Dungeons and Dragons Megathread

Just ran the most epic battle sequence of my DMing career.

PC's seized a desert oasis from a group of Yuan-Ti, and then held it against a massive retaliation strike. One PC death, but they took out a pair of personal nemeses and (in the same act) deprived the BBEG of his two most powerful lieutenants. Can post full rundown if anyone's interested.
 
Any dragon that doesn't run on spellcasting. Gem dragons (psionic) and the Incarnum and Akashic dragons. Can't think of any others off-hand
Vishap has some spell casting, but it's very limited (I don't think there's a single direct-damage among them), lacks any sort of breath-weapon, and - as mentioned previously - is flightless.

In all honesty it's probably classified as a Dragon-type because it's scaly, long-lived, and the campaign setting has no real "Dragon" analogy otherwise (to the point that before its release there was an in-setting myth as to why there were no dragons in the area), but it's classified as one none the less. The presence of a climb speed (and being very fast on land, for that matter) changes things around too: It's far less dangerous at higher levels than most Ancient Wyrms (the best it can do then is use Dominate Monster to throw something nasty at you then do its best to keep your party from getting a proper Long Rest to recover over a prolonged campaign of harassment), but I find that creatures which need to improvise in their attack plans tend to be more fun to fight (or at least memorable) than those most parties already have 2-3 plans in mind for how to fight.
 
Google is only showing 'the Immortals Handbook,' the infamously over-the-top OGL product.

If it was in dragon magazine... I'd search it out but I don't know where my copy of the dragon magazine archives is.
The one with completely arbitrary numbers on everything? Sounds about right.

I really need to get in a game sometime so i can properly try animorphs formbound.
 
tzar1990 Homebrew: Path of the Furious Guardian
Homebrew barbarian subclass for 5e, based on the idea of "fuck your tactics and plans, I'm 300lbs of in-your-face screaming muscle, you're gonna focus on me before touching my friends"

Path of the Furious Guardian


Few would call the Furious Guardians tricksters, but nevertheless those who fight against them too-often find themselves lacking in judgement, abandoning plans and tactics in order to face these hulking threats. To these Barbarians, rage is more than an emotion - it is a performance, and a demand. In their voice and in their stance, foes find a primal, unworded message: "See me! Fear me! Fight me!" They exult in the blows that rain upon their iron flesh, knowing that for each wound they suffer, a comrade has been spared pain.

Bind Wounds: If one would accept injury, they would be wise to also know healing. At 3rd level when you adopt this path, you gain proficiency with the Healer's Kit. Additionally, you may spend ten minutes and one use of a healer's kit to treat any wounded individual, including yourself. This heals them as though they'd spent a number of Hit Die equal to half your level during a short rest. Once you have used this feature, you may not use it again until you have completed a short rest.

Ferocious Presence: Starting when you adopt this path at 3rd level, you can draw attention to yourself when you rage. Any enemy who can perceive you and is within 30 feet must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier) or be forced to view you as the greatest threat present, and as someone who must be defeated before they can harm your allies. Enemies have advantage on this saving throw if one or more of your allies is either at least two levels higher than you or a monster with a CR at least equal to your level. This ability lasts until your rage ends or you are incapacitated.

Self-taught Treatments: You have faced more than mere swords on the battlefield - craven foes poison their weapons, while beasts spread disease. At sixth level, you have learned how to treat these as well. You gain proficiency with the herbalism kit, and you may spend ten minutes and two uses of a healer's kit to treat an individual, duplicating the effects of Lesser Restoration on them. Once you have used this ability, you may not use it again before completing a short rest.

Blood Stokes the Flame: At level 10, the sight of a wounded comrade moves your heart and heightens your fury. When an ally you can perceive is successfully attacked or injured, you may focus yourself on their aggressor. Until the end of your next turn, you may attack that enemy as a bonus action. If the enemy you strike is not currently affected by your Ferocious Presence, you may force them to make the saving throw again or else become affected.

Brutal Redirection:
At 14th level, you protect yourself and your friends from more than just swords and arrows. When an ally would be targeted by an attack, or caught in the Area of Effect of a spell or ability, you may declare a new target and use your Reaction to make an attack against the attack or ability's user. If your attack is successful, you deal no damage but your enemy's attack is resolved as using the target you declared. The new target must be within 45o​ of the original target. You have advantage on this attack roll if you would redirect it to yourself, while you have disadvantage if you would redirect it into an ally of your foe.
 
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Self-taught Treatments: You have faced more than mere swords on the battlefield - craven foes poison their weapons, while beasts spread disease. At sixth level, you have learned how to treat these as well. You gain proficiency with the herbalism kit, and you may spend ten minutes and two uses of a healer's kit to treat an individual, duplicating the effects of Lesser Restoration on them. Once you have used this ability, you may not use it again before completing a short rest.

Is that two different kits intentional?
 
Is that two different kits intentional?

Yeah, it is. I just added herbalism as a flavor thing, and to letting you make healing potions during downtime. I should probably rewrite that bit, or else make lesser restoration an upgrade to Bind Wounds that you get at level 10 instead.

Also, now that I've posted it, while I like the overall effect of Brutal Redirection, the phrasing is clunky, and I feel something's off about it. It's like, I feel you should be able to redirect a wizard's lightning bolt or a dragon's breath just fine, but maybe only ruin an archer's shot? What do you think?
 
Yeah, it is. I just added herbalism as a flavor thing, and to letting you make healing potions during downtime. I should probably rewrite that bit, or else make lesser restoration an upgrade to Bind Wounds that you get at level 10 instead.

Also, now that I've posted it, while I like the overall effect of Brutal Redirection, the phrasing is clunky, and I feel something's off about it. It's like, I feel you should be able to redirect a wizard's lightning bolt or a dragon's breath just fine, but maybe only ruin an archer's shot? What do you think?

You should specify what kind of attack you use for brutal redirection. Melee or ranged both okay?
 
You should specify what kind of attack you use for brutal redirection. Melee or ranged both okay?

Hmm... It's a tough call, given that i've never actually played a 5e game that went up to that high a level. I'd lean towards it needing to be a melee weapon attack, since all the other barbarian abilities are melee-focused. That said, if that turns out to be an issue - high-level enemies staying out of melee while fighting due to fuckin' reach, for instance - I'd probably switch it to "any strength-based attack." That way, we have throwing weapons but not bows, which feels right to me.

Of course, if I'm allowing ranged weapons, maybe I should add a limit to uses / short rest? I'm not sure whether "the barbarian can effectively negate one attack/action per turn" is still reasonable without the caveat of needing to be up in the enemy's face to use it. I intended it as a "no, you can't ignore me when i'm all up in your business, so face me instead of my friends", hence why it triggers off things targeted at your allies, but not anything that's just aimed at you. It's not supposed to be a general "Fuck you and your ability to act" thing.
 
DMs- ever put stuff in a room with no intention of the players being able to leave with it (due to size or what have you), only to realize you also accidentally put in a way for them to get it out, and you just have to cross your fingers and hope they don't notice?
 
DMs- ever put stuff in a room with no intention of the players being able to leave with it (due to size or what have you), only to realize you also accidentally put in a way for them to get it out, and you just have to cross your fingers and hope they don't notice?
*Looks at the cannon my party dragged with them for three sessions of high intensity siege weaponing*
Nooooo, never.
 
DMs- ever put stuff in a room with no intention of the players being able to leave with it (due to size or what have you), only to realize you also accidentally put in a way for them to get it out, and you just have to cross your fingers and hope they don't notice?

My players retroactively deleted an entire dungeon from existence due to effect interactions.

Yes.
 
I was bored and decided to try my hand at making a statblock for a charr (from Guild Wars) character. I've been going back and forth with my GM about it, since he's more experienced in building such things than I am, and he thinks it's pretty good. That said, I wanted to get more opinions.

CHARR

Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.

Age: Charr mature and age at about the same rate as humans.

Alignment: Charr society is heavily militarized and regimented. As a result, most charr tend to be lawful.

Size: Charr, while somewhat hunched, are still much taller and bulkier than most races, standing between 7 and 8 feet tall and weighing between 250 and 350 pounds.

Speed: Your base walking speed is 30 feet.

Legion Combat Training: You have proficiency with the shortsword, battleaxe, war pick, and warhammer.

Charr Manufacturing: You have proficiency in one of the three following sets of artisan's tools: smith's tools, tinker's tools, or jeweller's tools.

Engineer's Assessment: Whenever yo make an Intelligence (Investigation) check related to the purpose or operation of machinery or mechanical devices, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check.

Languages: You can speak, read, and write Common and Charr.

Legions: Charr are divided into four Legions, each with a different specialization. Choose one.

ASH LEGION
As a soldier of the Ash Legion, you are trained in the art of espionage. You are spies, assassins, or sappers, covertly supporting your allies and undermining your enemies.

Covert Operations: You gain proficiency in the Stealth skill.

Sabotage: You gain proficiency with thief's tools

BLOOD LEGION
As a soldier of the Blood Legion, you are the tip of the spear. You are the hammer that crushes your foes, the anvil on which they are broken; you are the first to enter battle, and the last ones left standing at the end.

Field Medicine: You gain proficiency in the Medicine Skill.

Intimidating Presence: You gain proficiency in the Intimidation skill.

IRON LEGION
As a soldier of the Iron Legion, you build the great war machines that the others all rely on. You march to the thunder of siege engines, and are masters of building and tearing down fortifications, both yours and the enemy's.

Technical Acumen: You gain proficiency in a second set of artisan's tools.

Siege Engineer: You have advantage on checks related to determining structural weak points, and are proficient with siege weaponry.

FLAME LEGION
As a soldier of the Flame Legion, you are familiar with the less mundane side of warfare. Your legion is the posting of the greatest portion of warpriests and battlemages, and your magical might and know-how are formidable.

Arcane Intel: You gain proficiency in the Arcana skill.

Evoker: You know the Fire Bolt cantrip. It uses your casting modifier, or Wisdom if you aren't a caster.
 
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Hey, I'm planning on doing a game which involves larger scale battles and want to know how I can mix that with the story of the PCs. Any suggestions?
 
So in one of the campaigns I'm playing in, Iron Gods (Pathfinder), my Magus just died. Luckily there was an imprisoned NPC nearby that the GM allowed me to use as a character.

I'm also allowed to tweak it slightly. How does one go about building a Xill with Sorcerer levels? I figure I should go Aberrant bloodline, since that lets buff spells last longer to make up for the fact I only have two sorcerer levels. However, what good spells should I go for? Mage Armor, since I can't wear armor and will probably be a melee character given my not amazing charisma, and I guess Magic Weapon? I get enlarge person at 3rd level, so not going to take that.

Any suggestions? I will probably end up a melee-ish focused build. I thought about Orc or Draconic Bloodline, I might do those instead.
 
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