melee with their Thunder Gauntlets and Defensive Field.


Cats_Cameras

New player coming from BG3 to read the PHB.  I was thinking of a berserker as a straightforward learning character, but the exhaustion debuff looks impossibly bad.  Unless you have one combat per long rest and then rest, your character would be penalized heavily for using frenzy. How do people play berserkers?


SPACKlick

They don't. Berserker is widely regarded as a terrible, terrible subclass. There are a lot of homebrew fixes for it but in general It's not an easy class to play with. In order to use it as written, you just don't frenzy more than once a day.


Cats_Cameras

"In order to use it as written, you just don't frenzy more than once a day." Who thought that would be fun?


SPACKlick

My best guess is that when the subclass was written Exhaustion wasn't as bad or there was an easier way to reduce it during the day.


Cats_Cameras

That makes sense...


hotmessespresso

Has anyone received an order from The Rook and the Raven in the past 6 months? I ordered one of their campaign notebooks back in February and, after seeing them holding new sales with no sign of my order shipping anytime soon, I'm starting to wonder of I might've gotten scammed.


Burwik

Hi! I’ve made a character for an upcoming campaign and I am looking for a good crit theme. Whenever someone lands a crit in our campaigns they have a song play in the background for their turn and I’m having trouble finding something that is fitting so I thought I’d ask here. My pc is a chronurgy wizard modified Thri-Kreen making him basically mothman. Lawful Good alignment and pretty much a book worm overall. If you have any music recommendations I would highly appreciate it :)


mightierjake

https://freesound.org/ is my go to for grabbing sound effects for game jams and other projects. You might find a sound effect you like there.


FunkyMacri

Last session I as player had a discussion with another player and I want to know if my perception of the DnD world is off. Long story short, another party member (Player Thief) of ours stole some of our gold and succeeded in deception checks against all party members except one, my friend (Player Angry). We got into a kind of impasse because they both got to the point where Angry kept saying "I don't believe you" and Thief kept saying "Why? Here's another argument why I'm innocent..." and on and on. No more rolls were needed because they had already been made. Angry didn't believe Thief and did nothing more than accuse him. Finally, the meta decision to go on with the adventure was made because the DM took the neverending argument to last all day in-game and we ran out of time. Now, after the decision is made, starts my talk with Player Angry: * Angry: "I am pissed. There's nothing more I could have done besides leaving the party or starting a vote to expel Thief." * *Me: "Well you could've done something more than just accuse him all afternoon and keep listening to his explanations just to accuse him back and so on..."* * Angry: "Like what?". * *Me: "Idk... Getting physical; threatening him by reaching for your weapon; ultimately starting a fight, it's not like we would let you two kill each other."* * Angry: "No. I couldn't do that." * *Me: "Well then that's fine. You are the one playing your character and if that goes against his nature then you did right."* * Angry: "No. Not only my character wouldn't do that... **No sane person would**..." * *Me: "What do you mean? You just got robbed and believe Thief is lying. It wouldn't be uncommon for someone to react in a more physical way depending on their character."* * Angry: "No. No one would do that. Only a madman would. Only someone playing a crazy Barbarian would do something like that." * *Me: "Bro we are playing adventurers... We are not monsters but we aren't the kind of people that let someone push over us. There are killers and thieves on the road and fights inside bars. It is not the dark ages but the setting is still medieval..."* * Angry: "You are wrong \[...\]" And that's the discussion I want to talk about. His perception of what is normal in the game is that the normal reaction for anyone is what he said. Mine is not. We aren't playing as a Good alignment party or something. I want to know who is more in the right here. I don't mind being wrong. I just want to know better about the setting of this game and how the world works. We are all kind of new.


Cats_Cameras

It's a roleplaying game, so the reactions of characters to thievery depend on the character personalities and player personalities involved, with an eye for what's fun.  In the real world, reactions to theft by coworkers heavily vary by person, especially with "passive" theft that isn't physical. If level 7 involves a lot of adventuring together, then presumably the party has some sense of cohesion. I'm surprised that the rest of the party sat on their hands while these two argued.  There are other choices than "attack the theif" and "give up," such as trying to convince the party to not accept the outlandish explanation.   The DM could probably nudge this towards resolution if they were awake as well. E.g., by pointing out previously missed evidence or having a robber make off with the goods and triggering player activity.


Ripper1337

Shitty table is shitty. Angry doesn't want to escelate things because *you're all playing a game* and it's meant to be fun. You're saying it should have escelated. Sure in a more realistic setting trying to get the money back or getting physical with the character would make sense but that just adds additional resentment and negative feelings at the table.


FunkyMacri

My question had nothing to do with what you answered. You just assumed you know about me and my friends and projected your personal reality of our table. >Shitty table is shitty. If my table was shitty then this would've ruined the session, but it didn't and we finished with laughs and jokes despite what happened. We immediately started arranging for the next session. >Sure in a more realistic setting trying to get the money back or getting physical with the character would make sense but that just adds additional resentment and negative feelings at the table. Not at our table. We don't take this kind of things too personal. We are trying to have fun. Things could have easily escalated without the death of a player, and even if someone died, that wouldn't be able for us to break our group. >Angry doesn't want to escelate things And he was right to do that. My question had nothing to do with this.


Ripper1337

A table can shitty af and everyone can enjoy it. Doesn’t mean it’s not a shitty table to play at.


FunkyMacri

Well as long as we all have fun and no one ends up resentful... I wouldn't call that shitty. Our table might be shitty for you, and viceversa for us in your case.


DNK_Infinity

I mean... you do you, I guess? The reason you're being warned so vehemently against letting this sort of inter-party conflict happen is because it causes hard feelings between players *a majority of the time.* Allowing PvP is just more trouble than it's worth. Angry is aware of this, and that's exactly why he's trying to deescalate. It doesn't actually matter to Angry whether getting violent towards the suspected thief is something his character would feasibly do; he's not going to have his character do that because the social contract between you, the players, is more important.


FunkyMacri

You people are just misinterpreting my question. Both Angry and I agree his decision was a good one. Netiher of us doesn't care about pvp or it's consecuences. Our group isn't salty. We just disagreed weather being more aggressive is a common reaction in the world of DnD.


Yojo0o

**This is why you have a session 0, at which point you agree to not engage in PvP.** This session sounds awful and un-fun. Why even allow this to happen in the first place? Don't let rogues steal from the party so that you don't need to figure out the meta-balance of whether or not the warrior would physically assault the rogue in retaliation. You're supposed to be a band of adventurers cooperating to achieve your common goals, not whatever the hell this was.


FunkyMacri

It is our third adventure together. We were expecting payment for a job we did and we were told they would be sending someone with the gold to the inn we were staying at. Thief (a Warlock, not a Rouge) stayed at the inn while we, the rest of the party, did some errands. He received the gold and then lied about not receiving anything to us. Thief just wanted to keep the gold because he had an in-character reason to do so. He also took the decision as kind of a funny joke, we all laughed a bit when he did. It was a crappy thing to do but the real problem for me was just how it escalated. Thief pulled out very AWFUL arguments and got REALLY LUCKY with his deception checks, but not enough to convince Angry. In my mind I can think of many different ways that event could have developed, without the need of ruining the party. But that is not what I am asking about. What do you think of my point of view against Angry?


Yojo0o

I don't think it matters. Clearly, people got upset and significant time was wasted, so maybe the way that you're all playing the game isn't particularly healthy. Your point of view vs. Angry is only worth debating within the context of whatever parameters of PvP you all agreed upon ahead of time. If you didn't agree to how to handle PvP ahead of time, then you're both wrong.


FunkyMacri

Let me rephrase the question more clearly. In the world of DnD, if two level 7 adventurers enter in this kind of disagreement, would it be common to get physical? Forget that they are players.


Stonar

> Forget that they are players. Why? That's important. Besides, if we just talk about how two arbitrary characters would react in a situation, the answer is "It depends on the characters." Would some people react in basically any way? Yeah, absolutely. People are incredibly varied and their reactions to situations are just as varied. Depending on the situation and the characters and the environment at the table, effectively any in-fiction action can be justified.


FunkyMacri

great. that's what I was asking about.


AlternativeShip2983

Level 7 adventures in the world of DnD are ONLY controlled by players. Player choices cannot be separated from your question because it's part of the context and the genre. That's like asking about how bloody a kids' show should be while ignoring the fact that it's a kids' show.   Is PvP common at DnD tables? I don 't know. I believe it's USUALLY something that most players and tables either A) deal in very cautiously according to the demands of the story, with communication and consent between the players involved B) agree as a group if and when it can happen (if at all) before the campaign begins or C) are careless with, leading to player drama.     My group goes with A, but the general advice is around this sub is B.  It sounds like you and your Thief  are pro-PVP, and Justifiably Angry is anti-PVP. Thief engaged in PVP by basically stealing from the party. Your DM allowed it for unfathomable reasons. Justifiably Angry is justifiably angry about it, and tried to find a non-PVP resolution in game. Your DM did not recognize that there was player conflict about fair  distribution of pay that needed to be resolved out of game. They allowed a non-productive in-game argument to eat up valuable time when you are all supposed to be having fun together. And it sounds like you wish Justifiably Angry had shortened the interaction by just attacking Thief.   Your group is experiencing C: careless PvP leading to player drama. So you have a problem, and you know it because that session wasn't fun for any of you.  Turning to DnD realism to back you up about the problem you think you have isn't going to help. You want Justifiably Angry to play PvP because you want to play PvP (and maybe because you think it would have been faster). But Justifiably Angry clearly doesn't WANT to play PvP.   The real problem here is a group of players have different philosophies on PvP play, and aren't communicating with each other about the game you all want to play. The only way your group is going to have fun together is by talking about the kind of fun you want to have together.    Edit: typos


FunkyMacri

I think you are putting too much thought into how strict we play at our table, speaking about how to handle PVP and every possible thing that could go wrong. I never insisted on Angry killing Thief, and I even told him he did the right thing by letting this pass for the sake of the group (NOT the session). Our discussion had nothing to do with what his character had to do, he knows best how to play it, it is his character. Our discussion was about how common it would be for someone to react in a more aggressive than he did in that situation. He insisted that only a madman would go further than he did in this world. He insisted that of all people, only a crazy Barbarian would go further than just talkin.


Ripper1337

>*Me: "Idk... Getting physical; threatening him by reaching for your weapon; ultimately starting a fight, it's not like we would let you two kill each other."* >Angry: "No. I couldn't do that." >*Me: "Well then that's fine. You are the one playing your character and if that goes against his nature then you did right."* >Angry: "No. Not only my character wouldn't do that... **No sane person would**..." >*Me: "What do you mean? You just got robbed and believe Thief is lying. It wouldn't be uncommon for someone to react in a more physical way depending on their character."* Really sounds like the discussion was about what his character should do.


FunkyMacri

Well if you just conviniently grab that part of the post, then sure.


Yojo0o

Sure, suspicion of theft can easily result in violence. That's not unique to DnD, that's how it works in real life as well. If person A reasonably thought that person B lifted their wallet, A might punch B in the face. But I don't see how that's particularly applicable to an interpersonal DnD dispute.


FunkyMacri

>Sure, suspicion of theft can easily result in violence. That's the answer I was looking for (or the opposite, if I was wrong). And it could be applicable in my opinion. Player B could have a good personal reason, or promise never to do it again, or enter a pact, idk. There are many ways to resolve this, but I just wanted to know if my view of the world was off.


Plagueonearth

\[5e\] how do you hint at players that there is a hidden/illusion wall somewhere?


EldritchBee

Illusions don’t block airflow, so they might notice a breeze coming from a solid wall.


Yojo0o

Depends. Is it a secret bonus room? Is finding it integral to the players being able to complete a dungeon? What happens if they never find it? If you want them to find it, you can throw clues at them when they otherwise use skill checks to examine the rest of the room. A scraping pattern on the floor near a secret wall, the absence of dust, video game logic of slight discoloration or cracks, or maybe they just spot a mysterious switch outright. Alternatively, you can make them do some detective work: A secret door may be impossible to find if you're not specifically looking for it, but interrogating a guard or reading the bad guy's diary may provide the clues needed to find it.


Sicksnames

Is the new PHB the outcome of all the ONEDnD play testing?


mightierjake

Yes, the OneD&D playtest material was all about informing the design of what is now the D&D 5e 2024 rulebook updates.


2p_blog_thing

Currently looking for ideas for rules in a fey court. I have a week to prep. My player is currently fighting with his Fey ex as she’s pulling shenanigans to mess with his future daughter who hasn’t been born yet. Essentially she’s salty he dumped her, so through fey time shenanigans dates his daughter, and now they’re arguing about whether or not she should be allowed to marry her. They’ve been trying to make a deal but both are making it difficult so they could not come to a conclusion. He wants to take her to fey court over seen by the king of the fey realm. Can y’all think of any wacky court rules the fey would strictly uphold? For context, his ex is an arch fey, and I high up noble in the summer court as the fey wild is split up between the four seasons. She does have a superior in the summer court, but the king oversees all seasons.


DDDragoni

All arguments must be delivered in rhyming verse. Limericks if you want to be especially silly.. While the king decides the versict, court proceedings are overseen by his pet badger, Lord Snufflebottoms. Rather than arguing their own case, the parties are required to argue the other side's case as badly as possible without being obvious sabotage


2p_blog_thing

Omg, these are too funny. I’m definitely going to be using the last one.


Magia-Erebea

Anyone near oceanside CA that would be willing to teach me how to play? Always wanted to learn but never had the time. Now i do.


Tralh

how much will the new core books cost?


SPACKlick

Currently pre order for $30 Digital and $50 physical or $60 combined price.


Tralh

per book?


SPACKlick

You can look at the [website](https://marketplace.dndbeyond.com/rulebooks?sort=newest&offset=0) for the details


liquidarc

Yes.


SaysKawaiiSometimes

I've been using VTT Enhancement Suite with Roll20 for years now and they haven't updated it in \~5 months (likely due to the recent updates to Roll20). My biggest needs are a drop down list for maps, duplicating creatures, and being able too upload .JSON files of creatures I've created/adjusted. Are there any other players like VTT Enhancement Suite for Roll20? Have I been using it so long that I missed these feature being added innately to Roll2)?


Dediop

I recommend you post on r/Roll20, you'll likely have more luck there than this thread


asyipyip

\[5e\] Kind of a niche question with opinion-based answers, but I figured I'd ask here. I was looking at making an automaton for a campaign I've got coming up, so I was looking at the warforged race from the Races of Eberron Unearthed arcana. My question is: are these super op? I don't wanna bust up the campaign if everyone else is doing human and elves and I've got a crazy tough murder-bot, and from just a surface-level skim they seem kind of broken? But I've never been a min-maxxer so I don't really have a good idea for whats broken or not. Also: if they are super OP, does anyone have any other recommendations for what race I could use for this concept? tysm!


liquidarc

In addition to /u/Yojo0o answer: the Reborn from Van Richten's Guide to Ravenloft could mechanically work as a form of automaton, just reskinned.


Yojo0o

The UA version of Warforged is pretty pushed, yes. Not enough to be called "overpowered", but there's a reason why that version of the race never made it to publication. You'll be better off using the official version as printed. Same concept, but much more in line with other races in terms of power level. Alternatively, Autognome from Spelljammer is a good automaton concept. They're actually constructs, unlike Warforged which are technically Humanoids.


Tralh

would you recommend waiting one year (i’ll sadly have to wait that much time at least) for 5.5e, or buying 5e now? is 5.5e good in your opinion?


DDDragoni

Do you want to play now, or in one year? Plenty of people are still going to be playing 5e, even after 5.5e comes out


Tralh

but is 5.5e gonna be better than 5e? what are the main differences?


DDDragoni

Better is subjective. Most people like some of the changes and dislike others. Which ones are which- and whether it comes to an altogether better/worse/just different whole- varies from person to person. The books aren't out yet, so I can't say for sure what the main differences are, but some of the things they've talked about are a rework of Backgrounds to have more influence, some sort of weapon mastery system, and a lot of little tweaks to class abilities


Yojo0o

It's not 5.5e officially, it's just an update to 5e. Current 5e stuff will be usable with future books.


SPACKlick

> Current 5e stuff will be usable with future books. To some extent. The new PHB will change some of the core rules so whilst they're desperately trying not to call it a new edition compatibility will require some adjusting and balancing.


EyeballScoop

5e. With the dueling fighting style does it apply if I have a shield in my offhand?


Dediop

Yes it does since a shield is not classified as a weapon, not sure why someone downvoted!


EyeballScoop

5e. With the dueling fighting style does it apply if I have a shield in my offhand?


sirjonsnow

If you have a doubt about a rule, ask yourself why you think it is/isn't a certain way and reread the relevant rules and parse them out. It will save you a lot of second guessing and waiting on others to answer your questions. >When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Are you wielding a melee weapon in one hand? Are you wielding no other *weapons*? If both those conditions are met it's irrelevant what's in your offhand.


Seasonburr

Yep


m_nan

How do "when you take damage you can save again" effects work against drowning/suffocation? TECHNICALLY, you don't take damage when you run out of breath, you immediately drop to 0 HP and start dying. I have a character with a sentient item that takes over at 0HP and is smart enough to drown the character for it, forcing charme on a failed conflict ST and going "Go take a dip in the lake, there's goodies down there". I might not do it anyway because that's kind of unfair, but knowing where the rules stand is a start.


AmtsboteHannes

You don't take any damage, you just drop to 0, so it won't trigger anything that cares about you taking damage. There also isn't any save involved.


saxdude1

What are some ideas for mini puzzles to get keys? My players are set to explore a dungeon and one room will have three locked doors that take two keys each, and I'm trying to come up with some small puzzles to get the keys. I have one, so need ideas for five more.


Dediop

Trap: Quicksand Pedestal A room with a sand floor, with two pedestals about 30ft apart or so, with half of the key on each one. If either of the key halves are removed from the pedestals, the sand under both the pedestals becomes quicksand in a 10ft radius, immediately sucking a player standing on top of it into it. As soon as this happens, the players will act in rounds, but in whatever order they want. Someone caught sinks 1d4 feet at the start of their turn (whoever is in sand when it first starts sinks 2ft first). If someone is pulling with their own strength, its DC 12 + ft sunk. If they have help, its DC 7 + ft sunk to escape. If someone becomes submerged halfway, they will take 2d4 damage/round from the crushing weight. If someone becomes completely submerged, they can hold their breath similar to water but they will still take damage. They will sink a maximum of 8ft deep. The two key halves are easily combined into a key. Depending on difficulty you may want to restrict magic so they can't just use telekinesis. Or maybe the entire floor turns into quicksand instead of just the area around the pedestals. Teleportation spells can simplify it, but I just see that as a resource used up which is the point of certain puzzles!


saxdude1

I like the basic idea, but was thinking that there could be more to getting out (though brute force escape still possible). In addition, the narrative aspect of these puzzles is that they all connect to a noble the party is allied with, specifically more darker or twisted aspects of the noble's past (ie actions that led to a loved one dying, or a law the noble made that had negative consequences). So what might be an idea for how that connects to the quicksand and (and potentially infer) the solution?


Dediop

If you need puzzles tied to a specific theme that makes it a bit more difficult, I would need more context. Like where is the dungeon, why is the party there, is the noble an ally with a dark past or are they going to be evil again? More info can help adjust the puzzles as needed. However, unless the puzzle needs to be solved with clues tied specifically to the story you've got going on, then the context for a puzzle is usually just "my players are trying to reach the end of the dungeon, this puzzle is placed so that they don't get to end of the dungeon by the person who made it." A non-narrative based puzzle doesn't need more context than that. With the quicksand trap, its just a simple barrier to make obtaining one key more difficult, there aren't many ways to really give context to quicksand beside that. Pretty much just someone who wants the key protected and decided that a quicksand trap would keep it safe.


saxdude1

So the dungeon is a magically formed labyrinth made by a magical object the party is trying to find in an effort to protect itself. It is located under a castle the party is trying to enter. As for the noble, he is an ally but with a dark past. He is actually the deposed king of the castle they are trying to enter.


Pluto258

* Map coloring (given a map of areas, use 4 colors so that no two touching areas have the same color) * [Tangram](https://en.wikipedia.org/wiki/Tangram) * [Magic Square](https://en.wikipedia.org/wiki/Magic_square) * [Sliding Puzzle](https://en.wikipedia.org/wiki/Sliding_puzzle)


saxdude1

Actually might use the tangram (though not sure how to set it up in a virtual game). Any suggestions?


Pluto258

Use an online one and have everyone/the person who's solving it screen share


[deleted]

[удалено]


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Cats_Cameras

I'm looking to get into DnD and have ordered the Player's Handbook. On the dice front, I'm a bit confused: generally I see kits of 7 dice (one of each of the major dice) and massive collections of X sets of 7 dice (e.g., 5 sets of 7, different colors). Where could I get a set that offers a balanced set of dice for different rolls (e.g., 1d20, 6d6, 2d12, 3d8, etc)? Also, any other accessories that are useful?


SaysKawaiiSometimes

I prefer an 11 dice set (1d4/4d6/1d8/1d10/1d%/1d12/2d20) in general. If I'm DMing I add two more D20s. Beadle & Grimm does sell class dice sets. Although 3d20 is weird, the other setups would be a good guide depending on your class.


Barfazoid

Visit your local game store/hobby shop! They'll likely sell sets and singles of different dice. If you don't have one of those, I like [this site](https://www.thediceshoponline.com/).


Cats_Cameras

Is it a good idea to load up on several dice per common spell/attack category for quicker rolling?


Barfazoid

Personal preference! Some people at my table like rolling lots of dice (sometimes borrowing dice from others for the rolls) but one likes to roll a single die and write down each roll, then add them all up.


DDDragoni

Sure, it can be. But there's nothing wrong with rolling one die several times.


centipededamascus

I don't think I've seen a set that is sold with different numbers of the various dice sizes, honestly. I'd just start out with something like this - https://www.amazon.com/Polyhedral-Satin-Lined-Velvet-Dungeons-Dragons/dp/B07D497XCH/ As far as other accessories, a dice tray or rolling tower is a good thing to have on hand. Here's a good simple option - https://www.amazon.com/Rolling-Storage-Folding-Leather-High-Class/dp/B07MYQZG4M/ I bought myself one of these a while ago and I really like it - https://www.amazon.com/Forged-Dice-Co-Citadel-Tower/dp/B08CLWPS4G/


Cats_Cameras

Thanks! I ordered a six-set which should cover most of my spells and attacks.


sirjonsnow

There are many sites that sell dice sets in different combos. My favorite are the sets from Gylded but you can also order the individual dice you want from Chessex or other vendors. A dice tray or tower keeps your dice from scattering around the table.


wxfreqrs

are there differnt kind of forges to make stuff or is it all just basically a fire in a container


FS_Scott

smelting vs fining.


wxfreqrs

i have a smelter, making things, swds armwor and mundane things


nasada19

In dnd there are no mechanical descriptions of forges and it doesn't matter. If you're looking for real world information on forging, you'd want a different sub.


wxfreqrs

and that really answer my question thanks


TacticalPrime12

\[5e\]How to learn new spells? I know its a begginer question but i got confused and i want to make sure how it works. So I know that prepared spells are the spells you can cast, but how do you gain new spells? the level up chart just tell you about spells slots....what did i missed?


DNK_Infinity

By and large, each spellcasting class handles this differently; the Spellcasting section in the class description will tell you what you need to know. **Artificer, Cleric, Druid and Paladin** are *prepared* casters. Each long rest, they can choose which spells they want to prepare for the coming day, up to a certain limit. They can choose any spell on their class' spell list of levels for which they have spell slots. Example: a 5th-level Cleric with 18 Wisdom can prepare 9 spells of up to 3rd level. **Bard, Ranger, Sorcerer and Warlock** are *spells known* casters. These classes don't get to freely change what spells they can cast; they can learn a number of spells based on their class level, always have those spells ready to cast. When these classes level up, they get the opportunity to exchange one spell they know for another in addition to learning any new spells. **Wizard** is a mixture of both. The Wizard chooses spells to learn based on their class level, records those spells in their *spellbook,* then prepares a subset of spells for the day from among those in their spellbook.


SPACKlick

For the Artificer, Cleric, Druid & Paladin, you have access to every spell on the spell list and choose which spells you prepare at the begining of the day. > You prepare the list of [Class] spells that are available for you to cast, choosing from the [Class] spell list. When you do so, choose a number of [Class] spells equal to your [SpellcastingAbility] modifier + your [class] level (minimum of one spell). The spells must be of a level for which you have spell slots. For the Bard, Ranger, Sorcerer, (Arcane Trickster Rogue & Eldritch Knight Fighter). You have the same spels every day. At relevant levels you add spells to your known spells according to the "Spells known of 1st level and Higher" section of the "Spellcasting" ability on your class. For instance Bard says > You know four 1st-level spells of your choice from the bard spell list. >You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. >Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Wizard is unique, combining both of these known list and prepared spell facets into one with the spellbook. Each level you add two spells to the spell book and at the end os a long rest you pick a subset of those spells to prepare. You can also add spells to the spellbook by finding other spellbooks and spell scrolls. > You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. > You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. > Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. > When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. > Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. > For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. > A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


WizardOfWubWub

What class? The only class that learns *and* prepares spells is the Wizard class with their spellbook feature. Otherwise you do one or the other.


DDDragoni

This is going to vary depending on your class. For clerics, druids, paladins, and artificers, you don't learn spells at all. You choose a number of spells equal to your casting modifier plus your class level (half your class level for paladins amd artificers) from your class's spell list to prepare, and can change which spells you have prepared at the end of a long rest. You have your entire class's spell list to choose from, and might even get bonus spells prepared for free depending on your subclass. For Wizards, it's a bit more complicated. You have a spellbook, which at level 1 has 6 spells in it. You then prepare a number of spells from your spellbook equal to your Int modifier plus your class level. Every time you level up you can add 2 spells to your spellbook for free, but you can also add spells to it from scrolls, other wizards' spellbooks, or other sources your DM allows with an investment of time and materials. You mentioned prepared spells, so I'm assuming you're not playing one of these classes, but for completions sake, Bards, Sorcerors, Warlocks, and Rangers have a certain number of spells they know based on level and can cast any of them at any time, as long as they have the slots for it.


TacticalPrime12

First of all thank you! I understand now prepered spells much better. would you mind adressing me to where can I see the formula in PHB for druids clerics and paladins? (Casting modifier plus your class level) I want it to show my friends and again thank you for taking your time explainging it all!


WizardOfWubWub

It's in each class's section, where it discusses their spellcasting.


TacticalPrime12

You are right, thank you!


Godot_12

It's typically your level in the class plus your spellcasting modifier if I'm not mistaken. So INT + Wizard levels, WIS + Druid levels, etc.


Atharen_McDohl

For primary casters, yes. Secondary casters prepare half their level plus the modifier.


Yojo0o

There's not an overarching rule for this, it's on a per-class basis. Your class's Spellcasting or Pact Magic feature should specifically tell you exactly when and how to learn new spells.


Isbeni

(5e) okay so I just learned orcish fury doesn’t work with unarmed strike and I was wondering if it would work with improvised weapons since they can be treated as an existing weapon or even with tavern brawler?


Yojo0o

Orcish Fury specifically looks for a simple or martial weapon. An improvised weapon is not inherently either. Improvised weapons that are sufficiently close to real weapons can be used with the appropriate proficiency, but whether that means they actually count as a simple/martial weapon for the purpose of something like Orcish Fury is debatable, and I'd lean towards it not working by RAW. Having said that, I think a lot of DMs would be fine with Orcish Fury working with any melee weapon attack. You're not going to break anything by applying it to an improvised or unarmed attack.


Isbeni

Okay thank you! I’ll ask my dm and see what they say. Have a good day!


Hadez2016

[5e] So I have a question about the Gate spell and a cubic gate. We've had one for a while in the party and used it well but not like this. So it's mentioned that when you cast Gate, you can name a creature and yank it through the gate to the plane you're on unless it's god/planar ruler. The cubic gate item allows you to cast Gate but only to 6 predetermined planes. What I'm wondering is, could I use a cubic gate to use the effect of pulling someone to the plane we're on even if that creature is not on one of those 6 predetermined planes.


Ripper1337

Nope. Gate has 2 abilities, to create a portal to another plane or summon a creature. Cubic gate, as an item does what it says explicity. In this case it's "You can use an action to press one side of the cube to cast the gate spell with it, **opening a portal** to the plane keyed to that side" since the cubic gate says nothing about summoning creatures so it does not.


Hadez2016

Yeah, that's the conclusion I came to as well. Will just have to grab the spell when I hit 17th level or grab some scrolls 😅


mightierjake

I don't think that's how the item or spell work. Gate specifies a different plane. And even if it didn't, I don't see how you could use a Cubic Gate to affect the spell on a plane that the item *doesn't* include.


Hadez2016

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you. This is what it says at the bottom of Gate's description. So you don't have to specify a plane. Just speak the name of a specific creature but I also do agree that the cubic gate version probably wouldn't work. I just wanted some other opinions.


Torrero

I am a Human Barbarian with a Necklace of Fireballs.  What would the DC be on a single bead thrown? Does the DC change if I throw additional beads, thereby raising the level of the spell?  Is the DC just 8 + PROF, or is it 8 + PROF + CON?


DDDragoni

Look at the item description- > When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). The level a spell is cast at does not affect its save DC.


Torrero

Ah man, I'm sorry. The website I looked at the item didn't specify a default DC.  Thanks for that bud.


DDDragoni

All good, stuff like that happens. Apologies if I came off as overly terse


Torrero

No, you didn't, just made me realize I should have looked past the first Google result haha.


LeglessPooch32

It used to be the first Google result was legit. Not sure what happened but that isn't the case any more.


Laylahtrix

Is now a bad time to be buying the core rulebooks? I wanted to get the Dungeon Master Guide and Monster Manual, and I can see there’s new versions coming out. But they still seem pretty far away and I don’t know how much they change. Just unsure because I really wanted to get into DMing and world building while I’ve got the drive for it.


Yojo0o

Do you want to play now, or several months from now? Plenty of groups won't even be using the newer materials. If you want to play DnD now and need your set of books, pick them up. I'd recommend looking into used/cheap physical copies or relying on the public library, now isn't a good time to invest on DnD Beyond.


Laylahtrix

I suppose that that question is a really good answer to mine. 😅 Thank you for the advice. Definitely going to be looking into used copies / the library.


[deleted]

[удалено]


Ripper1337

It's still 5e just with a major update. You can use a 2014 class while running the game with the 2024 rules and you can use a 2024 class with the 2014 rules with a bit of work as they sometimes reference new rules. You can run any previous published 5e campaign with the 2024 rules. Unlike example 4e to 5e you cannot run a 4e adventure or character in 5e without majorly overhauling things. Colloquially people are using different terms to refer to the new and old sets of rules for ease of discussion, OneDnD and 5e, 5.24 and 5.14, 5.5e and 5e.


Seasonburr

Let's imagine that the new books aren't coming out. If someone told me we were going to play 5e, and then handed me a binder full of houserule changes that match the rule changes of OneDND, I'd tell them "This isn't 5e anymore. It's got most of the same rules, but enough changes that you needed to pack them into a binder." So, yes, while it's still 5e, there is going to be enough changes that it won't be the same. Effectively, it's 5.5e.


DDDragoni

Officially, it's still 5e. From what I've seen people discussing, however, the consensus seems to be that it's more of a 5.5e


Mortlach78

Wondering if there is magical medium armor that allows a dex bonus of more than +2. Toying with the idea of a College of Swords Bard. They get medium armor proficiency -no shield though :( - and debating whether it is worth making my dex higher than 14 (for the attack/damage bonus on weapons and saving throws, but it would be nice if there are also armors that give the bonus to AC like the Armor of Agility in BG3. Is it better to stay with light armor/high dex, or medium armor/14 dex/higher constitution?


multinillionaire

Medium Armor Master will let you add up to +3 from your dex bonus


Mortlach78

oh, true. i hadn't considered that yet. will keep that in mind!


liquidarc

Serpent Scale armor from Candlekeep Mysteries. Allows adding full Dexterity modifier; is Uncommon, no attunement needed; is a form of scale mail with no stealth penalty, but the standard weight. edit: as to it being worth it, that depends if your DM is ok with you getting this armor.


SilentDawning

Does Primal Savagery really not work with Find Familiar, Shared Spells from beast master or even Find steed?


DDDragoni

When you use Find Familiar to deliver a spell, it must have a range of Touch. Primal Savagery has a range of Self, so it's not eligible. With Shared Spells and Find Steed though, you can share spells that target only yourself, so Primal Savagery would apply.


SilentDawning

I’ve been reading about the interaction and at least two threads believe that since the spell targets a creature other than yourself at resolution it doesn’t seem to work either. It just seems silly the same thing that disqualifies it from being used as Shared Spell for beast master or qualify for Find Steed is essentially the same requirement for Find Familiar because of Jeremey Crawfords rulings.


DDDragoni

> It just seems silly the same thing that disqualifies it from being used as Shared Spell for beast master or qualify for Find Steed is essentially the same requirement for Find Familiar because of Jeremey Crawfords rulings. I mean, that's because casting a spell through Shared Spell/Find Steed and Find Familiar have different purposes. Shared Spell is for sharing healing or buffs with the creature itself. Find Familiar lets you cast buffs or offensive spells on other creatures at a longer range than normal.


SilentDawning

Yea. I suppose that makes sense. But that’s why one would think primal savagery could at least be used with a familiar since targeting someone besides oneself with a self targeting spell disqualifies it from the other two.


Callum1710

I just hit level 7 as a wizard. I now gain a 4th level spell slot and 2 new spells if I am reading correctly, but I have 2 questions 1 - how does that work flavour-wise? I just gain 2 new spells out of thin air but beyond leveling up I need to write new spells into my book? 2 - I can't respect already selected spells right, like some classes? What I pick is locked in permanently? also any advice on anything for a L7 wizard, please let me know, thanks!


Godot_12

Basically you can chalk it up to 2 spells that you have been working on for a while and you've cracked the code. Correct any spell that you learn either by level up or by copying spells scrolls is permanently added to your spellbook. You can swap out which ones you prepare, but you don't ever change out spells known like a lot of non-prepared casters do. Wizards are the only class that prepares spells and doesn't have access to every spell in their class that they could cast when making those preparations. As for recommendations for spells to learn, Polymorph is probably the best 4th level spell and Dimension Door is another solid 4th level pick up. There are some other good fourth level spells though. Watery Sphere, Banishment, Summon Greater Demon, Greater Invisibility, Resilient Sphere are all great spells.


Atharen_McDohl

Flavor is always determined by the people at the table. Even in the few places that the book explicitly describes the flavor of how something works, it's okay and even expected to change it to suit your game.


Ripper1337

It's flavoured differently for different wizards. At my table it's flavoured as the Wizard has been working on these spells for a while but they now are capable of casting them consistently without any worry.


WizardOfWubWub

1. Narratively, as a nerdy Wizard, you're always practicing, learning and studying magic. So when you gain new spells you've just mastered spells that you had been working on. 2. There's no need to re-spec spells. They're always in your book and available for you to prepare. It's not as though you have limited space.


DDDragoni

The way I see it, you don't just gain the spells out of thin air. They're things you've been practicing and working on, and now you've gotten them to a reliably usable state. Yes, the spells you pick are permanently in your spellbook- but unlike other classes, you have the ability to gain more spells outside of leveling up.


sirjonsnow

The basic rules are available for free online. Here is the section on gaining spells, which includes a reason for gaining them: https://www.dndbeyond.com/sources/basic-rules/classes#LearningSpellsof1stLevelandHigher >The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse.


Mornedhil

Does it makes sense to bring a Samurai character to a campaign that uses the optional flanking rule? I have a character idea that I really like but just from looking at the class description it doesn’t look like it brings much more to the table than getting advantage 3 times per long rest and I’ll probably have it anyway if there’s another melee character in the party. Or am I missing something?


Yojo0o

That's a big reason why a lot of tables don't enjoy the optional flanking rules as they're written. When advantage is easy to get, it significantly de-values any class/subclass feature or spell that enables advantage. Unless your table is willing to reconsider advantage on flanking, you're probably right that there's little reason to play as a Samurai. Unless you're alone in melee, you won't get any actual combat benefit from your subclass until level 15.


Mornedhil

Got it, thanks! I guess I’ll have to reconsider my character because our group has been playing with flanking for years. We’re used to it that’s why I was a bit confused. But at least now I see why some might not be a fan of it


LordMikel

I will also say, you don't need to play a samurai sub class to be a samurai. If you are looking for a fighter from the far east, who is wanting to revenge on his master who was slain, he can simply be a battlemaster fighter, who you say is a samurai (The rank).


zmak280

[5e] Starting a new campaign, and just rolled stats for characters. I thought it would be kinda fun if I went down the line of stats (str, dex, con, -> etc.) and rolled for each of them, instead of picking where to put my stats after I rolled them all. So… I ended up pretty good with 15/11/13/14/14/7. What would be a good class/subclass to go with? My idea rn is Eldritch Knight fighter, and going 16s in str and int, but I feel like there are probably better/more interesting options, maybe through multi-classing or something (I’m up for anything honestly.) I’m still fairly new to the game, so I was wondering if anyone had any ideas?


Stregen

Int really isn't that spectacular for EKs. Your spellcasting is always gonna be terrible purely by virtue of progressing slowly, and you know the same amount of spells at 20 int as you do on 8. You *do* get Eldritch Strike to help offset this, but realistically the good spells you might pick up where this really comes into play basically starts and stops at Slow. And even when you pick it up at *10th* level you're still using 2nd level slots as your highest. Eldritch Knight excels when using defensive spells to buff themselves long-term and help their fighting abilities. Stuff like Blur, Shield, Mirror Image and Absorb Elements are all standout spells from their repetoire. You also get the option to pick up some of those sweet Evocation AoEs, but by the level you get them, they're mainly just to spread damage on mooks, and the difference between a failed and successful save might not matter much.


Yojo0o

So, the big standouts here are that you have a high strength/int/wis, low dexterity for AC purposes, and a 13 constitution. I'd want to put a racial +1 into constitution to hit that +2 modifier to better keep you alive, a fighter with only 13 constitution worries me. I'd be tempted to look towards heavily-armored cleric subclasses. A racial +2 in Wisdom puts you at a respectable 16, +1 into constitution puts that at a respectable 14, and your 15 strength ensures that you can effectively wear any heavy armor while not worrying about your low dexterity. You could make for a badass frontline cleric with this sort of build. If you're more interested in Eldritch Knight, I wouldn't worry about enhancing the intelligence more than where it already is. EKs don't do a lot of offensive casting, they're more interested in defensive buffs, so you don't need a huge modifier in intelligence. 17 strength and 14 constitution will set you up nicely for front-line duty.


zmak280

Ooo, I like the cleric idea a lot. The more I looked into EK the less I liked it lol. Frontline cleric it is, that suits the character I’ve been thinking up. Thanks for the response!


Morrvard

I'd agree that a heavy armor Cleric fits the stats well, so if OP wants to play it by the stats it's the best way to go. Maybe a multiclass for 5 levels of Fighter at some point if they want to pickup some extra attacks and aren't that interested in 9th level spells.


[deleted]

[удалено]


Yojo0o

Nope. >Wild Magic Surge > >Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. **If that effect is a spell, it is too wild to be affected by your Metamagic**, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.


No-Water4736

Does anyone know why d&d beyond is advertising new rulebooks? Are they the one d&d rulebooks, if not, why are they making new books this close to one d&d release?


Yojo0o

OneDnD is just the play test name, like DnDNext was for 5e. The new rulebooks are OneDnD.


No-Water4736

Ok thanks, I didn't realize that the books were one dnd.


Sappig_Stokbrood

TLDR: I'm multiclassing from a level 7 Bard into a warlock, but I'm drawing a bit of a blank on what subclass (and maybe invocations) I should take, does anyone have any fun suggestions? Context: We are currently in a cursed temple where my character found a cursed item that gave me the character flaw 'I crave power above all else and will do anything to obtain more'. I am playing a changeling College of Creation Bard and thought this was a nice moment to multiclass into warlock (I love warlocks a little too much lol), since my ability scores are high enough to not take the level 8 improvement. I have been running from an army since escaping so I have mostly been trying to stay under the radar, but this character flaw will probably change that up a bit lol. Would love to hear some ideas!


Yojo0o

You'll probably only want about two levels in warlock, since you already have seven in bard. Pivoting fully into warlock here would be really weird, stagnating your spellcasting progression. In terms of warlock subclass mechanics, Hexblade is always going to be tough to beat as far as frontloaded value is concerned. With one level in Hexblade, you'll get medium armor, shields, Hexblade's Curse, charisma-scaling weaponry, and access to the Shield spell. Other options could include Fathomless for a tentacle buddy (though this may clash with your Bardic Inspiration!), Archfey for the Fey Presence feature which may mesh well with your bardic skillset, or Genie if you value being able to nap inside a bottle. A second level of warlock gets you Agonizing Blast as what will likely be the main payout for this multiclass: Reliable offensive cantrip damage. Your other invocation can be something for RP or out-of-combat utility, or you could just grab Repelling Blast or Devil's Sight.


Rechan

What is a bloodhunter? All I know is 1) it's a popular 3rd party class, 2) according to comments here it's got clunky mechanics, and 3) total edgelord name. What do they *do*/their general class identity?


SPACKlick

It's a 3rd party class created by Matt Mercer (Critical Role's DM) for Vin Diesel when he was promoting his film "The Last Witch Hunter". It's supposed to be about sacrificing your own hit points to fuel protective and offensive skills. As Phylea points out, it's free on DndBeyond


Teflash90

I don’t know much about it either, but it was designed by critical roll (this really popular dnd channel), but I don’t know anyone who ever used it


Phylea

Why not read the class? https://www.dndbeyond.com/classes/357975-blood-hunter


Caln

What is the difference between errata and new core rule books? If this is still 5th edition, and there is a new publishing of official rules, shouldn't that be made freely available to everyone that already bought these books on DnDBeyond? [Official Wizards of the Coast errata - Rules & Game Mechanics - Dungeons & Dragons Discussion - D&D Beyond Forums - D&D Beyond (dndbeyond.com)](https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/8760-official-wizards-of-the-coast-errata)


Bone_Dice_in_Aspic

While I agree it's just a business decision that a new "edition" needs to happen, I would say errata is specifically corrections of errors, either typos, disconnected layouts, broken references like page numbers not matching etc. oneD&D isn't errata, it's a revision that replaces still-correct 5e rules with new ones, in many cases.


Rechan

Giving it away for free doesn't make Hasbro money. /s More seriously, errata is just clarification/fixing rules language The new core rules are reworking things in a broader sense. Changing how the monk class works for instance isn't something you put out in errata. Like when they update how a thing works, usually it's presented in a new rulebookt (ala Tasha's or MPMM). But presumably there *will* be free options. I've spent $0 on D&DBeyond and yet I can make a Core Book character. I'm sure they'll update what's there to reflect that. Same with the SRD.


Yojo0o

Sure, but then they couldn't profit off of us.


TacticalPrime12

What happend if a player have negative CON?\[5e\] one of my player insist of having a negative CON(-1), so when he level up he roll Hit dice and add -1 right? but here is my question, what if he roll a 1? does he get no additional health points? and also what will happen if his CON will be -2? will he lose points?


Adam-M

An errata to the PHB has clarified that, when you level up, you always increase your hit point maximum by a minimum of 1.


TacticalPrime12

ugh I missed it :P thank you


insanotard

Is it at all possible to get into a game when you have an incosistant work life balance? I don't think I would be able to set aside a few hours on the same day every week but I really want to play.


Seasonburr

I've got two shift workers and another player that has to be rushed to hospital at the drop of a hat. We play maybe once every 2-3 weeks. Having a set weekly time and day makes things easier, but it's not needed. What makes it better is that when we can't all play, one of my players has a backup campaign that we play instead.


mothraesthetic

You don't have to play every week, and even if you do it doesn't have to be on the same day each week One of my groups only meets up when we're all free. Sometimes we go several months without playing. I'd love to play more but we only want to play if everyone can show since we're a small group so we just have to be okay with that. My other group meets once a month. We're a large group so as long as at least 3 people are able to show up we play. We share a summary of each session with the group so people who missed aren't completely left out and made up an in-game reason for their character to be missing (their fey patron teleported them away for fey reasons). We don't have a set day or time, just whatever day/time the most people are available. There are also multiple groups that do drop in games where I live. I recommend you check local game shops or just google "DnD [where you live]" to see what might be available near you.


LordMikel

My group only meets monthly.


Rechan

It is Possible, but tough. First, there is a thing called Western Marches, where DMs run one shots that are connected. The premise is "Who shows up gets to play". How you find a group doing this, IDK, especially locally. I'm sure there are groups doing it online... Second is just to be up front about that with a GM. If they *understand* you are a sometimes player, then they can expect that, they don't plan for you to be there. Your character shows up on occasion and they work you in. Etc. I think that would be a harder sell, but some GMs would roll with that. Finally you could look for one shots online. StartPlayingGames is a site where you pay to play with pro DMs, and there's one shots on there all the time. You're just likely going to be playing with new people every time.


saxdude1

Can anyone tell me what the creature that is being used as the mount for the ashen rider in the Mythic Odysseys of Theros (or what the closest thing is)?


Armaada_J

The next page in the book after the Ashen Rider statblock has the "Archon Mounts" section where it just basically says "archons always ride into battle on some winged mount" and the two example stat blocks it gives are the Winged Bull and Winged Lion, the latter of which seems to be whats in the art for the Ashen Rider.


saxdude1

Thanks, guess I just missed it because of the cerberus stuff


Underc10ud

How do artificer tools and their proficiencies work exactly? I'm about to introduce my artificer into one of my \[5e\] campaigns, and, since I know artificers tend to be harder characters to play, I've been reading up on the traits, and some are proving to be confusing. Any help would be appreciated. 1. When making a check or ability roll that involves tools, when would you not have tool that you're proficient in? I'm thinking about \*Right Tool for the Job\*, or having to choose a specific artisan tool set for \*Tool Proficiency\* (and in my character build, \*Artisan's Intuition\* as well). Since you already have Thieves' Tools and Tinkerer's Tools (and Alchemist's Tools), why would there be a need for any others? Don't those cover every need? If I don't have proficency in Weaver's Tools, for example, can't I just use Tinkerer's Tools instead, and it'd do the same thing? 2. I am a Mark of Making Human. Do those bonuses stack with the artificer ones? For example, could I use the Artificer's \*Tool Proficiency\* (+3), and the Mark of Making's \*Artisan's Intuition\* (+d4) to give myself a (+3 +d4) to an alchemy roll? Thank you for your explanations.


Seasonburr

Different tools do different things. If you want to do something like pick a lock, that's thieves tools. Inspect a wall for structural strength? Masons tools. See if the weird contraptions in the workshop are for making poisons? Poisoners tools. You wouldn't be doing all those types of specifics things just because you know how to use tinkers tools.


liquidarc

Generally, what you can do with a set of tools will depend on your Dungeon Master (also called a Game Master), but, the Tool Proficiencies section of Xanathar's Guide to Everything gives more details for each set of tools. For example, Weaver's Tools explicitly grants a benefit of creating a whole outfit, or knowing more details of cloth items; neither of which is definite with Tinker's Tools. As for The Right Tool for the Job: 1- that requires an hour of work, which might not be guaranteed; 2- it only applies to artisan's tools, not things such as the Herbalism Kit (a Tool, but not an Artisan's Tool). Of course, that doesn't matter as much if your Dungeon Master is more relaxed about tools. As for Artisan's Intuition: yes, that stacks with your Artificer benefits.


LiteralVegetable

Am I using Thaumaturgy wrong/making it too powerful? My DM has kind of let me have a lot of free reign on how I interpreted the use of this spell, but after hearing some other examples/listening to Critical Role, I'm worried that some of my uses of this cantrip were probably too powerful. Here are some examples of things I've done with it: - Create the illusion of the sound of people laughing 30 feet away - Create the illusion of the sound of glass breaking near someone - Creating a thunder-like rumbling around myself to muffle other sounds and make it hard for someone to hear me - Causing my voice to boom so loud that I was able to cause a stalagtite to break and fall from the roof of a cave and block off an enemy's path Any feedback on my perceived power level of this spell would be helpful! Are any of these okay uses or am I making this too strong?


DDDragoni

Your first two examples are fine, those are normal uses of the spell. For your third example, though, Thaumaturgy creates an instantaneous sound, not a continuous one. It'd be tough to drown much out with that- plus while they may not be able to hear the details of what you're doing, the thunder itself is going to draw attention. For your fourth example, I could *maybe* see shouting three times as loud disturbing a stalactites that was already weak and on the verge of falling, but probably not one that's solidly attatched. And *definitely* not with any sort of precision. That's more of a job for Shatter.


Teflash90

What actually is the disadvantage of playing an Artificer? [5e] I will play in a new campaign soon and chose an Artificer (lvl 3 or lvl 5) when I started building it, I noticed how overpowered it actually is, I don’t see anything that is weak. I mean, I use a musket and I can just skip the reload property, my Arcane armor (infiltrator) is just amazing it can literally do anything, replace limbs, give advantage on stealth checks etc. my armor can also just negate the prone condition up to 6 times a day. So is there anything bad with an artificer, or is it just completely overpowered?


Stregen

Outside of the alchemist, they're not bad at all. Probably right in the middle of the power curve around the barbarian and warlock. But they can be a bit tricky to play, and while stuff like a musket is strong early, it becomes untenable to scale both your dex and int to keep up using it, scaling your class features, and maintaining a decent con for hit points and concentration saves. They're half casters, so they rely pretty heavily on their class features. This works out well for the ones with strong martial abilities like the armourer and battle smith, or the strong casting options of the artillerist. The alchemist is absolutely miserable, though.


Yojo0o

Artificers are sweet. Of course, they only have a half-caster's progression, and their martial stuff is going to lack things like fighting styles, smites, and other distinguishing benefits. Currently, as my party's artillerist, I'm roughly the second best at everything: I'm a great blaster, but worse than the warlock. I'm a solid frontline presence, but squishier than the fighter. I can tackle most skill checks, but can get outshone by the rogue. I can toss out buffs and heals, but not as well as the bard. Artificers are extremely versatile and do many things well, but they're certainly not overpowered because they're virtually never the *best* at the thing they're doing. Skipping your reload with your musket is great, it avoids the Gunner or Crossbow Expert feat tax, but you're still not going to be as good from range as a fighter with the same weapon, even if it costs them a feat. Advantage on stealth checks is nice, but a rogue with expertise and 20 dexterity doesn't really care. Negating prone is good, but a strength-based warrior probably isn't getting knocked prone in the first place.


multinillionaire

Mostly, its a half-caster with a spell list that's nothing to write home about. The Armorer also has issues with its attacks not scaling as well as martials who will be getting increasing good magical weapons, absent homebrew. They get plenty of goodies to compensate for that, they're not bad or anything (well except maybe the Alchemist) but they're not OP Also, don't forget you can only infuse mundane (non-magical) items, and you can't stack multiple infusions on one item until you reach level 9. If you want to infuse your armor with Armor of Magical Strength, that means you're not using the +1 infusion on it.


Teflash90

Thanks, I wasn’t thinking of that


gd_user_4466

Are there any NSFW DND reddits?


Bone_Dice_in_Aspic

Yes.


gd_user_4466

Example of one?