Dungeons and Dragons Megathread

[5e]

+2 Strength
Languages: Common, Giant
Size: Giantkin are seven to eight feet tall and weigh 300-500 lbs. They are medium.
Age: Giantkin age slowly, reaching adulthood at 100 and are able to live up to 500 years.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sub-races
Fire Giantkin

+1 Strength
Fire Immunity: You are immune to nonmagical fire damage.
Fire Giant Proficiency: You are proficient with Heavy Armor and two martial weapons of your choice.
Heat Feeder: Instead of eating, you consume the heat surrounding you. This makes you able to subsist without food in warm climates, but vulnerable to the cold.
Frost Giantkin
+1 Constitution
Cold Immunity: You are immune to cold damage.
Cloud Giantkin
+1 Charisma
Natural Focus: You do not need a focus to cast spells.
Floater: You can fly at a speed of 15 feet and hover when not prone, stunned, or unconscious.
Fire and cold immunity are really strong, as is +3 str and heavy armour proficiency. You should probably change the fire giant bonus and tone down the immunities to resistances while adding another minor feature or two.
 
Fire and cold immunity are really strong, as is +3 str and heavy armour proficiency. You should probably change the fire giant bonus and tone down the immunities to resistances while adding another minor feature or two.

Okay, here's an edit:

+2 Strength
Languages: Common, Giant
Size: Giantkin are seven to eight feet tall and weigh 300-500 lbs. They are medium.
Age: Giantkin age slowly, reaching adulthood at 100 and are able to live up to 500 years.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Blood of Giants: Your first HD is a d12, instead of what the class HD is. Your initial HItpoints are 12+your constitution. You count as a Giant.
Slow Learner: You gain half the normal amount of experience as other players.
Sub-races
Fire Giantkin

+1 Constitution
Fire Resistance: You are resistant to nonmagical fire damage.
Fire Giant Proficiency: You are proficient with Heavy Armor and two martial weapons of your choice.
Heat Feeder: Instead of eating, you consume the heat surrounding you. This makes you able to subsist without food in warm climates, but vulnerable to the cold.
Frost Giantkin
+1 Constitution
Cold Resistance: You are resistant to cold damage.
Survivor: You have proficiency with the Survival Skill and Constitution Saving Throws.
Cloud Giantkin
+1 Charisma
Natural Focus: You do not need a focus to cast spells.
Floater: You can fly at a speed of 15 feet and hover when not prone, stunned, or unconscious.
 
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Okay, here's an edit:

+2 Strength
Languages: Common, Giant
Size: Giantkin are seven to eight feet tall and weigh 300-500 lbs. They are medium.
Age: Giantkin age slowly, reaching adulthood at 100 and are able to live up to 500 years.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Blood of Giants: Your first HD is a d12, instead of what the class HD is. Your initial HItpoints are 12+your constitution. You count as a Giant.
Slow Learner: You gain half the normal amount of experience as other players.
Sub-races
Fire Giantkin

+1 Constitution
Fire Resistance: You are resistant to nonmagical fire damage.
Fire Giant Proficiency: You are proficient with Heavy Armor and two martial weapons of your choice.
Heat Feeder: Instead of eating, you consume the heat surrounding you. This makes you able to subsist without food in warm climates, but vulnerable to the cold.
Frost Giantkin
+1 Constitution
Cold Resistance: You are resistant to cold damage.
Survivor: You have proficiency with the Survival Skill and Constitution Saving Throws.
Cloud Giantkin
+1 Charisma
Natural Focus: You do not need a focus to cast spells.
Floater: You can fly at a speed of 15 feet and hover when not prone, stunned, or unconscious.
It's still pretty bad. Even with the extremely overpowered saving throw proficiency or heavy armor proficiency, Slow Learner makes it so nobody will play the race. Why not just use Goliath?
 
Okay, here's an edit:

+2 Strength
Languages: Common, Giant
Size: Giantkin are seven to eight feet tall and weigh 300-500 lbs. They are medium.
Age: Giantkin age slowly, reaching adulthood at 100 and are able to live up to 500 years.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Blood of Giants: Your first HD is a d12, instead of what the class HD is. Your initial HItpoints are 12+your constitution. You count as a Giant.
Slow Learner: You gain half the normal amount of experience as other players.
Sub-races
Fire Giantkin

+1 Constitution
Fire Resistance: You are resistant to nonmagical fire damage.
Fire Giant Proficiency: You are proficient with Heavy Armor and two martial weapons of your choice.
Heat Feeder: Instead of eating, you consume the heat surrounding you. This makes you able to subsist without food in warm climates, but vulnerable to the cold.
Frost Giantkin
+1 Constitution
Cold Resistance: You are resistant to cold damage.
Survivor: You have proficiency with the Survival Skill and Constitution Saving Throws.
Cloud Giantkin
+1 Charisma
Natural Focus: You do not need a focus to cast spells.
Floater: You can fly at a speed of 15 feet and hover when not prone, stunned, or unconscious.

It's still pretty bad. Even with the extremely overpowered saving throw proficiency or heavy armor proficiency, Slow Learner makes it so nobody will play the race. Why not just use Goliath?

He has a point. If you want something to simulate the stats of a giantkin, just use Goliath and rewrite the fluff however you want.

You should always look for a similar enough mechanic that you can repurpose with new fluff before creating homebrew mechanics, because official stuff has had at least a casual testing for balance.
 
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I'm not aware of a rule that prevents a potion of truestrike from existing, but one could argue that Grappling isn't an attack roll, it's a CMB check, so it wouldn't apply.
Pretty sure I recalled that CMB checks were called out as being a subset of attack rolls.

Then again, PF has been known to change the rules, and the last semi-official ruling said that abilities that changing the stat you add to AC don't apply the same to CMD....

ugh, I kinda miss them just being ability checks. At least then we knew whether attack bonuses applied.


He has a point. If you want something to simulate the stats of a giantkin, just use Goliath and rewrite the fluff however you want.

You should always look for a similar enough mechanic that you can repurpose with new fluff before creating homebrew mechanics, because official stuff has had at least a casual testing for balance.

Well, I was with you right up till that last part.

Then I went

 
Pretty sure I recalled that CMB checks were called out as being a subset of attack rolls.

Then again, PF has been known to change the rules, and the last semi-official ruling said that abilities that changing the stat you add to AC don't apply the same to CMD....

ugh, I kinda miss them just being ability checks. At least then we knew whether attack bonuses applied.




Well, I was with you right up till that last part.

Then I went

That's why I said "casual".
 
The shit that gets through Unearthed Arcana is.... hahaha.

Dude. Come on now.

How about the Changeling, who can polymorph as an action? Yes, you're limited by the, "Must be same size, Equipment doesn't change" but there's nothing stopping you from just using the infinite polymorph to get effectively unlimited temp HP.

Of course any DM with two brain cells to rub together wouldn't let you do that, but that's how it appears to be written.
 
How about the Changeling, who can polymorph as an action? Yes, you're limited by the, "Must be same size, Equipment doesn't change" but there's nothing stopping you from just using the infinite polymorph to get effectively unlimited temp HP.

Of course any DM with two brain cells to rub together wouldn't let you do that, but that's how it appears to be written.
Relying on the DM to tell players that they are not allowed to exploit any loopholes they may find is a tradition dating back to the very first years of D&D
 
How about the Changeling, who can polymorph as an action? Yes, you're limited by the, "Must be same size, Equipment doesn't change" but there's nothing stopping you from just using the infinite polymorph to get effectively unlimited temp HP.

Of course any DM with two brain cells to rub together wouldn't let you do that, but that's how it appears to be written.
Is the Polymorph as an Action in the Wayfarer's Guide to Eberron? I'm looking at the UA Changeling from Races of Eberron and they get Change Appearance, which doesn't give any free hp and looks like it acts like a beefed up Disguise Self.

Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die.
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
 
Is the Polymorph as an Action in the Wayfarer's Guide to Eberron? I'm looking at the UA Changeling from Races of Eberron and they get Change Appearance, which doesn't give any free hp and looks like it acts like a beefed up Disguise Self.

The one I'm looking at says Polymorph self as an action, though it's clearly meant to only change the appearance that's not clear from how it's written.
 
5e is a lot better about playtesting it's shit than 3e and 3.5 was.

This isn't a very high bar, but still.
Having read about the 3e playtest....

The bar was subterranean.

Relying on the DM to tell players that they are not allowed to exploit any loopholes they may find is a tradition dating back to the very first years of D&D

While this is true, it's still also poor game design.



Remember @Serafina highlighting the Heritor Knight prestige class and it's ability to always use Vital Strike on melee attacks as a standard action?

Well, six levels of Nexus lets you add a planar rift damage effect to a melee attack as a standard. And the Underworld version of the planar rift is fort save save or stagger, which is decent for something you can casually spam. Of course you need a weapon-like Veil to use for that melee.

Sword of Justice honestly isn't too hot in melee IMO, but there's a fix for that....

Flexible Forms (Magic)
You have learned the secrets of manipulating akashic weaponry, and can reforge such weapons into new and unique shapes.
Benefits: Choose one weapon-like veil or constellation weapon form that grants a specific weapon (such as the cestus granted by the Lion's weapon form). When shaping or manifesting that weapon, you may instead manifest it as one other weapon of the same type (light, one-handed, two-handed, or ranged) with which you are proficient, chosen when you first gain this trait. If the veil or constellation normally allows you to shape or manifest a pair of weapons, you may choose for one or both weapons to take the alternate form granted by this trait each time you shape or manifest them.

So you can make Loyal Paladin's Spear of Light into a Longsword, one that remains finessable, while also automatically being +1 size damage die vs EVIL. Oh, and reach that scales up to 20 ft.

The downside to LPSoL is that it doesn't have an enhancement bonus, but one can argue that you can cast GMW on Weaponlike Veils.

even if you can't a certain Spirit you can make a pact with has this ability:

  • Empower Longsword: While you are bound to General Hessant, you become proficient with longswords and any longsword that you wield gains a +1 enhancement bonus on attack rolls and damage rolls. This enhancement bonus increases by +1 for every 5 levels you possess. In addition, the longsword gains the following abilities at the indicated levels: keen (6th), flaming (12th), wounding (18th). These benefits replace any magical enhancements and abilities that the longsword already possesses.
Which should fit nicely.

It even comes with yet another standard action melee ability.
  • Dazing Strike: You make a dazing attack with a melee weapon as a standard action. If it hits, the target becomes dazed for 1 round in addition to the normal damage dealt by the attack. A successful Fortitude save negates this effect. Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day.
 
The one I'm looking at says Polymorph self as an action, though it's clearly meant to only change the appearance that's not clear from how it's written.
Where are you looking?
The UA, the original WGtE, and the latest WGtE all have basically the same mechanic, which isn't Polymorph at all.

Is the Polymorph as an Action in the Wayfarer's Guide to Eberron? I'm looking at the UA Changeling from Races of Eberron and they get Change Appearance, which doesn't give any free hp and looks like it acts like a beefed up Disguise Self.
If it is, it's in a version that I don't have, and certainly not the latest one.
 
The shit that gets through Unearthed Arcana is.... hahaha.

Dude. Come on now.
Admittedly Unearthed Arcana is more about popularity and resonance than balance, but thanks to the small development team for 5e and the actual attempts made to listen to community feedback through the surveys its entirely reasonable to say any homebrew race should be kept roughly in line with other races whilst being aware of each races exceptions.

Eg:
  • Warforged get their higher than normal AC because the wroter assumes everyone else will end up with magic armour anyway
  • Yuan-ti purebloods are something you need special condition to play, same with flying races
  • Pack tactics was only allowed on kobolds because they had sunlisght sensitivity
  • No one ever proofread the orc race.
 
Where are you looking?
The UA, the original WGtE, and the latest WGtE all have basically the same mechanic, which isn't Polymorph at all.


If it is, it's in a version that I don't have, and certainly not the latest one.
Found it. It's the UA Changeling from the first run with Eberron stuff, way before the Races of Eberron.

https://media.wizards.com/2015/downloads/dnd/UA_Eberron_v1.pdf

Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
 
So trying to assign Colors to the Magic Schools, and other forms of Magic in General.

How does this look?

Universal: Purple
Abjuration: Orange
Illusion: Blue
Conjuration: Yellow
Enchantment: Green
Evocation: Red
Divination: White
Necromancy: Black
Leylines: Cyan

Initially I was considering Magic Writing and Rune Magic to be Orange and Abjuration Indigo, but I am not sure the would work well.
 
So trying to assign Colors to the Magic Schools, and other forms of Magic in General.

How does this look?

Universal: Purple
Abjuration: Orange
Illusion: Blue
Conjuration: Yellow
Enchantment: Green
Evocation: Red
Divination: White
Necromancy: Black
Leylines: Cyan

Initially I was considering Magic Writing and Rune Magic to be Orange and Abjuration Indigo, but I am not sure the would work well.

I dunno if there was any canon on color associations, but I used

Illusion: Black
Abjuration: Red
Enchantment: Orange
Evocation: Yellow
Transmutation: Green
Conjuration: Blue
Necromacy: Purple
Divination: White
 
So, I am considering using Pathfinder to run a Ravenloft game on a different site in the near future.

I'm thinking of just limiting it to the core classes for now and maybe add more of the base classes as the game progresses and grows.
 
So, I am considering using Pathfinder to run a Ravenloft game on a different site in the near future.

I'm thinking of just limiting it to the core classes for now and maybe add more of the base classes as the game progresses and grows.
Ravenloft the setting or Ravenloft the original adventure?

Also, Mistfinder or your own conversion?
 
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Well, technically the purpose of playing an RPG is to play a game where a story emerges. "Telling a story" implies a script.
Not really? Improv is a thing outside of RPGs. Round-robin writing projects are the closest metaphor to role-playing I can think of, where control of the story passes through many hands and no one person can know what will happen.

The GM doesn't know what the players are going to do (and being surprised by what your players come up with is part of the fun of being a GM), but they probably do have a general idea of where they want the story to go, and probably some subplots planned to go along with specific characters. Having one of your protagonists drop dead because of a single bad Fort save is going to disrupt that a lot more than anything your players are likely to do.

I don't think it's a coincidence that D&D, the game where it's easy to die arbitrarily, is also the game that makes it easy to bring people back from the dead.


But at the same time I don't feel like it's healthy to act like players are entitled to plot protection, since that takes away meaningful gameplay options.
If the players are being suicidal or colossal dicks, then by all means, there should be consequences for that behavior. But that's not usually what happens in D&D. Usually it's more like "saw a bodak, rolled one bad roll, dropped dead." (Lost 4/5th of a party that way, once.)


For these players, the fun of an RPG may be related to whatever makes people enjoy gambling -- either the thrill of winning through chance, or the thrill of risking loss.
Nobody in any of my gaming groups is a gambling addict who wants to bet it all on one roll of the dice. :p

Different players have different things they like best about an RPG--following the story, making unique characters, doing cool stuff, coming up with outside the box ideas--but I don't think I've ever played with anyone who found being at the whim of the RNG to be the fun part.


Pretty sure I recalled that CMB checks were called out as being a subset of attack rolls.
You're probably right. I hadn't heard anything one way or another, so I wasn't sure what the official rule was.


So, I am considering using Pathfinder to run a Ravenloft game on a different site in the near future.

I'm thinking of just limiting it to the core classes for now and maybe add more of the base classes as the game progresses and grows.
Actually, there are quite a few non-core Pathfinder classes that strike me as being particularly well-suited for a horror-themed setting like Ravenloft. Inquisitor is all about that gothic monster-hunting, and provides a divine-themed skill-monkey class. Medium and some of the other occult classes seem particularly suited for gothic horror. Vigilante is all about hiding your true identity, even hiding your alignment and preventing scrying, so someone could seem harmless to the evil overlords but be secretly a hero.
 
Not really? Improv is a thing outside of RPGs. Round-robin writing projects are the closest metaphor to role-playing I can think of, where control of the story passes through many hands and no one person can know what will happen.

The GM doesn't know what the players are going to do (and being surprised by what your players come up with is part of the fun of being a GM), but they probably do have a general idea of where they want the story to go, and probably some subplots planned to go along with specific characters. Having one of your protagonists drop dead because of a single bad Fort save is going to disrupt that a lot more than anything your players are likely to do.

I don't think it's a coincidence that D&D, the game where it's easy to die arbitrarily, is also the game that makes it easy to bring people back from the dead.



If the players are being suicidal or colossal dicks, then by all means, there should be consequences for that behavior. But that's not usually what happens in D&D. Usually it's more like "saw a bodak, rolled one bad roll, dropped dead." (Lost 4/5th of a party that way, once.)



Nobody in any of my gaming groups is a gambling addict who wants to bet it all on one roll of the dice. :p

Different players have different things they like best about an RPG--following the story, making unique characters, doing cool stuff, coming up with outside the box ideas--but I don't think I've ever played with anyone who found being at the whim of the RNG to be the fun part.



You're probably right. I hadn't heard anything one way or another, so I wasn't sure what the official rule was.



Actually, there are quite a few non-core Pathfinder classes that strike me as being particularly well-suited for a horror-themed setting like Ravenloft. Inquisitor is all about that gothic monster-hunting, and provides a divine-themed skill-monkey class. Medium and some of the other occult classes seem particularly suited for gothic horror. Vigilante is all about hiding your true identity, even hiding your alignment and preventing scrying, so someone could seem harmless to the evil overlords but be secretly a hero.
Ravenloft blocks alignment detection on its own. You don't have to do anything. And certain Darklords have scrying/searching abilities that bypass any sort of blocking. Ironically that sort of class isn't actually much benefit there. ESPECIALLY if you have a Paladin in the party, since all darklords can detect them the moment they enter the Domain, with it being easier to pinpoint a precise location the higher level they are. Deception is not a great method for players in that setting in general.
 
Not really? Improv is a thing outside of RPGs. Round-robin writing projects are the closest metaphor to role-playing I can think of, where control of the story passes through many hands and no one person can know what will happen.

The GM doesn't know what the players are going to do (and being surprised by what your players come up with is part of the fun of being a GM), but they probably do have a general idea of where they want the story to go, and probably some subplots planned to go along with specific characters. Having one of your protagonists drop dead because of a single bad Fort save is going to disrupt that a lot more than anything your players are likely to do.

I don't think it's a coincidence that D&D, the game where it's easy to die arbitrarily, is also the game that makes it easy to bring people back from the dead.



If the players are being suicidal or colossal dicks, then by all means, there should be consequences for that behavior. But that's not usually what happens in D&D. Usually it's more like "saw a bodak, rolled one bad roll, dropped dead." (Lost 4/5th of a party that way, once.)

I understand how collaborative storytelling works, Narrator, thanks. I called for a distinction on purpose; less story-driven, mechanically focused RPGs like D&D are not 'storytelling games' in the same sense because by and large, the rules aren't about telling a good story so much as providing tools and rules for providing good gameplay options and meaningful agency. The story emerges organically from that, instead of other RPGs where players can have direct narrative control outside of what their characters do.

And well, to be fair, easy revival from the dead only happens in the higher levels, and until recently in D&D's history there wasn't any guarantee or expectation that players would go above level 10 or so. Treating levels 11-20 as somehow "non-epic" is a modern convention, and imo it kind of warps people's expectations of the implied setting, genre, and gameplay.

Not that I think there's anything WRONG with the product of that, but if we're talking D&D as a whole and not just its most modern incarnation, it's worth bearing that in mind.

As for players dying due to a bad roll, or nat one-ing on a Bodak? Well, that's why mirrors are on the equipment list. Old-fashioned D&D put a lot of emphasis on player actions and precautions being taken to minimize risks and escape having to make saving throws and the like. That this is fallen by the way side might be good or bad depending on your point of view, but that these expectations kind of disappeared without the rules changing to match them is why we have this sort of weirdness and conflict.
 
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