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Topics - Kasz

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1
D&D 5e / Strixhaven UA - Independent Subclasses
« on: June 11, 2021, 01:38:28 PM »
https://dnd.wizards.com/articles/unearthed-arcana/strixhaven

Five subclasses for the following classes

Lorehold
Bard, Warlock, and Wizard

Prismari
Druid, Sorcerer, and Wizard

Quandrix
Sorcerer and Wizard

Silverquill
Bard, Warlock, or Wizard

Witherbloom
Druid and Warlock

my thoughts

Lorehold
Bard, Warlock, and Wizard

Is that a statue in your pocket or are you happy to see me?

Instead of portent, or hexblade's gishiness, or cutting words would you like to cast Summon Undead Construct at 1st level except the duration is permanent and it doesn't require concentration? Maybe? Yes. Maybe. It's probably as strong as the stronger subclass options, especially when you consider the flexibility as the construct can be one of three forms (like the Summon X spells), and the construct has options like... give a target 1d8+PB temp HP as an action. Which is 10 thp per party member at level 1 if you sit around and prepare long enough. Doubling your party's HP at level 1 is nice, or you could go sage and +2 to int and wisdom checks... which at low level is like party wide expertise. flexible. or warrior for some protectiony stuff. The worst part about this is that if the statue dies, it's inert and you need to short rest to wake it up.... or carry it. Or the fact you need a statue at level 1 to begin with. Put in your backstory that you animated the town's local statue of the local folk hero for fun. If you lose it... carve a statue out of a light wood I guess.

Only Warlocks get this at level 1, wizards wait for 2, bards wait for 3. Very strong on a warlock, still pretty solid for the other two.

At level 6 (everyone gets this at 6), your companion becomes companionier. Healer means you're harder to kill with more hp max and more hp regained. sage makes you wizardier, with advantage on knowledge and +1d8 on spell damage. Warrior gets tankier... honestly warrior is for the bard who wants to fight side by side with a magic statue or something. Maybe for a warlock with pact of the blade that doesn't want to be a hexblade... or possibly a wizard/fighter multiclass? I think healer and sage are the better options. but personal preference.

at level 10 (14 for bards) the warlock and wizard get war echoes - which is like the grave cleric's fun time ability except as a reaction, which is better, against one damage type, which is slightly worse, until the end of the target's next turn, which is slightly worse. "oh the paladin crit? Vulnerability to radiant."

at level 14, we get the capstone, which is kinda cool, but it's not really a class defining capstone... does that matter? not really we got all the cool stuff already (except bards, they get this at the same time as war echoes). It's a defensive option that makes you disengage or prevents damage or helps with saves, and you can pick which but not the same effect twice in a row. Not useless, but then maybe not as fun as some options. Still not the worst.

Overall it's a strong option.

Prismari
Druid, Sorcerer, and Wizard

Artists! but not Bards apparently.

Level 1 Sorc, Level 2 Druid/Wizard - You can dash as a bonus action, that's pretty cool. Also there is a rider, and it's flexible. You can do this PB times per long rest. Okay. kinda nice.

Level 6 all, Flexible (long rest) Resistance to a damage type, and when you cast a spell of that type you can give it to your allies? I don't love it. Maybe you're in a volcano so you make yourself resistant to fire, but for your allies to benefit you need to cast a fire damage spell? everything will resist that but you are doing it as a half damage but buffs my allies... then everyone has to group up to be vulnerable to AOE but resistant to 1 damage type? Sure the flaming boulder hits you all for half fire damage and full bludgeoning... thanks for grouping. Situational.

Level 10 Druid/Wizard, Level 14 Sorcerer, You can deal bonus effects based on your damage type chosen when you deal damage... but it doesn't have to be when you deal your chosen type's damage, it's all damage. So, that's weird, also has the choosing fire to resist fire in a volcano issue, where then the rider is fire... in a volcano... but still. It does mean you can cone of cold your enemies and then also add a fire rider... which is weird. All the riders are kinda weak but they're all free little boosts. basically a free cantrip. meh.

Level 14 all, free save proficiency that none of the classes have normally unless multiclassed or feat spent. Plus the reliable talent... pretty good... kinda late in the game to get it but it's a useful save.

Overall I'm not a huge fan. It's an elementalist artist... Elementartist. meh. All the elementalists are a little weak imo.

Quandrix
Sorcerer and Wizard

I do math!

Level 1 Sorc, Level 2 Wizard - Free spells - I mean, it's extra spells known on a sorc, that's strong. and there's some good ones. On a wizard... its free money, less good, but still spells and a couple of non wizard ones like aura of vitality.

Also functions of probability. Your spells get a rider that is actually pretty cool, kind of a cutting words on top of a spell.

Level 6 both, this is amazing, you just teleport people around if they fail a charisma save as a reaction. Put your allies into safe spaces, throw your enemies off a cliff or into a wall of fire. Love it.

Level 10 Wizard, Level 14 Sorc - a debuff on top of your damage spell? nice.

Level 14 both, you have resistance to B/S/P and also you can walk through walls? That's pretty badass.

I'd say this is a strong option, maybe it isn't the best "equation wizard" that could ever be written, but you have some decent spells, you can move people around like a chessmaster, debuff foes and walk through walls. It's hard to really see the theme they were going for but it's a solid spellcaster who solves problems with magic.


Silverquill
Bard, Warlock, or Wizard

This is like playing a bard, earlier than a bard, except for the bard.

Level 1 warlock, level 2 wizard, level 3 bard. You get a pseudo cutting words and portent, and access to viscous mockery as a wizard. The reaction to give an enemy disadvantage on an attack roll is solid on its own but if it succeeds then it grants an ally advantage? Pretty great. Rechargable by expending a spell slot is nice too.

Level 6 all, everyone gets to do the warlock thing. See in magical darkness. Neat. Less useful for spellcasters than for gishes... but the darkness also deals psychic damage. This is pretty great.

Level 10 Warlock, Wizard, Level 14 Bard. Charm or Frighten a creature damaged by your spell? I'm not a huge fan but then again frightening a bunch of people with a fireball is a solid use of a spell. Also the spell becomes psychic or radiant... so you can fireball a fire elemental with psychic fire and have it be afraid of you. Okay. I'm not sure how the charm is supposed to work when you've just hit them with radiant damage but that is also a decent crowd control option.

Level 14 all, words of power, force vulnerability? sure, not the best way to do it but okay. Selflessly take damage? Okay if it keeps someone else up then why not. There's not much of a limit to these options and they're ok.

Overall this is a strong warlock (that isn't a hexblade) or an okay wizard or kinda weaker than average bard.

Witherbloom
Druid and Warlock

Better alchemist than the alchemist.

They should have made this an Artificer option tbh.

Level 1 Warlock, Level 2 Druid. Free spells on a warlock? Sure! Wow. Always prepared spells on a druid.... sure... I mean always having revivify prepared is not bad at all.

Also heal yourself with hit dice whenever you want and make all your damage necrotic and bypass resistance? Sure. Never worry about bringing the right kind of damage again just wither it.

Level 6, both. Magical brews. You're making potions you can use or give to your allies. The three options are solid. You can resist damage, heal damage (and a condition) or deal damage. What else do you want? Better than an alchemist.

Level 10 both, once per turn do more necrotic damage, equal to PB. You can always do necrotic damage... neat little always on damage buff but not exciting.

Level 14 both, your spells that do necrotic damage (which can be any of them) also heal you and an ally for that amount of damage split between you. PB number of times per day.

So this is a warlock nature life witch or hedge druid that brews potions and messes around with life/blood/necrotic magic. Thematic, simple, decent.



My final thoughts.

Warlock is the big winner, they get options that compete with the hexblade in power (imo) whilst not doing the same thing (gishing it up). They also lose their best roleplaying feature, a clearly defined patron but you can refluff that back easily enough. A witherbloom warlock has their powers gifted by baba yaga. done.

The options overall are strong. some are kinda boring, but then I don't see anything that breaks the game.

2
D&D 5e / Repelling Blast Sorlock a.k.a. Leave this place and never return
« on: February 18, 2021, 09:38:49 AM »
Why would someone specialise in repelling blast? No idea but you're a sorlock anyway so why not do something funny like push a minotaur 300 feet away.

Sea Sorcery Sorcerer 5 - Warlock 3 - Sorcerer 12
If you want repelling blast to come online as early as possible, instead: Sea Sorcery Sorcerer 1 - Warlock 3 - Sorcerer 16 - but it slows down your access to spells but then you're just a cantrip spamming machine anyway.

Sea Sorcerer 1 gets you:
Curse of the Sea, which does some cold and lightning stuff, but really what you want is the forced movement portion.

Quote
Curse of the Sea
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):

Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

So, if you cast a cantrip that moves the target the distance is increased by 15 feet, this curse lasts on the target until the end of your next turn and it does not cost an action or bonus action to trigger.

Quote
Repelling Blast
Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

So each hit of eldritch blast pushes back a creature by 25 ft. At level 5, if you hit a creature with an eldritch blast twice they'll be pushed back 50 feet, which means most melee types won't be able to both close the distance with you and attack in one turn. Level 11 you're pushing creatures 75 feet away, and at level 17 you're pushing creatures 100 feet away.

I know I know, I said 300 feet. So how? Well, We're still a sorcerer so we could quicken eldritch blast, that gets us 100 feet at level 5, or 200 feet at level 17, but that's not 250... so how about we take some feats we were probably taking anyway and one extra.

Warcaster, yeah advantage on con to maintain that twinned haste on the fighter and barbarian. Always solid.

Spell sniper, cast out to 240 feet for eldritch blast, we're pushing people out of this encounter and into their own one. Alternative, Eldritch Spear for 300 ft range but doesn't help with cover... or do both for 600 foot range, perhaps using the Eldritch Adept feat so we can keep Agonizing blast. (maximum range here would be 1200 feet with distant spell metamagic but that's overkill).

Polearm master, Someone runs into our reach and thanks to warcaster we can tell them to leave this place and never return by casting eldritch blast as an attack of opportunity.

If this hits, they go back 25 ft, and depending on our level we can do this again. If we're level 17 we push them 100 feet. Then on our turn (the curse of the sea lasts until the end of our next turn and starts again when we hit with a cantrip anyway) we can push them another 100 feet, plus we can quicken another 100 feet. Assuming every bolt hits our attacker they are now 300 feet away or if their speed is 30 ft, they are 5 turns of dashing away, although that assumes we're not pushing them another 300 feet out to 600 feet or 1200 feet away with distant spell.

The main problem this build would have is still being able to see the people you're supposed to be fighting. This build is fantastic if you fight on bridges or near cliffs, despite the once per turn clause you can move three people quite far on one turn.

You could attack someone you've hit last turn with the curse on them with your first blast. moving them 25 ft.
You could attack someone new, moving the curse to them moving them 25 ft.
Then quicken an eldritch blast and move a third target (using two beams) 20 ft. away.

Is it worth the specialisation? probably not on its own but you're still sorlock with advantage on con saves, metamagic and all sorts of other tricks. I mean you can breathe underwater at level 1, and if it's a nautical campaign you're going to push a lot of people into the ocean.

3
D&D 5e / The "Custom Lineage" Race and starting with an 18.
« on: November 11, 2020, 05:54:23 AM »
So Tasha's is bringing an updated custom lineage race, with the following racial features:
  • +2 to any stat of your choice
  • Darkvision or one skill proficiency
  • A feat
You can pick any race and replace your racial features with the above. So you could just list this option as it's own race and add "Appearance: pick a playable race, you look like that"

As you're getting +2 and a feat, you can get a total of +3 to any one ability score. Meaning you can point buy up to 15 and start with an 18. Here's a list of those feats courtesy of GitP. It's worth mentioning that a lot of the racial only feats may lose their racial restrictions, meaning elven accuracy and squat nimbleness might become widely available.

It's also worth noting that a halfling and dwarf's "speed" is a racial feature, and on the custom lineage they might not have the arbitrary 5ft movement penalty... so a lineage halfling barbarian with the squat nimbleness feat could be moving at 35 ft per round at level 1, with 18 strength.

---Strength---
Athlete
Dragon Fear (Dragonborn)
Dragon Hide (Dragonborn)
Heavily Armored
Heavy Armor Master
Lightly Armored
Moderately Armored
Orcish Fury (Half-Orc)
Resilient (Str)
Squat Nimbleness (Dwarf or Small race)
Tavern Brawler
Weapon Master

---Dexterity---
Athlete
Elven Accuracy (Elf or Half-Elf)
Fade Away (Gnome)
Lightly Armored
Moderately Armored
Resilient (Dex)
Second Chance (Halfling)
Squat Nimbleness (Dwarf or Small race)
Weapon Master

---Constitution---
Dragon Fear (Dragonborn)
Dragon Hide (Dragonborn)
Durable
Dwarven Fortitude (Dwarf)
Infernal Constitution (Tiefling)
Orcish Fury (Half-Orc)
Resilient (Con)
Second Chance (Halfling)
Tavern Brawler

---Intelligence---
Elven Accuracy (Elf or Half-Elf)
Fade Away (Gnome)
Flames of Phlegethos (Tiefling)
Keen Mind
Linguist
Observant
Resilient (Int)

---Wisdom---
Elven Accuracy (Elf or Half-Elf)
Observant
Resilient (Wis)

---Charisma---
Actor
Dragon Fear (Dragonborn)
Dragon Hide (Dragonborn)
Elven Accuracy (Elf or Half-Elf)
Flames of Phlegethos (Tiefling)
Resilient (Cha)
Second Chance (Halfling)



When it's out I'm probably going to rewrite the master class / race post into something a bit easier to digest.

4
D&D 5e / Elven Necromancy focused Warlock
« on: December 23, 2019, 08:55:14 AM »
I'm building up a character concept based around abusing the Warlock's access to Animate Dead from [Class Feature Variants](https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants). 
 
It's tempting to go Hexblade, pact of the blade and pick up heavy armour also from Eldritch Armor.

The reason Elf is elected as essential is for trance, 4 hours sleep, 4 one hour short rests, is (at level 5) is 8 hours and 6 minutes, if you include the 2 minutes per first three rests to cast animate dead twice and maintain control over 24 zombies and then also rest to restore the spell slots for the day. Alternatively you could control 32 zombies, and rely on your auto attacks and cantrips.

Effectively building a fighter with cantrips and 25 attack rolls.

I know this could be multiclassed easily into oathbreaker, or just continue straight warlock for a bigger horde, I'd personally keep going warlock for fun things like Magic Jar while you can have your zombies carry you in a litter and protect your form, and eventually trading up to Create Undead (although that's still a long rest, so less abusable).

Essentially it's a minion master build, absolute nightmare for the DM if the player isn't very prepared I know... but I really enjoy the idea of either a sentient weapon or an improved familiar, and then creating a homunculous, some intelligent undead and a retinue of zombies... plus making the character's own body mostly superfluous with things like magic jar and clone. Clone needs some DM fiat as it isn't on the list, but for a necromancer researching lichdom... it makes sense to try to get access.

Patron wise, undying makes the most sense... even if your patron is simply a Liches diary you're translating over time... it feels weaker than Hexblade though.
Hexblade makes sense if the weapon is imparting this sort of knowledge.

Open to suggestions, but yeah, mostly just want all the pets... like animate dead in the morning, then danse macabre or animate objects during combat.

5
D&D 5e / Point buy and a bonus feat, interesting characters?
« on: June 12, 2019, 10:11:00 AM »
I've just played a barbarian to level 15, and whilst angry flight is fun, I was wondering if there are any more interesting builds out there I haven't thought of.

The party is Monk, Wizard, Sorcerer, Druid and Rogue/Warlock multi. We've either rolled stats or taken point buy with a free feat. I think I'm the only one that opted for the latter.

I've considered cleric 1/lore bard X, get aura of vitality and find greater steed with magical secrets. for smite-free pretend paladin.
I've considered straight warforged cleric necromancer.
I've considered an elven accuracy gloomstalker/fighter type archer.

Are there any fun takes on the above or anything else anyone recommends? I'm not really excited by most of 5e's options or lack thereof.

6
D&D 5e / Unearthed Arcana: Artifinally 2 - Electric Battleloo
« on: May 15, 2019, 08:21:37 AM »
Artificer is back... with cortana in the form of an awakened plank of wood and a beast based battlebot.

Oh and they made Crossbows better; Ctrl+F "Repeating Shot"

7
D&D 5e / Tortle Package
« on: September 19, 2017, 08:15:41 AM »
New (Paid Supplement) Race, Tortles.

Stat Summary:

+2 STR, +1 WIS
30 ft. Land (not swim)
natural slashing 1d4 claws.
Hold Breath for 1 hour.
Natural AC of 17, does not include Dex. (Curious how this interacts with Barbarian/Monk but I believe they are just 10+dex+con/wis as normal.)
Shell Defense, gain 4 AC, adv on Str and Con saves, disadv on Dex saves, prone, 0ft movement, cannot take reactions until you spend a bonus action to end.
Proficiency in Survival
Can speak Common and Aquan.

8
Creations & Ephemera / 1d6Adventurers - 5e Homebrew - Daily Monsters
« on: July 17, 2017, 10:42:44 AM »
Myself and a friend have just hit day 100, releasing a 5e homebrew monster every day (mon-fri).

Reddit: https://www.reddit.com/r/monsteraday/
Twitter: https://twitter.com/1d6Adventurers
Discord: https://discordapp.com/invite/hygT7kG

We've also done some bonus content, like an adventure module: https://www.reddit.com/r/1d6Adventurers/comments/61axk3/trapped_in_the_toybox_adventure_module/

9
General D&D Discussion / D&D Beyond is up!
« on: March 20, 2017, 12:45:39 PM »
Perhaps this is more 5e related as it has all the OGL stuff in a fancy display too... but the D&D Beyond forums are here.

10
So I was playing around with a build idea. An archery focused fighter that could play sniper but still fight up close and personal.

So Fighter 3/Ranger 2 (I think the optimal order would be Fighter 2/Ranger 2/Fighter X).

This was something I looked at to get both the archery fighting style and the close quarters shooter for a total of +3 to hit and the ability to use a bow in melee. Then I realised if you're going to take ranger levels obviously take revised ranger which gives things like advantage on enemies who haven't acted in the initiative and advantage on initiative.

Then I thought you'd obviously want sharpshooter to play sniper and you already have a healthy bonus to hit, and advantage a lot of the time, making the -5,+10 a solid chance.

Now the revised ranger could get you a couple spells, but coupled with the Spellless Ranger from UA you could get four superiority dice and two maneuvres instead which is a much better deal... you get four die per short rest versus two spells per long rest.

This could allow you to play a champion or eldritch knight with superiority dice, or a battlemaster with 8d8 on a short rest and five maneuvers.

The second argument for battlemaster is that it grants improved superiority dice and does not specify that it only improves superiority dice granted by the class (I assume so it's open to improve the feat granted dice).

So by level five we have an archer, firing 400ft with advantage on targets that have not acted yet or in melee, one attack per round but with +3 (assuming 16 dex and -5 from sharpshooter via variant human) with the option of precise shot for when he doesn't have advantage or a damaging one for when he does as advantage makes you more likely to crit and double the d8. He only gets one attack per turn but can action surge on turn one for a second advantage shot, has a lot of dice to spend on parrying or evasive footwork if you want those sort of maneuvers.

The ultimate cheese for this build would be using two maneuvers on one attack as technically your maneuvers come from two different sources so you're only using one of each per attack... But this requires a super lenient DM.

Beyond level 5 the build just takes fighter levels and improves by making the action surge into some sort of opening advantage fuelled volley. At level 7 you can make four attacks on turn one with advantage and use a maneuver on every attack and still have half your superiority dice left.

Also those attacks are doing 1d8+1d8+14 damage, assuming you bump dex to 18 at level 6 and you take the -5 and use a damage maneuver because you have advantage. You can still use precision again plate armoured shield users and you can add cool effects like tripping, shoving (15 feet!), disarming, goading or fearing. Four people starting a fight prone for your barbarian is great... So is four people goaded who have disadvantage on attacks your front line.

11
D&D 5e / 5th Edition Feats, Fighting Styles & Backgrounds Master List
« on: February 13, 2017, 11:25:12 AM »
Following on from the Races & Classes list. I'm tempted to update both with a little more detail, but just making sure I've got everything.

Feats

Alchemist Unearthed Arcana
Alert
Acrobat Unearthed Arcana: Feats for Skills
Actor
Animal Handler Unearthed Arcana: Feats for Skills
Arcanist Unearthed Arcana: Feats for Skills
Athlete
Barbed Hide Unearthed Arcana: Feats for Races
Blade Mastery Unearthed Arcana
Bountiful Luck Unearthed Arcana: Feats for Races
Brawny Unearthed Arcana: Feats for Skills
Burglar Unearthed Arcana
Charger
Critter Friend Unearthed Arcana: Feats for Races
Crossbow Expert
Defensive Duelist
Diplomat Unearthed Arcana: Feats for Skills
Dragon Fear Unearthed Arcana: Feats for Races
Dragon Hide Unearthed Arcana: Feats for Races
Dragon Wings Unearthed Arcana: Feats for Races
Drow High Magic Unearthed Arcana: Feats for Races
Dual Wielder
Dungeon Delver
Durable
Dwarf Resilience Unearthed Arcana: Feats for Races
Elemental Adept
Elven Accuracy Unearthed Arcana: Feats for Races
Empathic Unearthed Arcana: Feats for Skills
Everybody’s Friend Unearthed Arcana: Feats for Races
Fade Away Unearthed Arcana: Feats for Races
Fell Handed Unearthed Arcana
Fey Teleportation Unearthed Arcana: Feats for Races
Flail Mastery Unearthed Arcana
Flames of Phlegethos Unearthed Arcana: Feats for Races
Grappler
Gourmand Unearthed Arcana
Great Weapon Master
Grudge-Bearer Unearthed Arcana: Feats for Races
Healer
Heavily Armored
Heavy Armor Master
Historian Unearthed Arcana: Feats for Skills
Human Determination Unearthed Arcana: Feats for Races
Infernal Constitution Unearthed Arcana: Feats for Races
Inspiring Leader
Investigator Unearthed Arcana: Feats for Skills
Keen Mind
Lightly Armored
Linguist
Lucky
Mage Slayer
Magic Initiate
Martial Adept
Master of Disguise Unearthed Arcana
Medic Unearthed Arcana: Feats for Skills
Medium Armor Master
Menacing Unearthed Arcana: Feats for Skills
Mobile
Moderately Armored
Mounted Combatant
Naturalist Unearthed Arcana: Feats for Skills
Observant
Orcish Aggression Unearthed Arcana: Feats for Races
Orcish Fury Unearthed Arcana: Feats for Races
Perceptive Unearthed Arcana: Feats for Skills
Performer Unearthed Arcana: Feats for Skills
Polearm Master
Prodigy Unearthed Arcana: Feats for Races
Quick-Fingered Unearthed Arcana: Feats for Skills
Quicksmithing Plane Shift Kaladesh
Resilient
Ritual Caster
Savage Attacker
Second Chance Unearthed Arcana: Feats for Races
Sentinel
Servo Crafting Plane Shift Kaladesh
Sharpshooter
Shield Master
Silver-Tongued Unearthed Arcana: Feats for Skills
Skilled
Skulker
Spear Mastery Unearthed Arcana
Spell Sniper
Squat Nimbleness Unearthed Arcana: Feats for Races
Stealthy Unearthed Arcana: Feats for Skills
Survivalist Unearthed Arcana: Feats for Skills
Svirfneblin Magic Sword Coast Adventurer's Guide
Tavern Brawler
Theologian Unearthed Arcana: Feats for Skills
Tough
War Caster
Weapon Master
Wonder Maker Unearthed Arcana: Feats for Races
Wood Elf Magic Unearthed Arcana: Feats for Races


Fighting styles

Archery
Close Quarters Shooter Unearthed Arcana: Light, Dark, Underdark!
Defense
Dueling
Great Weapon Fighting
Mariner Unearthed Arcana: Waterborne Adventures
Protection
Tunnel Fighter Unearthed Arcana: Light, Dark, Underdark!
Two-Weapon Fighting


Backgrounds

Acolyte
Charlatan
City Watch Swords Coast Adventurer's Guide
Clan Crafter Swords Coast Adventurer's Guide
Cloistered Scholar Swords Coast Adventurer's Guide
Courtier Swords Coast Adventurer's Guide
Criminal
↪Spy
Dissenter Plane Shift: Amonkhet
Entertainer
↪Gladiator
Faction Agent Swords Coast Adventurer's Guide
Far Traveler Swords Coast Adventurer's Guide
Folk Hero
Guild Artisan
↪Guild Merchant
Haunted One Curse of Strahd
Hermit
Inheritor Swords Coast Adventurer's Guide
Initiate Plane Shift: Amonkhet
Knight of the Order Swords Coast Adventurer's Guide
Mercenary Veteran Swords Coast Adventurer's Guide
Noble
↪Knight
Outlander
Sage
Sailor
↪Pirate
Soldier
Urban Bounty Hunter Swords Coast Adventurer's Guide
Urchin
Uthgardt Tribe Member Swords Coast Adventurer's Guide
Vizier Plane Shift: Amonkhet
Waterdhavian Noble Swords Coast Adventurer's Guide

12
D&D 5e / Mage Slayer?
« on: February 08, 2017, 08:18:59 AM »
I've been thinking about making a Mage Slayer and I was wondering if anyone has any ideas.

I've considered a straight up Barbarian, Fighter or Barbarian/Fighter with the feat. Considered Rogue, maybe Arcane Trickster, Sneak attack and counterspell. Maybe Ranger, using the Revised Ranger and see if I can persuade a DM to allow Favoured Enemy Arcane like the old 3.5e. I like the idea of a Paladin with an anti-arcane oath, but I have played a paladin recently.

The general purpose of the character would be murder, I always play the support based spellcasters and apparently this time my party will be doing that so I'll be the one dealing damage every round, so my aim is to be sustainable. Sneak attack suits better than Smite for example. The character is going to starting as a slave to a magical overlord, so a hatred of mages will be deeply soaked in.

13
D&D 5e / 5th Edition Races & Classes Master List
« on: February 08, 2017, 07:55:18 AM »
          I've decided to attempt to keep a list of all races and classes for character building purposes. Let me know if I've missed any.

Races

Aarakocra Elemental Evil
Aasimar Dungeon Master’s Guide
  • Protector Volo's Guide to Monsters
  • Scourge Volo's Guide to Monsters
  • Fallen Volo's Guide to Monsters
Anthropomorphic Mice Dungeon Master’s Guide
Changeling Unearthed Arcana: Eberron
Dragonborn
Dwarf
  • Hill
  • Mountain
  • Duergar Swords Coast Adventurer's Guide
Elf
  • High Elf
  • Wood Elf
  • Drow
  • Eladrin Dungeon Master’s Guide
Eladrin Unearthed Arcana: Eladrin and Gith
Firbolg Volo's Guide to Monsters
Genasi Elemental Evil
  • Air
  • Earth
  • Fire
  • Water
Gith Unearthed Arcana: Eladrin and Gith
  • Githyanki
  • Githzerai
Goblin Volo's Guide to Monsters
Goliath Volo's Guide to Monsters
Gnome
  • Rock
  • Forest
  • Deep Swords Coast Adventurer's Guide
Halfling
  • Lightfoot
  • Stout
  • Ghostwise Swords Coast Adventurer's Guide
Half-Elf
  • Standard
  • Variant Swords Coast Adventurer's Guide
Half-Orc
Hobgoblin Volo's Guide to Monsters
Human
  • Standard
  • Variant
Kenku Volo's Guide to Monsters
Kobold Volo's Guide to Monsters
Lizardfolk Volo's Guide to Monsters
Minotaur Unearthed Arcana: Waterborne Adventures
Orc Volo's Guide to Monsters
Shifter Unearthed Arcana: Eberron
  • Beasthide
  • Cliffwalk
  • Longstride
  • Longtooth
  • Razorclaw
  • Wildhunt
Tabaxi Volo's Guide to Monsters
Tiefling
  • Standard
  • Feral Swords Coast Adventurer's Guide
  • Devil’s Tongue Swords Coast Adventurer's Guide
  • Hellfire Swords Coast Adventurer's Guide
  • Winged Swords Coast Adventurer's Guide
  • Infernal Unearthed Arcana: That Old Black Magic
  • Abyssal Unearthed Arcana: That Old Black Magic
Tortle Tortle Package
Triton Volo's Guide to Monsters
Warforged Unearthed Arcana: Eberron
Yuan-Ti Pureblood Volo's Guide to Monsters

Subraces

Revenant Gothic Heroes
  • Human
  • Dragonborn
  • Tiefling

Zendikar Races

Elf
  • Tajuru Nation
  • Joraga Nation
  • Mul daya Nation
Goblin
  • Grotag Tribe
  • Lavastep Tribe
  • Tuktuk Tribe
Kor
Merfolk
  • Emeria (Wind) Creed
  • Ula (Water) Creed
  • Cosi Creed
Vampire

Kaladesh Races

Aetherborn
Dwarf (Hill Dwarf with Artisan’s Expertise.)
Elf
  • Bishtahar and Tirahar (Wood Elves)
  • Vahadar (High Elves with a Druid cantrip)
Vedalken

Amonkhet Races

Aven
  • Ibis Headed
  • Hawk Headed
Khenra
Minotaur
Naga

Core Classes

Barbarian
  • Path of the Berserker
  • Path of the Totem Warrior (Bear, Eagle, Wolf)
  • Path of the Ancestral Guardian Unearthed Arcana: Revised Subclasses
  • Path of the Storm Herald Unearthed Arcana
  • Path of the Zealot Unearthed Arcana
  • Path of the Battlerager Swords Coast Adventurer's Guide
  • Path of the Totem Warrior (Elk, Tiger) Swords Coast Adventurer's Guide

Bard
  • College of Lore
  • College of Valour
  • College of Glamour Unearthed Arcana
  • College of Whispers Unearthed Arcana
  • College of SatireUnearthed Arcana: Kits of Old
  • College of Swords Unearthed Arcana: Revised Subclasses

Cleric
  • Knowledge Domain
  • Life Domain
  • Light Domain
  • Nature Domain
  • Tempest Domain
  • Trickery Domain
  • War Domain
  • Death Domain Dungeon Master’s Guide
  • Forge Domain Unearthed Arcana
  • Grave Domain Unearthed Arcana
  • Protection Domain Unearthed Arcana
  • Arcana Domain Swords Coast Adventurer's Guide
  • City Domain Unearthed Arcana: Modern Magic
  • Ambition Domain Plane Shift: Amonkhet
  • Solidarity Domain Plane Shift: Amonkhet
  • Strength Domain Plane Shift: Amonkhet
  • Zeal Domain Plane Shift: Amonkhet

Druid
  • Circle of the Land
  • Circle of the Moon
  • Circle of Dreams Unearthed Arcana
  • Circle of the Shepherd Unearthed Arcana
  • Circle of Twilight Unearthed Arcana

Fighter
  • Champion
  • Battle Master
  • Eldritch Knight
  • Arcane Archer Unearthed Arcana: Revised Subclasses
  • Knight Unearthed Arcana
  • Samurai Unearthed Arcana
  • Sharpshooter Unearthed Arcana
  • Purple Dragon Knight Swords Coast Adventurer's Guide
  • Monster Hunter Gothic Heroes
  • Cavalier Unearthed Arcana: Kits of Old
  • Scout Unearthed Arcana: Kits of Old

Monk
  • Way of the Open Hand
  • Way of Shadow
  • Way of the Four Elements
  • Way of the Kensai Unearthed Arcana: Revised Subclasses
  • Way of Tranquility Unearthed Arcana
  • Way of the Long Death Swords Coast Adventurer's Guide
  • Way of the Sun Soul Swords Coast Adventurer's Guide
  • Way of the Drunken Master Unearthed Arcana: A Trio of Subclasses

Paladin
  • Oath of Devotion
  • Oath of the Ancients
  • Oath of Vengeance
  • Oathbreaker Dungeon Master’s Guide
  • Oath of Conquest Unearthed Arcana
  • Oath of Treachery Unearthed Arcana
  • Oath of the Crown Swords Coast Adventurer's Guide
  • Oath of Redemption Unearthed Arcana: A Trio of Subclasses

Ranger
  • Hunter
  • Beast Master
  • Horizon Walker Unearthed Arcana
  • Primeval Guardian Unearthed Arcana
  • Deep Stalker Unearthed Arcana: Light, Dark, Underdark!
  • Monster Slayer Unearthed Arcana: A Trio of Subclasses

Ranger Variants
Spell-less Ranger Unearthed Arcana: Class Design Variants
Ranger Revised Unearthed Arcana

Rogue
  • Arcane Trickster
  • Assassin
  • Thief
  • Scout Unearthed Arcana
  • Mastermind Swords Coast Adventurer's Guide
  • Swashbuckler Swords Coast Adventurer's Guide
  • Inquisitive Gothic Heroes

Sorcerer
  • Draconic Bloodline
  • Wild Magic
  • Favoured Soul Unearthed Arcana: Revised Subclasses
  • Phoenix Sorcery Unearthed Arcana
  • Sea Sorcery Unearthed Arcana
  • Stone Sorcery Unearthed Arcana
  • Storm Sorcery Swords Coast Adventurer's Guide
  • Shadow Unearthed Arcana: Light, Dark, Underdark!
  • (Old) Favoured Soul Unearthed Arcana: Class Design Variants
  • PyromancerPlane Shift Kaladesh

Warlock
  • The Archfey
  • The Fiend
  • The Great Old One
  • The Raven Queen Unearthed Arcana
  • The Hexblade Unearthed Arcana
  • The Seeker Unearthed Arcana: The Faithful
  • The Undying Light Unearthed Arcana: Light, Dark, Underdark!
  • The Undying Swords Coast Adventurer's Guide
  • Ghost in the Machine Unearthed Arcana: Modern Magic

Wizard
  • School of Abjuration
  • School of Conjuration
  • School of Divination
  • School of Enchantment
  • School of Evocation
  • School of Illusion
  • School of Necromancy
  • School of Transmutation
  • Lore Mastery Unearthed Arcana
  • Bladesinging Swords Coast Adventurer's Guide
  • Theurgy Unearthed Arcana: The Faithful, Unearthed Arcana: Wizard Revisited
  • Technomancy Unearthed Arcana: Modern Magic
  • Artificer Unearthed Arcana: Eberron
  • War Magic Unearthed Arcana: Wizard Revisited


Unearthed Arcana Classes

Artificer
  • Alchemist
  • Gunsmith

Mystic Unearthed Arcana: The Mystic Class
  • Order of the Avatar
  • Order of the Awakened
  • Order of the Immortal
  • Order of the Nomad
  • Order of the Soul Knife
  • Order of the Wu Jen

Prestige Classes

Rune Scribe Unearthed Arcana: Prestige Classes and Rune Magic[/list][/list][/list][/list]

14
D&D 5e / 5e using the Modern rules - Creating a hacker.
« on: November 28, 2016, 08:38:41 AM »
Hi guys, just wondered if anyone had any ideas on this topic, this is what I've developed currently;

The campaign world is modern day, tech is basically what we have now, magic exists but most people don't know about it. (Harry Potter / Last Witch Hunter). We're starting at level 5.

We will be using the modern UA

Background wise he is going to be a Corporate Spy, which is homebrew and as such open to whatever skills are needed to fill out the build.

Options
  • Rogue - Arcane Trickster
  • Warlock - Ghost in the Machine
  • Wizard - Technomancer
  • Mystic - Awakened Mind
  • Bard - Lore
  • Sorcerer - Favored Soul

Now, I'm not really going to consider Bard or Sorc here because they excel at the social side of things, can sort of access the skills and spells, but really don't do what I'm looking for as well as the other options.

The character goal;
Character is being designed as a Support role that deals with the technical side of things, so gaining access to places, information from things and whatnot. Combat is not a primary focus but being able to contribute is nice.
Character should be able to blend into a crowd, talk his way into things, get what he needs and leave.

The goal was the have the character have some of the "social hacking" skills, but to be mostly tech focused.

Arcane Trickster
Very skillful, able to get all the desired skills; Stealth, Thieves' Tools, Hacking Tools, Investigation, Perception, Deception, Sleight of Hand - including some expertise
Sneak attack - could be useful for combat, very thematic of a spy to use the element of surprise and then escape.
cunning action, generally great options to have.
Spells - lacking, mage hand is great but doesn't really get access to the Modern magic spells which could be great. (System Backdoor seems amazing for example).
Int based - tech focused
Dex secondary works well with guns
Trap finding could be very handy for avoiding things like claymores.

Ghost in the Machine
Access to Modern Magic spells
Access to things like the disguise self invocation which would be useful during subterfuge
Possible downside of needing an invocation to pact weapon a gun - seems like a weird requirement for Modern UA. Always the option of an invisible scouting familiar though.
Might lack the same competency of skills compared to the AT - no expertise

Technomancer
Access to Modern Magic spells
Might lack the same competency of skills compared to the AT - no expertise
Doesn't quite feel like it could get the spy job done.

Awakened Mind
Int based, with expertise in hacking - great.
Doesn't access Modern spells.
Great at social hacking, can spend psi points to pick up skills/languages on the fly, really solid spy.

15
I'm doing some thought exercises for a potential upcoming game, it's probably a fair while off but I've done all my DM Prep for the current campaign for at least a month so it's a fun thought exercise.

This upcoming game has very few restrictions and a definite aim at high powered characters and epic setpieces. The game will likely be Gestalt, and we might be able to homebrew a unique ability... but that's a while off getting confirmed.

I was looking to create a chosen by powerful forces type, specifically geared towards Secrets and Madness.

Now my initial thoughts would be Greater Old One Warlock // Mystic (Awakened Mind), as it seems the most obvious route, I'd be worried about relying on INT and CHA but it's not the end of the world.

I have also considered Rogue Trickster or Assassin for expertise and stealth elements. I have considered Shadow Monk again for stealth elements. Bard for possible expertise and spells to help with trickiness. Trickery Cleric looks fun but doesn't mesh too well, except maybe Trickery Cleric / Shadow Monk in terms of Wisdom synergy but is lacking in the ability to get into people's heads. Anything can be legal, though it's more likely that stuff from Unearthed Arcana and Supplements will get approval.

The closest thing I can think of in 3.5e is Hugo Clopin but I can't imagine it's possible to recreate that build in 5e, especially with the "nerfs" to domination spells.

As a side note about the homebrew ability, for this build something like turning the "charm" descriptor into a more traditional "dominated" descriptor is possible, although not for things like the friends cantrip, so like I said, the DM is open to workarounds, but they have to be within the realm of possibility.

Not tied down to any particular race, but the dream would be being able to play a character who doesn't stand out, whilst controlling a puppet to do the fighting and talking (like a thrall) or even better, being able to do this from a range that no one would consider me a suspect.

Would appreciate any ideas.

16
D&D 5e / Break my houserule; Gestarchetypes
« on: January 05, 2016, 02:30:19 PM »
I've had an idea for a houserule for a tougher campaign, stronger PCs would be a decent reason for stronger enemies so I'm wondering if this houserule would be fair.
 
When selecting a class Archetype, select two, and as you level gain the benefits of both.

So A Barbarian could be both Frenzy and Totem, a Fighter could be both Champion and Battlemaster.

If you multiclass, say, Cleric1/BardX, you'd be a Cleric Life/Arcana, and a Bard Lore/Satire, and I imagine you'd be really overpowered.

Assassin/Thief would excell at higher levels, what with two initiatives for assassinations.

Would a Druid be forced to select land and moon? I'm can't remember any other options, although they're hardly bad options.

So, are there any combinations that utterly break the game? Are there any combinations that get really left behind? I imagine the Cleric/Bard combo would probably make a single classed Ranger quite sad, but I doubt a Champion Battlemaster would care, with his complete mastery of melee combat.

Obviously this isn't as powerful as straight up gestalting, but it might be a nice middleground between full gestalt and regular play.

17
D&D 5e / Character Concept rogue\barbarian for "Hardcore" game.
« on: March 12, 2015, 04:05:15 AM »
my friends and i are going to be playing hardcore dnd game; with the gritty realism rest variant and other optional rules such as lingering injuries, healing kit dependency and massive damage.

it's going to be a detective noir style game. we have one private detective who will be a single classed divination wizard. 1 private detective that will be either a warlock or eldritch knight. And my character concept is a little mike from breaking bad meets marv from sin city, tough gritty ex cop who was suspended for alcoholism on top of his numerous complaints of police brutality... Although in this corrupt town I see myself as one of the few good cops, despite my evidence tampering ways, staged crime scenes and other nefarious weapons because I see it as the only way to fight the real, corrupt, bad guys and system.

I had settled on Dex rogue assassin, variant human with the alert feat. Sneak attacking through brass knuckles, finesse, 1 damage, and grappling with expertise althletics, using dex if possible. With the alert feat showing off my deadly QuickDraw (assassinate). I was going to be big and covered in old injuries, and my party mates said Marv and the image works.

Then they released Goliath... Now I'd love to pull off a Goliath Rogue and Goliath seems perfect for Marv... But I'm not sure if it works. Also I am tempted to Rogue Barbarian multi class... But again unsure. Any ideas?

Between damage resistance, uncanny dodge and Goliath reduction, he could really be an unstoppable force. Although I can't remember if the last two use up your reaction.

We're starting at level 3, its RP heavy but my character is there for his cop expertise (mostly RP) and muscle.

18
D&D 5e / Disadvantage vs Lucky - RAW Loophole?
« on: October 22, 2014, 07:26:44 AM »
I just posted this on reddit but thought here would be more appropriate due to the calibre of rules lawyers here.

Apologies for post quality, on mobile, minmax is blocked at work... Reddit isn't, go figure.

Reddit Thread

Okay, obviously this is RAW, and this is rules lawyering, so please prove me wrong if I am.
Hypothetically, let's say I'm rolling with Disadvantage, but I have the Lucky feat.
Quote
Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
Doesn't this basically let me turn disadvantage into advantage? I know that's not the intent, but hear me out.
I roll with disadvantage and get a 20 and a 1. I then roll a 10 with my lucky roll.
Now common sense or RAI would be that I got a 10. We ignore the 1, I rerolled that with lucky, 20 and 10 with disadvantage means 10.
However due to the wording of the feat I can select which die gets used... so I select the 20.
Now, I roll 3 dice and pick one, because the feat says I can roll an additional d20 and pick one, Not "You can reroll a d20". If it were a reroll I would still have 2 results to pick from with disadvantage.
I get to roll 3 and pick any of the 3 due to the wording of Lucky.
Obviously this could be plugged easily with a houserule, but DMs wanting to run RAW... well it's a loophole.

19
General D&D Discussion / Experience points and absent players.
« on: August 08, 2014, 10:22:30 AM »
Okay, after my last session I awarded my players some XP.

They each got 1,200 xp, this may not seem like much for killing a CR 13, but there are 7 of them and I think it's inkeeping with the progression rate we're at.

The sorcerer did not get any xp. The Sorcerer was on holiday, his character was present, but the player was not.

A few players expressed unfairness at this, if the character was present (played by another player), surely he should get XP?

My personal opinion is currently: Experience is a reward for the player showing up, and doing whatever, risking his character, roleplaying, fighting and whatnot.

If a player is absent, his character is still at risk as he lives in my campaign world, a fluid world that doesn't just stop because you're not looking at it. I'm not unfair, or mean... but if a character attacks the head of the assassin's guild his character is going to have a price on his head, regardless of player attendance assassin's will try to collect.

The warlock is now a statue, I'm going to let him play his cohort for a while, but any experience he gains as a player can be transferred to his warlock... it doesn't make sense for him to improve the NPC in the long term, then be punished for not playing his character by falling behind the party.

Now the logic from the other players, who argued the sorc should get xp from the fight, dictates that the warlock gets no XP whilst petrified, as he's not present for the fights, so he is doubly punished by not getting to play his character and not getting xp also.

Am I doing it wrong? How do you deal with XP?

(I have played without XP before, we normally do, but as this is E6 I am awarding XP so they can use it to buy bonus feats when they want to, or spend it on retraining / crafting / component.)

20
The Story so Far. 

Now, Session 4, Session 4 sucked horribly, and I don't think there was anything I could've done about it.

If you're familiar with the Dead Gods adventure, you'll recognise this.

The party exit Sigil and appear in a dank, oily, polluted area outside an abandoned mine.
They move through the mud and they notice a building, I hint at the impending overcast clouds and they consider the building for shelter.
A mindflayer rushes out towards them, his head implodes, they examine the corpse, they go inside and discover another, it telepathically communicates with them and they get some foreshadowing. They also get assaulted with random factoids as the god of knowledge dies and his knowledge leaks out.

I put in a couple details, upstairs there is a store of brains in liquid, preserved with persisted "preserve organ" as supplies for the outpost, remnants of peasant's clothes draped over human bones. The party manage to detect the magic of the one-way portal from Gehenna, but not details, they discern it's a one way portal, the rest is a mystery.

The party decide to rest here, it's like barely evening, but okay... the book says a Beholder shows up... ah. Cr 13, party of E6 level 6's. Okay.

Beholder shows up and charms Roku, Stanley flees upstairs and tells everyone there's a freaky eye monster.
Roku starts telling the Beholder what he wants to know.
Party run downstairs, Baha Abdur leaps off the stairs to attack and misses, Beholder retreats, disintegrates a chunk of the outside wall to make a point, bathes the entire building in an antimagic cone and demands to know what happened here.

Roku tries to stop Baha Abdur attacking the beholder, trying to trip him, the trip specialists go at it and Roku ends up with a facefull of mud.

I make sure the party appreciate this is a deadly creature, known to all adventurers by sheer reputation.

As the party talk to the aberration I tell those with high sense motive checks, that they get the feeling the beholder will try to kill them once it gets what it wants. (It's supposed to in the adventure). 
Well Baha Abdur hears this and thinks, "okay I will charge then."

I tell him, before you charge you consider three options. "Fight, Flight and Continue Talking"

So he charges, does damage and I think... wow... if I was this beholder, fuck this guy. So I hit him with sleep, he passes his save, that "attack" gives Roku a second save, so he snaps out of charm.

The party doesn't seem interested in restraint so they attack. They chip away at this thing with breath weapons (auto damage, halved often), spells that save for half, eldritch blasts that hit the woefully low touch AC as the creature rises above them, placing it's antimagic cone on them.

It disintegrates the warlock, he saves, health halved by 5d6 damage.
It Fingers of Deaths the warlock, he fails his save by 1, he dies, I remember the Favoured soul gave him a buff earlier, which included +1 to saves. I call him a moron, remind him about the buff, tell him he takes 3d6+13 damage instead. He falls to like...-1, the favoured soul closes wounds, he's on 8hp.

The fight continues, the only people able to contribute are the paladin (flying drakkensteed!) and the favoured souls wyrmling familiar. The Sorcerer gets into a point where he can hit the beholder, so he does, beholder ensures he is in the cone next round.

At this point the beholder is on about 7hp... and fleeing, it's 105ft up, using it's range and rays to cover it's retreat. The warlock eldritch blasts it down to 1hp (warlock sprinted to the edge of the antimagic cone. and has 250ft range)

At this point they spent 10 minutes arguing geometry with me. When asked I stated, the cone is a 90 degree effect in front of it, it's 105ft down to the ground, so it covers a circle 210ft in diameter. Quick math in my head, took about 15 secs, they argued it for a solid 5-10 minutes. I didn't have the will to tell them to shut the fuck up and continue.

The warlock had annoyed the beholder AGAIN, so he moves, barely putting him within 150ft range whilst keeping him outside the antimagic cone, and voila. Flesh to Stone. Failed Save. Warlock Statue.

The paladin rides in and crits the beholder with a magic rapier, dead beholder. It falls to the floor, caking people in mud.

The party is now considering returning to sigil, Baha Abdur wants to give the thing to the hunter's guild in return for membership... I can't really argue it...

So that's how my 7 level 6's killed a CR 13 beholder.... The melee were really bored, the casters were bored because antimagic... They didn't talk, they didn't run, they just got in enough potshots to kill it.

I was surprised beholders don't have spell resistance, immunities or damage reduction... I hope it wasn't just me using an out of date monster manual.... I pointed out to the players, there was a sleep, disintegrate, finger of death and flesh to stone that all forced saves....and only 1 party member "died", they got extremely lucky.

I feel like a crap DM, the whole fight took AAAGES, the whole session, I dropped hints to run, and then they freaking killed it... 7 turns to it's 1 turn... and just a vanilla beholder, but still.

is there any good way to "punish" people dropping character and chatting about other things, they all love the campaign but have the attention span of fucking chipmonks.
I'm going to bring back the no phones rule, too many "checking emails" for my liking, I don't know what to do when people just start "oh this reminds me...who's seen x film?" I don't want to impose punishments really, it seems petty...but I want to deter it.

I'm at a loss, I really want to DM this campaign and I want to prevent burnout before all this gets to me too seriously.

(apologies if this should be in the rants section... I am asking for GM advice.)

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