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Messages - 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 / Re: Fun Finds: 5e Edition
« on: October 20, 2020, 10:48:11 AM »
In Rime of the Frostmaiden there is a new Wizard spell. Frost Fingers.

Quote
Frost Fingers
IDRotF
p318
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Emphasis mine.

A 15 foot cone of water, frozen solid. If you're underwater and a medium creature is inside a 15 foot cone of ice they're probably dead. So if a target saves vs the spell, but is still in the wrong place at the wrong time, they're dead... or perhaps just drowning? Depends on the DM I guess. Technically maybe an underwater creature counts as "wearing" the water in its 5 foot cube, but even then, they could be trapped in the water within the ice and out of combat.

Obviously, just as a regular spell, it's not a bad one... but if your foe is knee deep in water or underwater it's a great one. Hell, if it's raining you could argue for some bonus bludgeoning/piercing damage from instant hail.

The spell freezes all liquids... so acid, lava, beer, wine, whatever.

5
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.

6
D&D 5e / Re: Unearthed Arcana: Alternate Class Features
« on: November 10, 2019, 06:05:34 AM »
This ruins some builds and enables more.

First impression makes me realise that Life Cleric 1/Bard 6 for full plate aura of vitality at level 7 is now redundant. Life Cleric 5 does the same thing now. Because Paladin lost it's exclusive spells, and early access on those inherently stronger spells is available to clerics and druids.

Then the Warlock Necromancer comes in strong, with the ability to cast animate dead and also don full plate as an action.

The rogue has some sniper options now, Aim is great but it kind of takes away from Rangers.... although ranger got a bunch of nice stuff and are now more viable. My archery build just got stronger because everything got buffed.

Rogue/Fighter/Gloom stalker ranger - does a ton of burst in the surprise round, but now it can aim on subsequent rounds and has options like favoured foe and the ambush fighting style.

Speaking of fighting styles, you can use one fighting style to gain a maneuver, and then you can change which one you know whenever you take a long rest. Which opens up fun ideas, a fighter with at least two maneuvers who then gets into a combat lite social situation can swap out some combat ones for studious eye and silver tongue, and then get high deception, persuasion, investigation and insight checks.


7
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.

8
D&D 5e / Point buy plus a free feat, interesting character builds?
« on: June 12, 2019, 09:20:40 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.

9
D&D 5e / Point Buy and a free feat, what's something fun to play?
« on: June 12, 2019, 07:08:05 AM »
I've been a barbarian for 15 levels, and whilst jumping 70 foot in the air and throwing a greathammer around is a laugh, we're starting a new campaign soon. We had the option of rolling for stats OR taking point buy + a feat. With the latter, what would be a fun way to complement a party of Abj Wizard, Druid, Monk, Sorcerer and Rogue/Warlock multiclass?

I had some thoughts of playing a Warforged Cleric, or a Life Cleric 1/Lore Bard X for faux paladin, flying steed at 7, aura of vitality  type. An extra feat here just gives lucky or something.

It's also tempting to break out the rogue/fighter/gloomstalker, the extra feat in this build grabs stuff like sharpshooter very early.

I've just got a case of writer's block when it comes to a real interesting character build currently.

10
D&D 5e / Point Buy and a free feat, what's something fun to play?
« on: June 12, 2019, 05:17:00 AM »
I've been a barbarian for 15 levels, and whilst jumping 70 foot in the air and throwing a greathammer around is a laugh, we're starting a new campaign soon. We had the option of rolling for stats OR taking point buy + a feat. With the latter, what would be a fun way to complement a party of Abj Wizard, Druid, Monk, Sorcerer and Rogue/Warlock multiclass?

I had some thoughts of playing a Warforged Cleric, or a Life Cleric 1/Lore Bard X for faux paladin, flying steed at 7, aura of vitality  type. An extra feat here just gives lucky or something.

It's also tempting to break out the rogue/fighter/gloomstalker, the extra feat in this build grabs stuff like sharpshooter very early.

I've just got a case of writer's block when it comes to a real interesting character build currently.

11
D&D 5e / Point buy and a free feat.
« on: June 12, 2019, 03:03:54 AM »
In a game of rolled stats, where you either roll well or get point buy plus a free feat I've got the latter. 
 
Do I just make a cleric 1/bard x with the lucky feat, or a warforged forge cleric?

Party comp is druid, monk, sorcerer, wizard and rogue/warlock. Plus whatever I play and I've got writers block. What is interesting? I've just played a barbarian from 1 to 15.

12
D&D 5e / Point buy and a free feat.
« on: June 11, 2019, 05:58:58 PM »
In a game of rolled stats, where you either roll well or get point buy plus a free feat I've got the latter. 
 
Do I just make a cleric 1/bard x with the lucky feat, or a warforged forge cleric?

Party comp is druid, monk, sorcerer, wizard and rogue/warlock. Plus whatever I play and I've got writers block. What is interesting? I've just played a barbarian from 1 to 15.

13
D&D 5e / Point buy and a free feat, best build from level 1 onward?
« on: June 11, 2019, 05:58:08 PM »
In a game of rolled stats, where you either roll well or get point buy plus a free feat I've got the latter. 
 
Do I just make a cleric 1/bard x with the lucky feat, or a warforged forge cleric?

Party comp is druid, monk, sorcerer, wizard and rogue/warlock. Plus whatever I play and I've got writers block. What is interesting? I've just played a barbarian from 1 to 15.

14
D&D 5e / Point buy and a free feat, best build from level 1 onward?
« on: June 11, 2019, 05:57:27 PM »
In a game of rolled stats, where you either roll well or get point buy plus a free feat I've got the latter. 
 
Do I just make a cleric 1/bard x with the lucky feat, or a warforged forge cleric?

Party comp is druid, monk, sorcerer, wizard and rogue/warlock. Plus whatever I play and I've got writers block. What is interesting? I've just played a barbarian from 1 to 15.

15
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"

16
D&D 5e / Re: Unearthed Arcana: ARTIFINALLY!!!
« on: April 24, 2019, 11:45:35 AM »
I can't figure out a way to make an artificer that feels good. They just feel like they're okay at everything, so they excel at very little?

Can they be good?

17
D&D 5e / Re: Xanathar's Wizard Spell List, courtesy of Extra Life 2017
« on: November 12, 2017, 08:38:28 AM »
Life cleric 1/Lore bard 6 just got a whole lot better.... You can grab aura of vitality and find greater steed from the Saladin list and become an armoured bard on a pegasus that heals better than a life cleric 7.

18
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.

19
D&D 5e / Re: 5th Edition Races & Classes Master List
« on: September 19, 2017, 08:09:50 AM »
Added Eladrin, Gith and Tortle.

20
:clap ... some classics yes?

Some unique stuff, some classics remastered. It's a bit of a mix. We take suggestions/requests though.

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