Dungeons and Dragons Megathread

Look the point is the All Interconnected Thing is how everything started.

And it has not changed yet, despite Glaring Contradictions, because no one has bothered to clarify anything at Wizard's of the Coast.

So feasibly there are methods their go from most any DnD Setting to another.

It's just that a lot of this has been ignored as certain settings are focused on more and the old ones are forgotten.

And many of the new settings are made to be Self Contained.

Of course there are rumors Mystara might be revisited soon.........
 
Hey boys and girls, who here likes Selkies? I sure hope its you!

The Homebrewery - NaturalCrit

First attempt at homebrewing. Any feedback is honestly appreciated.

The DMG states that those with resistance or immunity to Cold automatically suceed on checks to resist the negative effects of Cold Weather. EDIT: Dungeon Master's Guide Pg 110

You need to add a condition on Gull's Shanty, or change it to a Bonus Action. All Reactions are done in response to an enemy doing something. For example, Shield can only be activated against an enemies attack and Cutting Words can be used when the Bard sees an enemy doing an attack roll, ability check, or saving throw.

In fact, since it seems like Gulls Shanty is a toned down version of a Bard's Cutting Words, it's probably a good idea to take a look at the text of that ability and rewrite Shanty to match it.

Nitpick: Vocal Tradition should use Performance, not Perform

Other than all that, I like them! I've been looking for more water based races, and the Volos Tritons are kinda boring.
 
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Hey boys and girls, who here likes Selkies? I sure hope its you!

The Homebrewery - NaturalCrit

First attempt at homebrewing. Any feedback is honestly appreciated.
Going by the Detect Balance chart, you've got an 11 on the base race.

Harbour Seal is a cumulative 26-28. I rate Gull's Shanty as 4-6.
Ringed Seal is much the same.
Walrus is 25-27.

Overall, it seems good, though you might want to go to r/UnearthedArcana for a better analysis.

Additionally, you should replace the Walrus's Size feature with Powerful Build for the sake of consistent phrasing, since it has the same stats.
 
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Look the point is the All Interconnected Thing is how everything started.

And it has not changed yet, despite Glaring Contradictions, because no one has bothered to clarify anything at Wizard's of the Coast.

It's not like they need to say that not everything is connected- simply making a different cosmology with no connections effectively says so.


It is mentioned, however, that the Shadow plane can be used to travel between different cosmologies.

Presumably any with a shadow plane- which isn't all of them!


Similarly Pathfinder's Great Beyond cosmology has the Maelstrom as the plane which is implied to extent to different cosmologies.
 
The DMG states that those with resistance or immunity to Cold automatically suceed on checks to resist the negative effects of Cold Weather. EDIT: Dungeon Master's Guide Pg 110

You need to add a condition on Gull's Shanty, or change it to a Bonus Action. All Reactions are done in response to an enemy doing something. For example, Shield can only be activated against an enemies attack and Cutting Words can be used when the Bard sees an enemy doing an attack roll, ability check, or saving throw.

In fact, since it seems like Gulls Shanty is a toned down version of a Bard's Cutting Words, it's probably a good idea to take a look at the text of that ability and rewrite Shanty to match it.

Nitpick: Vocal Tradition should use Performance, not Perform

Other than all that, I like them! I've been looking for more water based races, and the Volos Tritons are kinda boring.
Going by the Detect Balance chart, you've got an 11 on the base race.

Harbour Seal is a cumulative 26-28. I rate Gull's Shanty as 4-6.
Ringed Seal is much the same.
Walrus is 25-27.

Overall, it seems good, though you might want to go to r/UnearthedArcana for a better analysis.

Additionally, you should replace the Walrus's Size feature with Powerful Build for the sake of consistent phrasing, since it has the same stats.
Done and done! Thank you so much for giving it a look!
 
Presumably any with a shadow plane- which isn't all of them!
Or something that while not exactly a plane could be called a Shadow multiversal something (Urban Arcana's Shadow is mostly just a name for whatever it is that dumps fantasy creatures on Earth and fogs their memories of their original home, but Estevan of the Planar Trading Consortium shows up in the example adventure and has a gateway which lets him go through and from Earth without that pesky memory issue. He doesn't let you borrow it, the jerk).
 
Or something that while not exactly a plane could be called a Shadow multiversal something (Urban Arcana's Shadow is mostly just a name for whatever it is that dumps fantasy creatures on Earth and fogs their memories of their original home, but Estevan of the Planar Trading Consortium shows up in the example adventure and has a gateway which lets him go through and from Earth without that pesky memory issue. He doesn't let you borrow it, the jerk).

Right, that works as a link, but, say, Mabar the Endless Night of the Eberron cosmology doesn't, since it's a small plane that obits Eberron like the others, is known-made by Siberys, and doesn't have any multiversal links (it's also Eberron's equivalent of a negative energy plane).
 
Okay, so I'd like to ask for some help.

Can anyone see two feats from the following list to drop, in order to get Dodge and Mobility, since my Fighter is giving up all but the first rank of Armour Training for Advanced Armour Training, so Acrobatics will be shit, and I need SOMETHING to keep fear of AOOs from locking me down. Or, alternatively, tell me I'm being stupid, 5-foot steps and Dirty Tricks before disengaging will do enough, and keep what I've got. (Note: These are not listed in order of acquisition)

Advanced Weapon Training - 5
Warrior Spirit
Abundant Tactics
Armed Bravery
Trained Initiative
Fighter's Reflexes

Advanced Armour Training - 3 (NOT ANY OF THESE, JUST LISTED FOR COMPLETION)
Armoured Juggernaught
Armour Specialisation
Armoured Master(Secured Armour)

General - 2
Steel Soul
Cunning

Combat Feats - 17
Power Attack
Combat Reflexes
Dwarven Hatred Style
Dwarven Seething
Dwarven Fury
Weapon Focus (Dwarven Longaxe)
Barroom Brawler
Cut From the Air
Smash From the Air
Greater Weapon Focus (Dwarven Longaxe)
Dirty Fighting
Dirty Trick, Improved
Dirty Trick, Greater
Dirty Trick, Quick
Dirty Trick, Master
Weapon Versatility
Quick Draw

Any help would be great.
 
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Right, you've given them two rather powerful features that work incredibly well together, which I worry is a bit much. A maximum damage spell or a magical weapon can be incredibly powerful, and Battle Roar seems a bit too powerful for a PC ability. I'd advise toning it down or removing it.

In addition, the lore talks about them as artificers and engineers, but the choice of +1 ASI then strikes me as odd. I'd say they should get the +1 to intelligence, especially as a choice of ASI +1 is a bit more powerful than the standard +2/+1. But that's just my take.

However, I do think they look rather nice and I'm interested in seeing them come to fruition!
 
Okay, so I'd like to ask for some help.

Can anyone see two feats from the following list to drop, in order to get Dodge and Mobility, since my Fighter is giving up all but the first rank of Armour Training for Advanced Armour Training, so Acrobatics will be shit, and I need SOMETHING to keep fear of AOOs from locking me down. Or, alternatively, tell me I'm being stupid, 5-foot steps and Dirty Tricks before disengaging will do enough, and keep what I've got. (Note: These are not listed in order of acquisition)

Advanced Weapon Training - 5
Warrior Spirit
Abundant Tactics
Armed Bravery
Trained Initiative
Fighter's Reflexes

Advanced Armour Training - 3 (NOT ANY OF THESE, JUST LISTED FOR COMPLETION)
Armoured Juggernaught
Armour Specialisation
Armoured Master(Secured Armour (Prereqs: BAB +11 or fighter level 8th, armor training class feature, proficiency with medium or heavy armor))

General - 2
Steel Soul
Cunning

Combat Feats - 17
Power Attack
Combat Reflexes
Dwarven Hatred Style
Dwarven Seething
Dwarven Fury
Weapon Focus (Dwarven Longaxe)
Barroom Brawler
Cut From the Air
Smash From the Air
Greater Weapon Focus (Dwarven Longaxe)
Dirty Fighting
Dirty Trick, Improved
Dirty Trick, Greater
Dirty Trick, Quick
Dirty Trick, Master
Weapon Versatility
Quick Draw

Any help would be great.
Honestly? I've had several characters with Mobility (including Superior Mobility from the Master Samurai PrC in 3.0) and it's pretty useless except as a means to get Spring Attack. It doesn't keep people from making Attacks of Opportunity against you, just gives you a bonus to AC against them. I could probably count the number of times I actually got to apply that bonus on one hand.

Honestly, you're probably better off just using Acrobatics to avoid AoOs. There's an Advanced Armor Training that would give you free skill ranks in it equal to your BAB. If you wear mithril armor, your ACP won't be that bad, and Skill Focus would give you a +3 or +6.

On a side note, aren't you short a feat? Doesn't a fighter get one feat per level, maxing out at 20?
 
New guy asking: is this for D&D in general or is it a purely 5th ed thread? If it is, is there a separate thread for older editions? I still run 2e.
 
New guy asking: is this for D&D in general or is it a purely 5th ed thread? If it is, is there a separate thread for older editions? I still run 2e.
Pretty much all iterations of D&D. I post almost exclusively Pathfinder stuff, a lot of people have gotten into 5E, there's some 3.5 stuff on occasion, and I'll probably post Starfinder-stuff soon.
 
Pretty much all iterations of D&D. I post almost exclusively Pathfinder stuff, a lot of people have gotten into 5E, there's some 3.5 stuff on occasion, and I'll probably post Starfinder-stuff soon.
I am interested in Starfinder, it looked like a neat idea. I did pathfinder for a bit, but I wound up going back to where I started. Definitely not a fan of some of the more recent 5th ed stuff. The new Volo's guide was obviously made by folks who never read the old ones.
 
Honestly? I've had several characters with Mobility (including Superior Mobility from the Master Samurai PrC in 3.0) and it's pretty useless except as a means to get Spring Attack. It doesn't keep people from making Attacks of Opportunity against you, just gives you a bonus to AC against them. I could probably count the number of times I actually got to apply that bonus on one hand.

Honestly, you're probably better off just using Acrobatics to avoid AoOs. There's an Advanced Armor Training that would give you free skill ranks in it equal to your BAB. If you wear mithril armor, your ACP won't be that bad, and Skill Focus would give you a +3 or +6.

On a side note, aren't you short a feat? Doesn't a fighter get one feat per level, maxing out at 20?
Hm. Okay then. I was actually planning on Adamantine armour, to stack with Armoured Juggernaut, but maybe... And I don't think I'm short a feat? 21 total, 17 combat, 2 General, and two Feat-version Advanced Weapon Training, that's max, right? And if I got Adaptable Training, what would you suggest I drop? Is Armor Specialisation worth it, for a max of +5 AC at 20th level? Or should that be what I ditch?
 
Right, you've given them two rather powerful features that work incredibly well together, which I worry is a bit much. A maximum damage spell or a magical weapon can be incredibly powerful, and Battle Roar seems a bit too powerful for a PC ability. I'd advise toning it down or removing it.

In addition, the lore talks about them as artificers and engineers, but the choice of +1 ASI then strikes me as odd. I'd say they should get the +1 to intelligence, especially as a choice of ASI +1 is a bit more powerful than the standard +2/+1. But that's just my take.

However, I do think they look rather nice and I'm interested in seeing them come to fruition!
The +1 ASI is to allow for people to flavour their charr based on legion. Originally it was +1 Wisdom.

Any suggestions for reworking Battle Roar?
  • Restricting it to melee attacks?
  • Reducing the range from 30 feet to less?
  • Changing the effect?
    • Changing it to a singular reroll (i.e. if the attack roll fails, they can reroll once and must take the second result)?
    • Changing it to a flat damage boost (i.e. add Proficiency bonus to damage)?
    • Changing it to a to-hit buff (i.e. add double Proficiency bonus to attack roll)?
Something else?

And were you okay with Flanking as-is?
 
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And I don't think I'm short a feat? 21 total, 17 combat, 2 General, and two Feat-version Advanced Weapon Training, that's max, right?
My mistake. I thought you only had 19. I didn't know that you could take Advanced Weapon Training abilities as feats.

I noticed that one of your Advanced Armor Training picks was Armored Master, which grants you a bonus armor mastery feat or shield mastery feat. But you don't seemed to have picked which feat that will be. If you don't have one in mind, then maybe you should swap that for Adaptable Training?
 
My mistake. I thought you only had 19. I didn't know that you could take Advanced Weapon Training abilities as feats.

I noticed that one of your Advanced Armor Training picks was Armored Master, which grants you a bonus armor mastery feat or shield mastery feat. But you don't seemed to have picked which feat that will be. If you don't have one in mind, then maybe you should swap that for Adaptable Training?
Oh, whoops, must've deleted that when I was clearing out my reminder notes on pre-reqs. I was planning on Secured Armour, which is essentially the Light Fortification enchantment, but stacks with Light and Moderate Fortification, so I can get my armour enchanted with Moderate for 3 slots rather than Heavy for 5, and still get a 75% chance to negate a confirmed crit or sneak attack.
 
Oh, whoops, must've deleted that when I was clearing out my reminder notes on pre-reqs. I was planning on Secured Armour, which is essentially the Light Fortification enchantment, but stacks with Light and Moderate Fortification, so I can get my armour enchanted with Moderate for 3 slots rather than Heavy for 5, and still get a 75% chance to negate a confirmed crit or sneak attack.
Okay, that is pretty cool. Not sure if I'd rather have that than Acrobatics, but I tend towards always wanting my fighters to be highly mobile just as a style choice.

Honestly, the least useful feats on your list are probably Dwarven Hatred, Dwarven Seething and Dwarven Fury, since they only apply against giants, orcs and goblinoids, unless you know that the campaign is going to focus heavily on enemies of those races. If you swapped out all three, you could get Spring Attack, which would let you move without provoking AoOs from your target. Plus, with Reach and Combat Reflexes, ending the turn away from the enemy would force them to come to you and take an AoO themselves.

Or, if you have skill points to spare, you could get Acrobatics the regular way.
 
Okay, that is pretty cool. Not sure if I'd rather have that than Acrobatics, but I tend towards always wanting my fighters to be highly mobile just as a style choice.

Honestly, the least useful feats on your list are probably Dwarven Hatred, Dwarven Seething and Dwarven Fury, since they only apply against giants, orcs and goblinoids, unless you know that the campaign is going to focus heavily on enemies of those races. If you swapped out all three, you could get Spring Attack, which would let you move without provoking AoOs from your target. Plus, with Reach and Combat Reflexes, ending the turn away from the enemy would force them to come to you and take an AoO themselves.

Or, if you have skill points to spare, you could get Acrobatics the regular way.
I thought the whole point of that tree was to allow you to apply the usual anti-giant/orc/goblonoid bonuses against anyone? *checks* Yeah, Seething allows you to apply it to anyone, and Fury allows you to have as many bonuses up at one time as you like. Only downside is you have to get hit by them first, to start the hatred working against them. Although... three feats, needing to be hit twice by an enemy to get +2 to hit, +2 to damage, and +4 AC... maybe not worth it, d'you think? I mean, if you could apply them without having to be hurt first, that would be different, but as it stands, maybe not?
 
I missed that bit of Seething. Sorry, I probably shouldn't be trying to read new rules when I've been awake since yesterday....

The damage bonus isn't that good (+2 is basically the same that you'd get by taking Weapon Specialization). The AC bonus, on the other hand, is freaking fantastic. +4 AC is the same bonus that Mobility would give you, except that it's not just against AoOs. It's nearly as big as what Armor Specialization maxes out at.

Yeah, I take it back. Those feats are pretty good. Would be nice if you didn't have to get his first, but at least it'll apply to the follow-up attacks.
 
I missed that bit of Seething. Sorry, I probably shouldn't be trying to read new rules when I've been awake since yesterday....

The damage bonus isn't that good (+2 is basically the same that you'd get by taking Weapon Specialization). The AC bonus, on the other hand, is freaking fantastic. +4 AC is the same bonus that Mobility would give you, except that it's not just against AoOs. It's nearly as big as what Armor Specialization maxes out at.

Yeah, I take it back. Those feats are pretty good. Would be nice if you didn't have to get his first, but at least it'll apply to the follow-up attacks.
Hm. Take the whole tree, or ditch Fury for Adaptable Training(Acrobatics)?

Alternatively, ditch the whole tree for three of: Adaptable Training(Acrobatics), Weapon Specialization & Greater Weapon Specialization, or Cosmopolitan(Knowledge[Local], Sense Motive)? Knowledge(local) for identifying combat feats and stuff?
 
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