Dungeons and Dragons Megathread

...Because 5E is a lot closer to my existing knowledge base and ability to find players for? Also, because it's probably closer to my preferred crunch level? I know I've been talking about things I don't particularly like, but balancing things - and figuring out how to balance them - is fun for me.
 
...Because 5E is a lot closer to my existing knowledge base and ability to find players for? Also, because it's probably closer to my preferred crunch level? I know I've been talking about things I don't particularly like, but balancing things - and figuring out how to balance them - is fun for me.
Well I don't understand why you don't think the barbarian class is balanced.
If you can get that out of one level, what would ten levels look like?

Or, to put it another way, you are asking too much.
Theoretically what he wants is Tenser's Transformation. Which is a terrible spell even if you ignore that you can't use the heavy armour proficiency it gives you.
 
"Aaaand you miss. And you miss. And you miss, and miss, and miss, and miss. Oh, you hit! But,"
Assuming capped attributes, most characters have +8 to hit by level 8. That means they need a 17 to hit AC 25, which means most of the fight will be them missing and missing and missing unless they get extremely lucky. The creature is resistant to the most common types of damage, on top of that.

It is entirely possible that entire rounds will pass without anyone hitting, even if no one rolls under ten. That's how you make combat drag.
Changed it a bit by increasing their CR and decreasing their AC a bit.

Although, one of the reasons they're CR is low is because they are very easy to avoid and move slow.

Also, the high AC and damage resistance is because Daleks are pretty much miniature tanks. They also are pretty bulletproof, so I doubt shooting them with regular arrows would be an effective strategy against them.
 
Changed it a bit by increasing their CR and decreasing their AC a bit.

Although, one of the reasons they're CR is low is because they are very easy to avoid and move slow.

Also, the high AC and damage resistance is because Daleks are pretty much miniature tanks. They also are pretty bulletproof, so I doubt shooting them with regular arrows would be an effective strategy against them.
CR doesn't care about avoidance. It's a measurement of general combat capability.
 
Yeah, I suppose.

What CR would be appropriate for it then?
Hit points hover around CR 1-2 range, accuracy is about CR 3 to CR 8, damage is about CR 3, attacks are long ranged, multiple resistances to common damage types, AC is still literally off the chart. Plunger save DC sits around CR 5. Can fly, slowly.

On page 274 of the dungeon master's guide, there's a step by step process for how to turn that into a proper challenge rating.

Personally, I'd rather ask whether you actually plan to use it.
 
Hit points hover around CR 1-2 range, accuracy is about CR 3 to CR 8, damage is about CR 3, attacks are long ranged, multiple resistances to common damage types, AC is still literally off the chart. Plunger save DC sits around CR 5. Can fly, slowly.

On page 274 of the dungeon master's guide, there's a step by step process for how to turn that into a proper challenge rating.

Personally, I'd rather ask whether you actually plan to use it.
Not really; I don't really have anyone around who's interested in playing and stuff. I just find coming up with monsters and stuff to be fun.
 
[5e]

Some more iconic Doctor Who monsters:

Cybermen

Cybermat

Tiny Undead, Lawful Evil
Hitpoints: 10 (3d4+3)
AC: 13 (Natural Armor)
Speed: 30 feet
Ability Scores
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Str: 10 (+0) Dex: 14(+2) Con: 12(+1) Int: 6(-2) Wis: 8 (-1) Cha: 6 (-2)
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Saves: +2 Constitution
Skills: +4 Acrobatics
Damage Immunity: Poison
Damage Resistances: Nonmagical piercing, slashing, and bludgeoning damage from weapons not made of gold
Damage Vulnerability: Gold weapons, lightning
Condition Immunity: Charmed, Exhaustion, Fatigued, Frightened, Poisoned
Senses: PP9
Languages: None
Challenge: 1/4 (50 XP)
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Actions
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Injection. Melee Attack, +4 to hit, 5 foot reach. On hit: 4 (d4+2) piercing damage, target must make DC 13 Constitution Saving Throw or receive 3 (d6) poison damage and be Poisoned for the next minute.

Cyberman
Medium Undead, Lawful Evil
Hitpoints: 37 (5d8+15)
AC: 20 (Natural Armor)
Speed: 25 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 18 (+4) Dex: 14 (+2) Con: 16(+3) Int: 12(+1) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +5 Constitution
Damage Immunity: Poison
Damage Resistances: Nonmagical piercing, slashing, and bludgeoning damage from weapons not made of gold
Damage Vulnerability: Gold weapons, lightning
Condition Immunity: Charmed, Exhaustion, Fatigued, Frightened, Poisoned
Senses: PP9
Languages: Common
Challenge: 2 (450 XP)
------------------------------------------------------------------------------------------
Undead Fortitude: If damage reduces the Cyberman's hit points to 0, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is made with a golden weapon or is from a critical hit. On a success, the Cyberman drops to 1 hitpoint instead.
------------------------------------------------------------------------------------------
Actions
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Shocking Grasp. Melee Attack, +6 to hit, 5 foot reach, has advantage against target if wearing metal armor. On hit: 4 (d8) shock damage, target can't take reactions until the start of its next turn.

Cyber-Commander
Medium Undead, Lawful Evil
Hitpoints: 52 (7d8+21)
AC: 20 (Natural Armor)
Speed: 25 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 18 (+4) Dex: 16 (+3) Con: 16(+3) Int: 14(+2) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +5 Constitution
Damage Immunity: Poison
Damage Resistances: Nonmagical piercing, slashing, and bludgeoning damage from weapons not made of gold
Damage Vulnerability: Gold weapons, lightning
Condition Immunity: Charmed, Exhaustion, Fatigued, Frightened, Poisoned
Senses: PP9
Languages: Common
Challenge: 3 (700 XP)
------------------------------------------------------------------------------------------
Undead Fortitude: If damage reduces the Cyber-Commander's hit points to 0, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is made with a golden weapon or is from a critical hit. On a success, the Cyber-Commander drops to 1 hitpoint instead.
------------------------------------------------------------------------------------------
Actions
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Shocking Grasp. Melee Attack, +6 to hit, 5 foot reach, has advantage against target if wearing metal armor. On hit: 9 (2d8) shock damage, target can't take reactions until the start of its next turn.

Sontarans

Sontaran Soldier

Medium Humanoid, Lawful Evil
Hitpoints: 28 (3d8+15)
AC: 18 (Sontaran Armor)
Speed: 25 feet
Ability Scores
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Str: 14 (+2) Dex: 14 (+2) Con: 20 (+5) Int: 14(+2) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +7 Constitution
Senses: PP9
Condition Immunity: Frightened
Languages: Common
Challenge: 1 (200 XP)
------------------------------------------------------------------------------------------
Martial Advantage: Once per turn, the Sontaran can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an allied creature.
Vulnerable Valve: Attacks made from behind against this creature have advantage.
------------------------------------------------------------------------------------------
Actions
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Rifle Butt. Melee Attack, +3 to hit, 5 foot reach, one target. On hit: 4 (d4+2) bludgeoning damage.
Laser Rifle. Ranged Attack, +4 to hit, 300 foot range. On hit: 13 (2d10+2) radiant damage.

Sontaran Commander
Medium Humanoid, Lawful Evil
Hitpoints: 65 (5d8+25)
AC: 18 (Sontaran Armor)
Speed: 25 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 12 (+1) Dex: 14 (+2) Con: 20(+5) Int: 14(+2) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +7 Constitution
Senses: PP9
Condition Immunity: Frightened
Languages: Common
Challenge: 3 (700 XP)
------------------------------------------------------------------------------------------
Martial Advantage: Once per turn, the Sontaran can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an allied creature.
Vulnerable Valve: Attacks made from behind against this creature have advantage.
------------------------------------------------------------------------------------------
Actions
------------------------------------------------------------------------------------------
Shock Baton. Melee Attack, +3 to hit, 5 foot reach, has advantage against target if wearing metal armor. On hit: 4 (d4+2) bludgeoning damage and 2 (d4) shock damage. Target must make a DC 15 Constitution Saving Throw or be paralyzed for a minute.
Laser Rifle. Ranged Attack, +4 to hit, 300 foot range. On hit: 13 (2d10+2) radiant damage.
 
I'm working on a PF1E Universalist Wizard NPC (level 16) and am trying to sort out her collection of custom command-word & use activated items she has. The idea is she uses a bunch of items to save her own spell slots, but I'm not sure what spells would be best.

What are the "bread and butter" PF1E Wizard spells (of 8th level and below)? Excluding evil spells because the NPC is good-aligned. She's already got fireball covered and prepares Summon Monster spells normally so they benefit from her mythic ability that reduces the cast time to a standard action.
 
I'm working on a PF1E Universalist Wizard NPC (level 16) and am trying to sort out her collection of custom command-word & use activated items she has. The idea is she uses a bunch of items to save her own spell slots, but I'm not sure what spells would be best.

What are the "bread and butter" PF1E Wizard spells (of 8th level and below)? Excluding evil spells because the NPC is good-aligned. She's already got fireball covered and prepares Summon Monster spells normally so they benefit from her mythic ability that reduces the cast time to a standard action.
Command undead is a good choice, because it is 3 days minimum duration and, while rare enough needed for most non-necromancers, is one you sometimes want to spam when it IS needed.

Fly is another good one.

A little pricier than fly is a 9th level magic missile item. But a 9th level casting of that spell gets the maximum number of missiles and has a decent range.

I'd recommend mage armor, but it gives an armor bonus, so arguably falls under a different kind of magical item creation rules. Though staves are actually really good choices for spells you want to have access to without having to prepare them. You can replenish them later on, on days you don't need the extra spell slots.

Also, look into pearls of power.
 
If you can get that out of one level, what would ten levels look like?
Barbarian with up to half a wizard bolted on. Not actually insane if you're allowed to use the gish cantrips, but it's rather a different flavor. More of a Mustrum Ridcully than a Muton Roshi.
Well I don't understand why you don't think the barbarian class is balanced.
Ah, the source of the confusion. I actually think Barbarian is reasonably balanced (at least before level 10). What I don't know is how it's been balanced. Which makes it really hard to hack with confidence.
Theoretically what he wants is Tenser's Transformation. Which is a terrible spell even if you ignore that you can't use the heavy armour proficiency it gives you.
5E Tenser's isn't that bad from what I recall, but a) it's not free material, and b) it's only available at level 11+. It really isn't what I'm looking for.
 
So looking at the core book for 5e it seems like everyone is if not balanced certainly useable. The only thing is it looks like the Rangers kind of suck in how situational some of their stuff is. Is there something I'm missing or should I start homebrewing a bit to lighten up some of the restrictions on their ranger'y stuff
 
{5e]

Rolling Breaks Weapon on the Fumble Table when playing a Monk is a bad, watching you DM realize he rolled it for an Enemy NPC is hilarious.

We were pretty sure that cultist kicked a wall so hard he broke every bone in his foot.
 
Command undead is a good choice, because it is 3 days minimum duration and, while rare enough needed for most non-necromancers, is one you sometimes want to spam when it IS needed.

Fly is another good one.

A little pricier than fly is a 9th level magic missile item. But a 9th level casting of that spell gets the maximum number of missiles and has a decent range.

I'd recommend mage armor, but it gives an armor bonus, so arguably falls under a different kind of magical item creation rules. Though staves are actually really good choices for spells you want to have access to without having to prepare them. You can replenish them later on, on days you don't need the extra spell slots.

Also, look into pearls of power.

Mage armor is eclipsed by bracers of armor, which the NPC already has. Hadn't thought of Fly or Magic Missile for some reason.

Thanks for reminding me about Pearls of Power. I've only played a caster once before in a one-shot, so I don't know all the slotless magical items made for them.
 
So looking at the core book for 5e it seems like everyone is if not balanced certainly useable. The only thing is it looks like the Rangers kind of suck in how situational some of their stuff is. Is there something I'm missing or should I start homebrewing a bit to lighten up some of the restrictions on their ranger'y stuff
Yes, you should absolutely put some homebrew into Ranger. It really needs it.

A recommendation that's worked well in a game I'm running: Give them Arcane Archery, as the Fighter subclass in Xanathar's Guide, only fueled by their spell slots in the same way that Paladins fuel their smiting.
 
I continue to maintain that the Ranger should have been a Rogue or Fighter subclass. It's not the only class that works better as subclass, but it's definitely the most notable.
 
So looking at the core book for 5e it seems like everyone is if not balanced certainly useable. The only thing is it looks like the Rangers kind of suck in how situational some of their stuff is. Is there something I'm missing or should I start homebrewing a bit to lighten up some of the restrictions on their ranger'y stuff
Start by using the Unearthed Arcana revised Ranger, then see if it still needs something more.
 
So looking at the core book for 5e it seems like everyone is if not balanced certainly useable. The only thing is it looks like the Rangers kind of suck in how situational some of their stuff is. Is there something I'm missing or should I start homebrewing a bit to lighten up some of the restrictions on their ranger'y stuff
Rangers aren't great out of the box, no. Their newer subclasses improved that a bit, though.
 
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