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Messages - Kasz

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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.

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

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

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

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

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

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.

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.

Frost Fingers
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.

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]( 
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.

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.

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.

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"

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?

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.

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.

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

:clap ... some classics yes?

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

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).


We've also done some bonus content, like an adventure module:

D&D 5e / Re: 5th Edition Races & Classes Master List
« on: July 11, 2017, 08:11:20 AM »
Added Plane Shift Amonkhet.

Added Plane Shift Amonkhet.

D&D 5e / Re: 5th Edition Races & Classes Master List
« on: May 11, 2017, 09:40:56 AM »
Updated with revised subclasses.

Updated for Feats for Races.

Updated for Feats for Skills.

D&D 5e / Re: 5th Edition Races & Classes Master List
« on: March 22, 2017, 08:53:27 AM »
I've added the War Magic Wizard School and updated the Mystic.

For some reason it wants to add a bunch of list closures to the end and I can't get rid of them... bleurgh formatting and I'll fix that later.

Yeah Fighter 11 / SpL Ranger 2, but with a solid mixing with the later UA update, would be pretty dangerous.
Perhaps finish wtf UA Rogue that gets sneak without needing Flank.

... 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).

... 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 ...

Both are interesting ideas.
I could see how the 2nd idea could easily be true, but then blocks the 1st idea from happening.
The 1st idea involves a +1 which hardly breaks things.
The 2nd idea is almost certainly not r.a.i. , but c.o. has had that conversation before.

I'd guess it's probably worth arguing.
Homegame I'd let it happen and see how it goes.

I agree that 2. blocks 1. would be a pretty common interpretation and 1. would be much easier to get past a DM.

That's why I think 2. is way cheesier than 1.

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.

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