Sorcerer subclasses 5e

Unearthed Arcana

2015.05.06 04:30 Cirrus5 Unearthed Arcana

A subreddit for D&D 5e and One D&D homebrew. Fun and smart additions to the game, the friendly Discord of Many Things, and thousands of past submissions to search.

2020.11.18 02:41 TheArenaGuy SpectreCreations

Flavorful and fun new options for your D&D 5e game—races, subclasses, monsters, magic items, & more! Join the community to help balance and make better content for everyone!

2021.06.09 01:08 Rashizar Mythmaker5e

D&D 5e homebrewer creating spells, creatures, class options, items, and more! 🔶 Free content posted frequently, more available on Patreon 🔶 Join our discord community to brew and brainstorm 🔶 Also on Instagram! 🔶 Happy brewing 🍻

2023.06.06 05:13 steam811 Minecraft help : it just keeps crashing

---- Minecraft Crash Report ----
// Daisy, daisy...

Time: 2023-06-05, 9:07 p.m.
Description: Exception in server tick loop

java.lang.NoClassDefFoundError: net/minecraftforge/common/capabilities/ForgeCapabilities
at com.minecolonies.api.tileentities.TileEntityRack.getCapability([]( \~\[minecolonies-1.19.2-1.0.1429-BETA.jar%23122!/:1.19.2-1.0.1429-BETA\] {re:classloading} at net.minecraftforge.common.capabilities.ICapabilityProvider.getCapability([]( \~\[forge-1.19-41.1.0-universal.jar%23151!/:?\] {re:computing\_frames,re:mixin,re:classloading} at$BlockEntityInfo.handler$zif000$sendBlockEntityCaps([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,re:classloading,pl:mixin:APP:supplementaries.mixins.json:ChunkHolderMixin,pl:mixin:A} at$BlockEntityInfo.m\_195691\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,re:classloading,pl:mixin:APP:supplementaries.mixins.json:ChunkHolderMixin,pl:mixin:A} at[]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading} at[]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading} at net.minecraft.server.level.ChunkMap.m\_183760\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B} at net.minecraft.server.level.ChunkMap.m\_183754\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B} at net.minecraft.server.level.ChunkMap.m\_140184\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B} at net.minecraft.server.level.ServerChunkCache.m\_8385\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B} at\_7185\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:graveyard.mixins.json:ServerPlayNetworkHandlerMixin,pl:mixin:APP:nochatreports.mixins.json:MixinServerGamePacketListenerImpl,pl:mixin:A} at\_5797\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading} at$PosRot.m\_5797\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading} at\_131356\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading} at []([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:classloading,re:mixin} at net.minecraft.util.thread.BlockableEventLoop.m\_6367\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:computing\_frames,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B} at net.minecraft.util.thread.ReentrantBlockableEventLoop.m\_6367\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,re:computing\_frames,re:classloading} at net.minecraft.server.MinecraftServer.m\_6367\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:access.MinecraftServerAccess,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:A} at net.minecraft.server.MinecraftServer.m\_6367\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:access.MinecraftServerAccess,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:A} at net.minecraft.util.thread.BlockableEventLoop.m\_7245\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:computing\_frames,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B} at net.minecraft.server.MinecraftServer.m\_129961\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:access.MinecraftServerAccess,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:A} at net.minecraft.server.MinecraftServer.m\_7245\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:access.MinecraftServerAccess,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:A} at net.minecraft.util.thread.BlockableEventLoop.m\_18701\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:computing\_frames,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B} at net.minecraft.server.MinecraftServer.m\_130012\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:access.MinecraftServerAccess,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:A} at net.minecraft.server.MinecraftServer.m\_130011\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:access.MinecraftServerAccess,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:A} at net.minecraft.server.MinecraftServer.m\_177918\_([]( \~\[server-1.19-20220607.102129-srg.jar%23146!/:?\] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftServerMixin,pl:mixin:APP:byg.mixins.json:access.MinecraftServerAccess,pl:mixin:APP:byg.mixins.json:server.MixinMinecraftServer,pl:mixin:A} at []([]( \[?:?\] {re:mixin} 
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.capabilities.ForgeCapabilities
... 27 more 

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Minecraft Version: 1.19 Minecraft Version ID: 1.19 Operating System: Windows 11 (amd64) version 10.0 Java Version: [](, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode, sharing), Oracle Corporation Memory: 1644128720 bytes (1567 MiB) / 4395630592 bytes (4192 MiB) up to 17112760320 bytes (16320 MiB) CPUs: 20 Processor Vendor: GenuineIntel Processor Name: Intel(R) Core(TM) i9-10900K CPU @ 3.70GHz Identifier: Intel64 Family 6 Model 165 Stepping 5 Microarchitecture: unknown Frequency (GHz): 3.70 Number of physical packages: 1 Number of physical CPUs: 10 Number of logical CPUs: 20 Graphics card #0 name: NVIDIA GeForce RTX 3080 Graphics card #0 vendor: NVIDIA (0x10de) Graphics card #0 VRAM (MB): 4095.00 Graphics card #0 deviceId: 0x2216 Graphics card #0 versionInfo: DriverVersion= Memory slot #0 capacity (MB): 32768.00 Memory slot #0 clockSpeed (GHz): 3.20 Memory slot #0 type: DDR4 Memory slot #1 capacity (MB): 32768.00 Memory slot #1 clockSpeed (GHz): 3.20 Memory slot #1 type: DDR4 Virtual memory max (MB): 69356.53 Virtual memory used (MB): 37577.40 Swap memory total (MB): 4096.00 Swap memory used (MB): 43.65 JVM Flags: 0 total; Server Running: true Player Count: 1 / 20; \[ServerPlayer\['ebonybow'/487, l='ServerLevel\[world\]', x=480.24, y=96.63, z=330.02\]\] Data Packs: vanilla, mod:elevatorid (incompatible), mod:terrablender (incompatible), mod:entangled (incompatible), mod:supermartijn642configlib (incompatible), mod:nochatreports (incompatible), mod:beautify (incompatible), mod:mcwdoors, mod:cfm (incompatible), mod:balm (incompatible), mod:jei (incompatible), mod:supermartijn642corelib (incompatible), mod:byg (incompatible), mod:naturalist, mod:shinyhorses (incompatible), mod:forge, mod:easy\_villagers (incompatible), mod:fastleafdecay, mod:waystones (incompatible), mod:geckolib3 (incompatible), mod:dungeons\_arise, mod:graveyard (incompatible), mod:tameablebeasts, mod:simply\_houses, mod:themissingvillages, mod:repurposed\_structures, mod:nfm (incompatible), mod:worldedit (incompatible), mod:decorative\_blocks (incompatible), mod:domum\_ornamentum, mod:incendium, mod:blockui, mod:lostcities (incompatible), mod:structurize, mod:minecolonies (incompatible), mod:terralith (incompatible), mod:imst, mod:hopo, mod:ctov (incompatible), mod:dreamland (incompatible), mod:moonlight (incompatible), mod:autoreglib (incompatible), mod:sereneseasons (incompatible), mod:dungeoncrawl, mod:quark (incompatible), mod:supplementaries (incompatible), mod:mcwlights, Supplementaries Generated Pack World Generation: Stable Is Modded: Definitely; Server brand changed to 'forge' Type: Dedicated Server (map\_server.txt) ModLauncher: 10.0.8+10.0.8+main.0ef7e830 ModLauncher launch target: forgeserver ModLauncher naming: srg ModLauncher services: mixin-0.8.5.jar mixin PLUGINSERVICE eventbus-6.0.0.jar eventbus PLUGINSERVICE fmlloader-1.19-41.1.0.jar slf4jfixer PLUGINSERVICE fmlloader-1.19-41.1.0.jar object\_holder\_definalize PLUGINSERVICE fmlloader-1.19-41.1.0.jar runtime\_enum\_extender PLUGINSERVICE fmlloader-1.19-41.1.0.jar capability\_token\_subclass PLUGINSERVICE accesstransformers-8.0.4.jar accesstransformer PLUGINSERVICE fmlloader-1.19-41.1.0.jar runtimedistcleaner PLUGINSERVICE modlauncher-10.0.8.jar mixin TRANSFORMATIONSERVICE modlauncher-10.0.8.jar fml TRANSFORMATIONSERVICE FML Language Providers: [email protected] [email protected] [email protected] Mod List: server-1.19-20220607.102129-srg.jar Minecraft minecraft 1.19 DONE Manifest: NOSIGNATURE repurposed\_structures\_forge-6.1.3+1.19.jar Repurposed Structures repurposed\_structures 6.1.3+1.19 DONE Manifest: NOSIGNATURE TerraBlender-forge-1.19- TerraBlender terrablender []( Manifest: NOSIGNATURE moonlight-1.19-2.0.15\_-\_Copy.jar Moonlight Library moonlight 1.19-2.0.15 DONE Manifest: NOSIGNATURE entangled-1.3.13-forge-mc1.19.jar Entangled entangled 1.3.13 DONE Manifest: NOSIGNATURE tameablebeasts-1.0.jar TameableBeasts tameablebeasts 1.0 DONE Manifest: NOSIGNATURE supermartijn642configlib-1.1.6b-forge-mc1.19.jar SuperMartijn642's Config Librasupermartijn642configlib 1.1.6b DONE Manifest: NOSIGNATURE NoChatReports-FORGE-1.19-v1.2.3.jar No Chat Reports nochatreports 1.19-v1.2.3 DONE Manifest: NOSIGNATURE Beautify1.19-V.1.4.1Forge.jar Beautify beautify 1.4.1 DONE Manifest: NOSIGNATURE jei-1.19-forge- Just Enough Items jei []( Manifest: NOSIGNATURE supermartijn642corelib-1.1.4-forge-mc1.19.jar SuperMartijn642's Core Lib supermartijn642corelib 1.1.4 DONE Manifest: NOSIGNATURE The\_Graveyard\_1.11\_(FORGE)\_for\_1.19.jar The Graveyard graveyard 1.11 DONE Manifest: NOSIGNATURE naturalist-forge-2.0.2-1.19.jar Naturalist naturalist 2.0.2 DONE Manifest: NOSIGNATURE domum\_ornamentum-1.19-1.0.76-ALPHA-universal.jar Domum Ornamentum domum\_ornamentum 1.19-1.0.76-ALPHA DONE Manifest: NOSIGNATURE Incendium\_v5.1.1.jar Incendium incendium 5.1.0 DONE Manifest: NOSIGNATURE easy\_villagers-1.19-1.0.8.jar Easy Villagers easy\_villagers 1.19-1.0.8 DONE Manifest: NOSIGNATURE blockui-1.19-0.0.64-ALPHA.jar UI Library Mod blockui 1.19-0.0.64-ALPHA DONE Manifest: NOSIGNATURE waystones-forge-1.19-11.1.0.jar Waystones waystones 11.1.0 DONE Manifest: NOSIGNATURE AutoRegLib-1.8-54\_-\_Copy.jar AutoRegLib autoreglib 1.8-54 DONE Manifest: NOSIGNATURE SereneSeasons-1.19-\_-\_Copy.jar Serene Seasons sereneseasons 0.0NONE DONE Manifest: NOSIGNATURE Dreamland-forge-1.19- Dreamland dreamland []( Manifest: NOSIGNATURE themissingvillages-2.0.0-1.19.2.jar The Missing Villages themissingvillages 2.0.0-1.19.2 DONE Manifest: NOSIGNATURE lostcities-1.19-6.0.2.jar LostCities lostcities 1.19-6.0.2 DONE Manifest: NOSIGNATURE elevatorid-1.19-1.8.6.jar Elevator Mod elevatorid 1.19-1.8.6 DONE Manifest: NOSIGNATURE Decorative+Blocks-forge-1.19.2-3.0.0.jar Decorative Blocks decorative\_blocks 3.0.0 DONE Manifest: NOSIGNATURE DungeonCrawl-1.19-2.3.12\_-\_Copy.jar Dungeon Crawl dungeoncrawl 2.3.12 DONE Manifest: NOSIGNATURE structurize-1.19.2-1.0.491-ALPHA.jar Structurize structurize 1.19.2-1.0.491-ALPHADONE Manifest: NOSIGNATURE worldedit-mod-7.2.11-beta-02-dist.jar WorldEdit worldedit 7.2.11-beta-02+315c5DONE Manifest: NOSIGNATURE minecolonies-1.19.2-1.0.1429-BETA.jar MineColonies minecolonies 1.19.2-1.0.1429-BETADONE Manifest: NOSIGNATURE mcw-doors-1.0.8forge-mc1.19.jar Macaw's Doors mcwdoors 1.0.8 DONE Manifest: NOSIGNATURE cfm-7.0.0-pre34-1.19\_-\_Copy.jar MrCrayfish's Furniture Mod cfm 7.0.0-pre34 DONE Manifest: NOSIGNATURE SimplyHouses- (2).jar Simply Houses simply\_houses DONE Manifest: NOSIGNATURE balm-4.5.3.jar Balm balm 4.5.3 DONE Manifest: NOSIGNATURE Terralith\_v2.3.1.jar Terralith terralith 0.0NONE DONE Manifest: NOSIGNATURE Oh\_The\_Biomes\_Youll\_Go-forge-1.19- Oh The Biomes You'll Go byg []( Manifest: NOSIGNATURE nfm-2022.10.27-1.19.jar Nosiphus Furniture Mod nfm 2022.10.27 DONE Manifest: NOSIGNATURE IMST\_2\_0\_1.jar Immersive Structure imst 2.0 DONE Manifest: NOSIGNATURE ShinyHorses-1.19-1.2.jar Shiny Horses Forge - Enchantabshinyhorses 1.2 DONE Manifest: NOSIGNATURE forge-1.19-41.1.0-universal.jar Forge forge 41.1.0 DONE Manifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90 Quark-3.3-368\_-\_Copy.jar Quark quark 3.3-368 DONE Manifest: NOSIGNATURE HopoBetterMineshaft-\[1.19-1.19.3\]-1.1.6.jar HopoBetterMineshaft hopo 1.1.6 DONE Manifest: NOSIGNATURE ctov-3.2.2.jar ChoiceTheorem's Overhauled Vilctov 3.2.2 DONE Manifest: NOSIGNATURE FastLeafDecay-30.jar FastLeafDecay fastleafdecay 30 DONE Manifest: NOSIGNATURE supplementaries-1.19-2.0.13\_-\_Copy.jar Supplementaries supplementaries 1.19-2.0.13 DONE Manifest: NOSIGNATURE geckolib-forge-1.19-3.1.40.jar GeckoLib geckolib3 3.1.40 DONE Manifest: NOSIGNATURE mcw-lights-1.0.5-mc1.19forge\_-\_Copy.jar Macaw's Lights and Lamps mcwlights 1.0.5 DONE Manifest: NOSIGNATURE DungeonsArise-1.19-2.1.51-beta.jar When Dungeons Arise dungeons\_arise 2.1.51 DONE Manifest: NOSIGNATURE Crash Report UUID: 6d502e06-4cf2-409a-a44d-85bb77c4a1f6 FML: 41.1 Forge: net.minecraftforge:41.1.0 
submitted by steam811 to admincraft [link] [comments]

2023.06.06 04:06 Plenty_Ad_7526 A Conversation About ACTION SURGE

I think Action Surge is kinda lukewarm as per 5e rules. I propose that the number of Action Surges a fighter has access to should simply be 1/2 their fighter level. Mechanics stay the same, you just get more of them as an incentive for investing in fighter levels.
If a lvl 17 wizard can cast Wish, surely a lvl 17 fighter should be able to go anime-level ballistic.
Some might say subclasses like E.K. would abuse such a rule, but they have so few spells to begin with, why not?
Anyway, just a thought. You don't have to be snarky if you think I'm silly. 👀👀
submitted by Plenty_Ad_7526 to onednd [link] [comments]

2023.06.06 03:16 Notorum [LFG] [5E] [ PAID] [8 PM] [EST] [TUES] Professional Player-Driver Custom Homebrew

All games will require payment to the Game Master at a rate of $25 USD per week per player via Paypal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.

Hello Ladies and Gentlemen and any other nonbinary members!

My name is Peyton and I am a full-time professional dungeon master. My focus is player-built worlds. This means session 0s are long sessions where a player can control the aspects of the world around their characters' origins. All way down to your families now - back up to the name, government, and style of the nation that they are from. It is a team collaboration from the ground up. For players joining in games that are already in progress, you will have the same options the original players did as long as you don't overwrite what has already been written into the canon. I currently DM 7 games with 24 players combined with some even opting to play in several games. We have a tight nit community of players, many of which date back years.

About My Games

Tuesday (Untitled Game) 8 PM EST 5 Player Slots Avalible This game is brand new. As a result we will go through a session zero where the players get heavy say over the setting of the game before we ever get into playing the game. The players can design as much as they want before I get started.

Contact Information

First, please note that direct message via reddit is the slowest form of contact for me. You can still do it if you like but it may result in over 24 hours before the response. Discord: pjm

Group Rules

  1. Be kind to one another.
  2. We will play as long as 75% or more of the group is present.
  3. You don't play - you don't pay.
  4. Respect each other's time - and don't be late.
  5. Three strikes of any rules and you will be removed and blacklisted from all future games.

Services I Offer

  1. I do this full time so I am always home to answer questions.
  2. I will be in the Discord server starting 1 hour before the game start time.
  3. I am a trained graphic design artist so I will be designing both world and battle maps - as well as letters, emblems, and other handouts custom for each game.
  4. I will run optional 1-on-1 sessions leading into the campaign for a standard fee. These can also be done for everyone during time skips during the campaign.
  5. Sessions will be 4-5 hours
  6. 1-on-1 Sessions will be 2-3 hours (paid at $15 USD dollars a session.)
  7. Server Boosted Discord Server for better audio/video quality.
  8. Games are streamed and uploaded for future rewatching.

Character Creation Rules

  1. No character can be more than 2 classes.
  2. All rules may flex for the player's benefit. If you would like to bend or break a rule, please let me know.
  3. Most games will start between levels one to three unless stated otherwise.
  4. Stat generation will be one of several systems.
  5. Extended Array - 20, 16, 13, 10, 8, 5
  6. Roll for stats - 4d6 drop the lowest. (Lots of different tweaks to this system)
  7. Standard Array - 15, 14, 13, 12, 10, 8
  8. No custom subclasses.
  9. No custom classes except the following.
  10. Blood hunter by Matt Mercer
  11. Gunslinger by Matt Mercer
  12. Lingering Soul by Matt Mercer
  13. Illrigger by MCDM
  14. Pugilist by Benjamin Huffman
  15. Spell Casting Modifiers can be changed to any stat. This includes core die for certain martial classes. (i.e. Monk can change the base dice off Wisdom)
  16. Everyone gets a free level one feat.
  17. Variant Human is banned.
  18. Feats must be either 5e or ONED&D official.
  19. The following list of feats have been banned.
  20. Elven Accuracy
  21. Gunner
  22. Backgrounds can be anything and do not have to be logical for your backstory.
  23. Everyone starts with 50 gold. No more. No less.
  24. Starting Equipment. (No starting wealth)
  25. We always roll for HP. The minimum roll is a 2, you will never get a 1.

How I Run the Game

How Players Impact My Games.

Once a starting group is found we push forward into session 0. This is not your normal session 0. It will be the length of a normal game not just be about making characters. We will first state by asking questions about the settings so the players control the overall theme of the setting. Then we start looking at characters and after that, we talk about any rule changes we want to make for our game. The players also get to make choices about the area they come from so they are more intertwined and natural. Then I finish the setting based on this feedback.Below is a list of questions players should be prepared to answer for this session 0.
What time period are we playing in? What level of magic is available in the setting? What level of science is available in the setting? What is the economy like? What is the government like? Do the other planes exist? Many other questions will be asked that may only become relevant depending on what the answers before that are. This is what makes my games special and I hope you would consider joining us.
Application Response:
  1. Name
  2. Age
  3. Timezone
  4. Experience with D&D
  5. Experience with Roll20
  6. Favorite Food
  7. Add me on discord: pjm
submitted by Notorum to roll20LFG [link] [comments]

2023.06.06 02:56 krforget__93 [Online] [5e] [Wednesday] Thieves Guild Campaign

Weekly Camping on Wednesday’s 8pm est to 11pm est
Playing on: Fantasy Grounds Unity.
Looking for one person to fill party Party is currently lv3
Built off the Grim Press Kick Starter: “In The Shadows - Expanding Thieves' Guilds in 5e”


Youll start in the city of Del Mar on the Continent of Vorkesh. The City is the biggest Port City West of the Capital of Vorkesh, Khaibridge . Del Mar is home to The Nightblades. The Nightblades of Del Mar have had exclusive rights to the city’s crime and the black market for the last 50 years. The notorious Thieves’ Guild regulates assassination’s, burglaries, confidence games, fencing, gambling, pickpocketing, smuggling and theft in the city port. When something illicit occurs within the city limits, The Nightblades know about it and take their cut. Those that try to cheat the system are dealt with swiftly and harshly.
The Nightblades guild is an integral part of the city –a seedy and unseen element, for the most part, but integral, nevertheless. Without the guild, there would be chaos in Del Mar, and crime would run rampant. It is so integral that its guildmaster, the Stiletto Silhouette, sits on an informal council that meets regularly to decide how the official City Council will advise the Duke.
Over the past few months, another guild has been putting feelers out, infiltrating many aspects of The Nightblades’ portfolio. At first, it appeared to be a few anomalous independents, but over the past two ten days a more coordinated patterns have emerged, indicating a serious threat. A highly organized Thieves’ Guild from across the sea wants to expand. They have sent an experienced team to discover how organized The Nightblades are – and to take over their trade, and take out their leadership.
Rumor has it the Guild is urgently recruiting and there are many “jobs” that keep getting posted through out the city as “trails”. The guildmaster herself, the Stiletto Silhouette, is looking for a crew for something big. Can you get her attention or will other adventures beat you to it?.....
Campaign will have both rp and combat components but not to overpowering battles I like to rp and develop lore. Some homebrew options will be available, including, but not limited to:
submitted by krforget__93 to lfg [link] [comments]

2023.06.06 00:47 ElizaAlex_01 Flavoring Bugbear as a "monster under the bed"

So I was looking at making a Giant Barbarian (UA) Bugbear for the silliness of a 20 ft melee range when I had the thought that the Bugbear's mechanics fit surprisingly well with that of a sort of child-snatching "monster under the bed" type character.
My next step to connect to the Giant theming of the subclass would be to make them a (half) Oni, who in 5e are sneaky giant-kin ambush hunters with a preference towards children, and to pick up a Periapt of Wound Closure and Hat of Disguise to emulate the healing and transformation abilities of the Oni. A Firbolg would do a better job of replicating the magical abilities of an Oni, and come with built in Giant theming as well, but don't mechanically have the same hiding and ambush abilities that bugbear do, nor do they have the increased range which was initially the whole idea of the Race/Subclass combination.
submitted by ElizaAlex_01 to dndnext [link] [comments]

2023.06.05 22:55 Chris_MCMLXXXVII D&D 5E group looking for a somewhat similar system with better combat

We currently play D&D 5E and are looking to try out a new system that is thematically similar. Our group tends to be more combat, and dungeon focused than exploration and roleplay, and even though we feel that we are experienced with 5E now the combat still feels very slow and cumbersome. So, our primary goal would be a system that has more fluid combat without heavily restricting the players options in combat. We like to use hex or grid maps and tokens, so a system designed to require that would be preferred to a theater of the mind. Thematically we like the high fantasy, high magic genre, but would be willing to flex a little on that. So long as the players characters are heroic/epic compared to the rest of the word, they want to be doing big things, not struggling to survive in realistic odds. We would strongly prefer a class-based system, as it more easily allows players to define their roles in the group, avoid stepping on each other’s toes, and stand out in the ways they want to. But we would like more customization that 5E has to offer. If feels like feats take a back seat to ASI’s and are so far and few between, and multi-classing outside of very meta dips often seems sub optimal, so if a subclass dose not exist for how, you image your character your kind of SOL. A system that has advanced classes with prerequisites that you can’t have at level 1, possible even might have to work toward in story, would be great. It does not need to be balanced between the power levels of classes and advanced classes, just so long as its not something like all martials are worse than all casters. Finally, if we can find a non OGL system that would be a plus, but it’s not a hard requirement.
I have briefly looked at some of the system suggested by the mod bot and found in other threads and will list them and reasons I have initially discounted them below. I will still consider any of them if people here think they are a good fit. TLDR; D&D 5E group looking for a somewhat similar system
submitted by Chris_MCMLXXXVII to rpg [link] [comments]

2023.06.05 22:29 Any_Understanding741 D&D 5E NPC: Ricky Shaw, Rickshaw Race Proprietor and Sorcerous Swindler

D&D 5E NPC: Ricky Shaw, Rickshaw Race Proprietor and Sorcerous Swindler submitted by Any_Understanding741 to MaliceInnandTavern [link] [comments]

2023.06.05 21:50 vortical42 Looking for flavorful legendary actions for a Revenant

I'm currently running a 5e campaign (Call of the Netherdeep) with a group of four players who just hit lv 8. I have a Paladin, a Divine Soul Sorcerer, a Psychic Blades Rouge, and a Barbarian with 2 levels in Warlock. As part of her backstory, the Paladin is being hunted by a Revenant that has mistaken her for her mother.

I'm concerned that a vanilla Revenant isn't going to be much of a challenge for a group at this level. If they all dogpile it, my scary undead boss is going to go down like a chump. To up the challenge I was thinking about giving it a few legendary actions. In particular, I would like to give it some 'area control' abilities to hamper the group while it focuses on the target it cares about.

Any suggestions?
submitted by vortical42 to dmsguild [link] [comments]

2023.06.05 21:32 VictorVatis Help me figure out if this is worth of using this "assistant class"

Its me again, longstory short, my dm brought us this kind of new multiclassing system, we can take just one level of this new multiclasses, all the multiclasses are just meh in comparisson for the normal multiclass from the game, but theres one i've read that it seems useful in some way, it says this:
Hit dice : 1d6 (4) + Con Spell progression: just work like an expert caster multiclass (like the sorcerer or the cleric). Savage cantrip: you learn three cantrip of your choice from the wizard spell list, you choose your spellcasting modifier for this.
Empowered spells: you can add your spellcasting modifier for every wizard spell you cast.
So as the "assistant class" says, it doesnt look like the best thing, but the dm doesnt let us multiclass until lv 5th, but for this new option he let us take just one with no restrictions. Looking for something similar to this, i just found this looks like the "Evocation Wizard" subclass features but just earlier.
Im playing right now a lv 1 wizard, but it seems like my party its not strong enough to deal damage, im kinda of a min-maxer, but my party have a barbarian with +1 str and a fighter with +2 str and im the main damage dealer from the group, it looks like we will dont have too much level ups so often. So i was thinking on grabbing this and then getting something like the Mizzium apparatus for the lost spells progression, so what do you think?
submitted by VictorVatis to dndnext [link] [comments]

2023.06.05 20:43 DaveTheManiac [OC] The Psychic - A new class & system for 5e

Hi there, some time ago I published a class named The Psychic based on the Psionic Energy dice system discussed in Tasha's Caldron of Everything.

To get the Psychic click HERE

Get the Expansion HERE.
Get the Free PDF HERE.
What is a Psychic?
Students of the mind and body, psychics are the masters of psionic energy. Capable of manipulating the world with their mind, psychics are proof that a strong mind can bend the world to its needs.
The psychic is a full psionic class that uses its mind to assist its allies in and out of combat. It is typically strongest at controlling the battlefield and providing support to its allies while injuring its enemies.
Psionics Expanded
This book not only contains rules for you to use the psychic but also comes with the necessary tools for you make your own psionic options. Moreover, this class is a testament that the Psionic Energy dice system can be used as more than subclasses.
Reviews - 5/5 (3 reviews)
The Expansion Contains:
submitted by DaveTheManiac to dndnext [link] [comments]

2023.06.05 18:50 Minute-Vermicelli364 Strongest 3 multi class build?

What is the strongest 3 multi class build, if any?
Rogue/rangefighter? Paladin/sorcerewarlock? Etc
Feel free to include the subclass if it’ll make it even more OP
submitted by Minute-Vermicelli364 to dndnext [link] [comments]

2023.06.05 18:43 Kera-The-Dragon 4 Kingdoms 5e Campaign (3/4) Online

Hello! We had some players leave last second (legit the first session is tommorow) so if you like D&D 5e, have some experience with the game, speak english and are free Tuesday nights starting at 8 pm CST with a possibility of moving to the same time on Saturday in a few months, and are free today so we can cram a character for you together send me a pm or message my Discord KeratheShapeshifting Dragon#0730 ! The game will be done over Discord Voice call, and I will need to do a voice call with you so we can work on your character. They will have to be Tech themed so a warforged would be preferable as the tech kingdom is the only one without a player hailing from it. This is very first come (and fit well) first serve so be quick XP
Basics of the campaign
4 kingdoms each with power over a domain have been at war but something has gone wrong and you and your party must stop the war and save the world. Game is pretty dark with some humerous stuff too cause thats how I roll. Lots of homebrew, homebrew races, subracess, and subclasses are allowed just let me read them over.

Thank you for reading.
submitted by Kera-The-Dragon to lfg [link] [comments]

2023.06.05 18:19 69thKnightOfCats D&D Group Troubles: Balancing Combat and the Search for a Tank

TL;DR: experiencing difficulties with combat encounters in their D&D 5e group. Considering retiring their character, seeking advice on a creative alternative to filling the tank role.
My D&D 5e group is having issues with combat. Not sure if it's the DM's fault or if the group lacks balance. We're currently at level 9, and the group consists of a helpful but suboptimally fighting Hexblood Wildfire Druid, a damage-dealing Feywild Orc Archer without Sharpshooter but equipped with bracers of archery and a special bow, a support-focused Firbolg Alchemist Artificer who's new to the game, and me, a Dwarf Chef (custom lineage) Gloomstalker 7 / Twilight Cleric 2 who fights in melee with Druidic Warrior + Shillelagh. The biggest problem in the group is me, as I combined two powerful subclasses but ended up not excelling in either. We have decent DPS with the archer and, depending on the fight, with the wildfire druid, but overall, we lack damage and, more importantly, a tank. I'm considering retiring my character since their story is complete, and I thought about creating a Barbarian with Bear Totem and GWM, but I'm looking for something more creative.
submitted by 69thKnightOfCats to 3d6 [link] [comments]

2023.06.05 17:58 SlimKid What is your approach to PC creation?

As an inexperienced player, I'm very curious to know how the community prefers to create a character. Do you start with mechanically figuring out what you want your PC to be able to do (in combat or outside of it) - whether that be gameplay quirks or odd combinations of abilities/skills, meta-gaming/optimization, or something else? Do you instead start with personality, motivations, background, etc.? Do you try to develop them simultaneously as parallel concepts of equal importance? What's your favored approach? I'm especially curious to know if you are typically a player or a DM/GM.
I would also be interested in a discussion around whether you view the classes/subclasses as having built-in/assumed alignment and approach to the world, generally speaking, or if you see them just as groupings of features/options that you can pull from or reflavor as needed. For instance, is a Paladin a noble soul with a strict black-and-white view of good and evil, or is a Paladin a collection of abilities to realize your vision of a character?
Playing 5E but that may not particularly matter to this discussion.
View Poll
submitted by SlimKid to DnD [link] [comments]

2023.06.05 16:35 jcp1195 My group is looking for a good Ancient Dragon/Greatwyrm Patron Warlock Homebrew.

As stated above, my group has been wanting this kind of patron for years as we all feel this could have made for an amazing patron. With 5e rolling out of production though we’re looking more and more into Homebrew but there’s a lot to sift through. Has anyone found or played a homebrew Warlock with a subclass that would fit the above that was particularly well made?
submitted by jcp1195 to DnD [link] [comments]

2023.06.05 16:04 Barbastorpia Looking for a good homebrew dodge tank

I've always been passionate about duelist style martials, parrying hits and dodging blows, but when I tried making one in 5e, I ran into a problem: there are really no good ways to do this. Battlemaster fighters are too much on the heavy side, so I had to resort to a way of the kensei monk, but that becomes static and boring as hell in order to achieve what I was looking for.
So, I'm asking, is there any good homebrew class or subclass for this purpose? One that preferably revolves around stances and special attacks?
submitted by Barbastorpia to dndnext [link] [comments]

2023.06.05 15:16 dhfAnchor I just had the strangest session of my DMing career

Sorry in advance if this post isn't welcome mods, apparently the RPG Glory Stories sub doesn't let casuals like me post there. The events of this story took place just last night, in my party's D&D 5e game. Our players are Sorcerer, Barbarian and Cleric.
In the previous session, we ended with our three heroes squaring up to a necromancer in a graveyard, surrounded by a shambling army of undead minions. I gave them all of the appropriate warnings then - this is probably a winnable fight, but it's going to be hard, somebody could die when we run this, blah blah blah - and reiterated them as we were gearing up to reconvene last night.
Now, something else I should mention here is that I've recently begun experimenting with homebrew. (Between OneD&D coming soon and WotC being pricks lately, our group decided this was the best way for us to get new content for our games going forward) And between the previous session and this one, I'd completed my first large-scale homebrew project - a new class, the Ninja. And while we were setting up the game I overheard 2 of the players - Barbarian and Cleric - talk about how if the necromancer fight goes sideways, they should all scrap their current characters and roll up ninjas instead. At the time, I thought it was a joke.
So, session starts, initiative is rolled, and the battle begins. It's a tough encounter, but the party's holding their own. All except one, that is - Sorcerer found themselves surrounded by zombies and started taking some heavy damage, with their allies too far away and too occupied besides that with their own sections of the horde. Down they go, and while the one death save they were allowed to roll was a pass, the character found themself simultaneously being set on fire (there was a fire slowly encompassing the graveyard that had been set by Cleric in the last session, and Sorcerer had been nearby when they were dropped) and munched on by the zeds, leading to a slow and agonizing death. The other two, horrified by the loss, went into overdrive to cut through the rest of the walkers and take out their master. Low on health but high on rolls, they get the job done and book it to try and get Sorcerer back to camp, where a PC might be able to Revivify them. But alas, they're just too far away, and the spell fails. Sorcerer is gone.
Now, this is where I intended to end the session - the surviving PCs and their NPC traveling companions mourning and coming to grips with the loss of one of their own, wake up the next morning, have a little service for Sorcerer, and then they move on because the harsh reality is that they do have someplace they need to be. But then, Barbarian cuts in during the wind-down dialogue:
"NO! Wait a minute! What about our characters? We need to get killed off too, remember!? We're all gonna be Ninja!"
It takes me a second to realize what she's saying. "Wait, you were serious about that!?"
"Yeah, c'mon! We're doing this!"
I kinda look over at Cleric. "Um, are we all on board with this? Cuz if you like your characters, I don't want you to feel obligated."
"Eh, I could go either way. My guy's kinda already had his big character development stuff, I can be happy with him as he is."
And so, with the party being unexpectedly on board with it all, I arranged for a slightly darker ending - one where they visited Sorcerer's corpse to say goodbye face-to-face before the ceremony, the body was revealed to be a newly reanimated zombie who attacked and killed the weakened Barbarian, and the Cleric in his determination to prevent further death to the caravan they were with used his last spell slot to blow both himself and the zombie back into the glorious light of Lathander. They are all building Ninja characters now; only time will tell how that goes.
Thus ends the tale of the party that quite literally asked for a TPK, so they could try out a new homebrew class I made. On one hand, I'm happy I made something that they were so eager to see in action; but at the same time I'm terrified, because I expected something slightly smaller in scale when the time came to test that bad boy out. There's also the matter of tying in what happened to the new characters. (I asked if they'd want me to just start a new adventure for them, they insisted they still want to continue with the main story if at all possible) But these are good problems to have. The players had fun, I had fun, and hopefully you guys got a chuckle out of our shenanigans too.
submitted by dhfAnchor to DnD [link] [comments]

2023.06.05 14:56 Ok_Dimension_4707 Playable character class art over the editions: Sorcerer (And a Rogue correction in the comments)

Playable character class art over the editions: Sorcerer (And a Rogue correction in the comments) submitted by Ok_Dimension_4707 to dndmemes [link] [comments]

2023.06.05 13:03 zorber101 New Druid Subclass - Circle of Destruction and Creation! critique needed

Heya guys,I've been trying to come up with a Druid character that puts a heavy emphasis on maintaining the balance between creation and destruction. What I realized is that unlike some other games, 5e doesn't have a particular subclass meant for this archetype (think Balance druid from WoW).
So.. I made my own! It's my first subclass I've ever written and I would really love critique on it, my DM said that if I give him something polished enough and balanced enough I would be able to play this subclass in our campaign.

Circle of Destruction and Creation

Life is a fragile thing, a part of a bigger, more important cycle which must continue at all costs. This philosophy is the basis for the Destruction and Creation Druids, who are tasked by greater powers beyond their comprehension to take part in creating life and destroying it, as a means of continuing this cycle. Druids of this circle gain their power and wisdom through a special feature - Channel Nature, which uses the same resource as the Wild Shape. By using Channel Nature, these Druids can change their strengths and weaknesses in accordance to their needs - and either wreak havoc, or create and support life. The power gifted to these druids is divine in nature, with one deity representing creation and another representing destruction. The Druid's role is to balance the desires of the two deities and partake in a harmonious way of living, one completely neutral and detached from worldly struggles. If the druid abuses on of the deities' strength, the other deity may be inclined to punish him for choosing destruction over creation or vice versa, earning him a bane.

Bonus Cantrip

When you choose this circle at 2nd level, you learn two additional cantrips of your choice, one for each part of the cycle (Destruction and Creation). The cantrip you choose for the Destruction Cycle must be a damaging cantrip, and the cantrip you choose for the Creation cycle must be a non damaging cantrip. You may use each cantrip only while in their respective cycles. These cantrips don't count against the number of druid cantrips you know.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Channel Nature

Also at level 2, by channeling the power of either of your patron deities, you gain special abilities depending on which deity you chose for an amount of time equal to your druid level divided by 3. Channeling their strength requires spending one use of your wild shape. Channeling Nature has advantages and disadvantages. After channeling either deity's power, you are locked in their cycle for the duration of the Channel, and may not change your cycle or revert to your normal mode. For each of the cycles, you receive a Boon and a Bane, which will be listed below.
Channel Creation- For the duration, you gain access to the following spells, but you may only cast these spells if you have the appropriate spell slots for them: Cure Wounds, Healing Word, Bless, Protection from Good and Evil, Lesser Restoration. When casting these spells, you expend a spell slot as you normally would. Creation Boon - When you cast a spell from this list, you heal the target for an additional 1d8 hit points (even if the spell doesn't heal in the first place).Creation Bane - While Channeling creation, you can not kill any target, and have a disadvantage to attack and spell attack rolls against any target.
Channel Destruction-For the duration, you gain access to the following spells, but you may only cast these spells if you have the appropriate spell slots for them: Hellish Rebuke, Burning Hands, Scorching Ray.Destruction Boon - When you cast a spell from this list, you roll an additional 1d8 for the damage roll. The damage type matches that of the spell.Destruction Bane- While Channeling Destruction, you may not heal any target.
Additional Spells-
when reaching certain levels, your spell options for both option increase.When you reach the 5th level, your spell list for Creation includes Revivify, and your spell list for Destruction includes Fireball or Lightning Bolt (your choice, but you cannot change it).When you reach the 7th level, your spell list for Creation includes Aura of Life, and your spell list for Destruction includes Fire Shield.When you reach the 9th Level, your spell list for Creation includes Mass Cure Wounds, and your spell list for Destruction includes Immolation.When you reach the 11th level, instead of learning new spells, every spell of 6th level or higher that you cast gains the same boons your cycle spells receive.

Transfer Pain

Starting at level 6, as a reaction, depending on your cycle, you may either redirect half of the damage you received from an attack to a willing ally (Destruction), or you may redirect half of the damage an ally received from an attack towards yourself (Creation). You may use this feature a number equal to your proficiency bonus per short rest.

Transfer Effect

When you reach level 10, as a reaction, depending on your cycle, you may either redirect an effect or condition cast on you to a willing ally (Destruction), or you may redirect an effect or condition cast on an ally towards yourself. You may use this feature a number of times equal to your proficiency bonus per long rest.

The Middle Path

When you reach 14th level, you gain considerable mastery over the balance of the two cycles. As a bonus action, you can choose to expend both uses of your wild shape at the same time, allowing you to receive all the benefits of each cycle while negating the downsides entirely. Once you use this feature, you may not use it again until you finish a long rest, even if you restore your wild shape uses by completing a short rest.
submitted by zorber101 to DnDHomebrew [link] [comments]

2023.06.05 11:00 RX-HER0 Spider-Man in DnD 5e!

Before we start, I'd like to give a great thanks to the "DM Mentor's Guild" discord, for without them I wouldn't have been able to make this build at all! Make sure to check them out! This server has experienced DMs with a knack for helping others tell an immersive fantasy, balance encounters, and fix game related issues. If your question requires a personal touch, there's no one I'd refer you to over the good guys at the "DM Mentor's Guild" server!
This is a guide for how to play Spider-Man in DnD 5e. Of course, it will be impossible for this to be all-encompassing, but I’ll do my best.
“With great power, comes great responsibility.”
Peter Parker isn't a mutant, but rather just a human. Due to the spiderbite, he’s far from your normal high schooler, however, so we’ll make him a Variant Human! Variant Humans get a feat at level 1, and we’ll be taking the Crusher feat to weave to yank enemies with our webs and launch them with our super strength! This feat gives us the ability to move a creature 5ft, once per turn, when you hit with an attack that deals bludgeoning damage. Additionally, when we crit on an attack, all attacks against our target have advantage until the start of our next turn. Finally, we may boost our Strength or Constitution by +1, and we’ll choose Constitution. As a Variant Human, we are also able to increase 2 of our stats by +1. Let’s boost Dexterity and Wisdom for better web-slinging and stronger Spidey-Senses! Finally, let’s grab Perception as a skill, to represent our peak ability and health!
Stat Array.
Peter’s got a wide array of abilities, so to cover this we’ll be using Point Buy, which gives us 27 points to put in our stats, which start at 8 as a default. Each increase above 13 will cost 2 points instead of 1.
9 points in Dexterity! Spider-Man is a slippery, nimble fellow with an agile fighting style! Our Dexterity will be 15 + 1 = 16, with a +3 modifier.
5 points in Wisdom! Peter’s always had a good heart and a just head on his shoulders. Additionally, Wisdom represents his senses, like Spider-Sense! Our Wisdom will be 13 + 1 = 14, with a +2 modifier.
5 points in Constitution! Spidey definitely can take a beating, but he’s more of the more frail characters of Marvel. Our Constitution will be a 13 + 1 = 14, with a +2 modifier.
5 points in Intelligence. On top of being nimble and perceptive, Peter’s smart beyond measure- to the point where he made his extremely strong, chemically binding web fluid by himself! Our Intelligence will be a 13, with a +1 modifier.
2 points in Strength. Spider-Man can lift metal fortresses, but we just can't have everything. Still, we can’t dump it. Our Strength will be a 10, with a +0 modifier.
0 points in Charisma. Peter’s a nerd who constantly gets picked on by Flash Thompson. Even as Spider-Man, he’s not exactly appreciated by the people of New York. Yeah, yeah, I know -he still had to have amazing Charisma to bag Gwen Stacy, Mary Jane, and Black Cat- but we can’t have everything. Our Charisma will be an 8, with a -1 modifier.
Peter Parker was a high schooler that, by circumstance, was bit by a radioactive spider, did a wrestling gig, saw his uncle die -you know the story already. Let’s grab Deception to lie to Aunt May, and Investigation, to devise tactics to defeat our enemies! Let’s call this the Web Head background.
Spider-Man is a fast, nimble hero who crawls walls and prefers to dodge attacks over tank through them, so we’ll kick them off as a Monk 1!
Let’s grab Athletics and Acrobatics as skills, to do whatever a spider can. We gain proficiency in Strength and Dexterity saving throws. We are also proficient in all simple weapons and short swords. For our artisan’s tool, let’s grab Tinker’s Tools.
Our favorite wall-crawler wears nothing but his costume in action, so it’s good that all Monks gain Unarmoured Defense! We gain a new way of calculating AC; 10 + Dexterity modifier + Wisdom Modifier! In other words, our AC does not come from armour, but from quickly evading blows and predicting attacks through Spider-Sense!
We also gain Martial Arts! We may use Dexterity instead of Strength for Unarmed Strikes or Monk weapons, which means that we can viably use all of our martial jabs and kicks. Furthermore, when rolling damage for a unarmed strike or monk weapon, we may role our martial art’s die + our Dexterity or Strength modifier in place of our usual damage. Our starting die is a d4. Finally, when we hit with an unarmed strike or Monk weapon on our turn, we may make an unarmed strike as a bonus action.
We’ll use Unarmed Strikes for our punches and kicks, and for our web shooters, we will actually use a sling! Why? It’s a 1-handed ranged weapon that does bludgeoning damage. With this, we can use our Crusher 5ft pull with our unarmed strike, which is our super-strength, or with our sling, which is yanking an enemy with our web shooters.
Monk 2.
At this level, our training allows us the ability to harness the mystic energy of Ki, which is a representation of our Spider Powers! We have Ki points equal to our Monk level, and regain all Ki on a short rest. Our Ki save DC is equal to 8 + proficiency bonus + Wisdom modifier. We may use Ki to fuel the following effects:
Flurry of Blows: Right after we take the attack action, we may spend 1 Ki point to make 2 Unarmed Strikes as a bonus action! This is a combo!
Patient Defense: We may spend 1 Ki point to take the dodge action as a bonus action. This is you focusing on dodging.
Step of the Wind: We may spend 1 Ki point to take the dash or disengage action as a bonus action! Be the spider JJJ just can’t squish!
Finally, we gain Unarmoured Movement at this level. While wearing no armor or a shield, we gain a bonus to our movement speed, which makes sense given how slippery Spider-Man is. Right now, it’s +10ft, and it’ll increase as we level up.
Monk 3.
At the 3rd level, All Monks get to choose a Monastic Tradition! For skirmishers like Spider-Man, Drunken Master is the best pick (you don’t actually have to drink for it to work).
As a Drunken Master, we gain proficiency in Performance, which we use to emulate our alter-ego ( also, use it for the dance ), and Brewer’s Supplies, to brew some New York joe.
All Drunken Masters also gain Drunken Technique, which gives us +10 movement speed and the benefit of the disengage action, when we use Flurry of Blows.
We also gain Deflect Missiles as a 3rd level Monk! As a reaction to being it with a ranged attack, we may deflect it, reducing the damage of the attack by 1d10 + Dexterity modifier + Monk Level. If we reduce the attack’s damage to zero, we may throw the projectile back as a monk weapon using the same reaction, at the cost of 1 Ki point! Catching a projectile and throwing it back is just the thing Spider-Man would do.
Monk 4.
At this level, we gain our First ASI! As a Monk, we desperately need them, so let’s not squander this bonus and boost our Dexterity by +2! Our Dexterity is now 16 + 2 = 18, with a +4 modifier!
We also gain Slow Fall at this level! As a reaction, we may reduce the damage from a fall that we take by 5 times our Monk level! It would be a shame if you took falling damage from your own jump, after all?
Monk 5.
At this level, we gain Extra Attack! When we take the attack action, we may make 2 attacks with that action! Spider-Man doesn’t take his rogue’s gallery down with one powerful strike, but with many rapid ones.
Additionally, we also gain Stunning Strike at this level! When we hit with a creature with an attack, we may expend 1 Ki point and force our opponent to make a Constitution saving throw. If they fail, they are stunned until the end of your next turn. This is you webbing up your opponent!
Alright, we’ve got a decent amount of martial ability and spider strength, let’s grab a few more specific abilities. To do that, let’s multiclass into . . .
Wizard 1!
All Wizards get Spellcasting, but we’ll reflavor yours as abilities you get courtesy of your radioactive blood, and/or your gadgets! After all, Spider-Men in general are at least a little bit mystic due to the Web of Life and Destiny. With how quick-witted you are, Intelligence will be your spellcasting modifier. As a Wizard, we get a spellbook for our spells, which for you is just your school notebook.
For Cantrips, we’ll pick . .
Mage Hand, to yank items towards you with a thwip.
Light, which is a light.
Mending, which is webbing something back together.
1st level Wizards also get to add 6 spells into their spellbook! Let’s grab . . .
Shield, which is a Web Barrier.
Longstrider, even more dexterous movement.
Catapult, which is using your webs to slingshot an object.
Gift of Alacrity, for even better reflexes.
Thunderwave, which is our impact webs.
Jump, which is how we’ll do web swinging. It isn’t climbing and isn’t flying, but I think this is a good compromise. With this and Step of the Wind, we have a 60ft long jump and a 18ft high jump.
As a 1st level Wizard, we also get Arcane Recovery, which allows us to, once per long rest, recover spell slots with a total level equal to or less then our Wizard level. The spell slots recovered cannot be above 6th level, to reload and gain more ammo!
Wizard 2.
2nd level Wizards get an Arcane Tradition, and the War Magic Tradition is the pick for superheroes that apply their intelligence in both rigorous study and brutal combat!
War Magic Wizards gain Arcane Deflection, which allows us to gain a +2 bonus to AC against the attack or a +4 bonus to that saving throw as a reaction. If we use this feature, the only spells we may cast next turn are cantrips. This is great for us, since we rely on weapon attacks anyway! This is our Spider-Sense.
We also gain Tactical Wit, which allows us to add our Intelligence modifier to our Initiative!
For our new spells, lets learn . . .
Silvery Barbs, which is distracting our enemy with a spurt of webs!
Identify, which is us using our Intelligence to figure out a mysterious magic item.
Wizard 3.
For our Wizard spells of this level, let’s learn . . .
Web, which is an AOE web (duh).
Earthbind, which is yanking Green Goblin down with webs.
Okay, we’ve got everything we need from Wizard, so let’s jump back to . . .
Monk 6.
At 6th level, we gain Ki Empowered Strikes! Our Unarmed Strikes now count as magical for the purpose of overcoming non-magical resistance.
As a Drunken Master Monk, we gain Tipsy Sway! This gives us two benefits:
Leap to Your Feet: When we’re prone, we can instantly flip off the floor, costing us only 5ft movement instead of half.
Redirect Attack: When we are missed with an attack role, we may spend one Ki point to cause that attack to hit one creature within 5ft of us, other than ourselves.
Both of these abilities are very fitting for Spidey!
Our unarmoured movement bonus increases to +15ft.
Monk 7.
At this level, We gain Evasion, which allows us to take half damage from a failed Dexterity save, and no damage from a successful Dexterity save! This is also a good ability for Spider-Man.
Additionally, we gain Stillness of Mind! As an action, we can end one effect on ourself that is causing us to be charmed or frightened. Spider-Man’s always had a good heart and a strong will, so it makes sense that it would be difficult to sway him with charms or frightens.
Monk 8.
At this level, we gain another ASI! Let’s boost Dexterity by +2 to cap it off at 18 + 2 = 20, with a +5 modifier! Now we’ve got the maximum amount of nimbleness that we can achieve.
Monk 9.
At this level, we gain an Unarmoured Movement Improvement, which allows us to run up walls and across water. Running up walls is our wallcrawling, and I guess across water is some shoe gadget you made?
Monk 10.
At this level, we gain Purity of Body, which makes us immune to poison and disease. Spider-Man’s got super-healing, after all.
Our unarmoured movement bonus increases to +20ft.
Monk 11.
At the 11th level of Monk as a Drunken Master, we gain Drunkard’s Luck! We always have a bout of luck when we need it most, as whenever we make an attack, save, or check and have disadvantage, we can spend 2 Ki to cancel out the disadvantage.
Monk 12.
Another ASI at this level. Let’s boost our Wisdom by +2 for higher AC and greater Spidey-Senses! Our Wisdom is now 14 + 2 = 16, with a +3 modifier!
Monk 13.
At the 13th level of Monk, we gain Tongue of the Sun and Moon! We are now able to understand all spoken languages, and all creatures that speak a language can understand what we can say! Spider-Man is beloved world-wide.
Monk 14.
At this level, we gain Diamond Soul! We’re now proficient in every single saving throw, including death saves, and if we fail a save, we may spend a Ki point to reroll!
Our unarmoured movement bonus increases to +25ft.
Monk 15.
All 15th level Monks gain Timeless Body! We no longer suffer the ill effects of aging and cannot be aged magically. I guess this explains why was perpetually in highschool (yeah I know the real reason is the comic line restarts).
Monk 16.
At this level, we gain another ASI! Wisdom is important for us, so let’s boost our Wisdom by +2! Our Wisdom is now 16 + 2 = 18, with a +4 modifier.
And finally, we’ll cap off our webbed wonder with . . .
Monk 17.
This is our final Drunken Monk Feature, Intoxicated Frenzy! When we use Flurry of blows, we can make up to 3 additional attacks with our bonus action, provided that each Flurry of blows attack targets a different target.
We are extremely mobile! 55ft movement base, 110ft movement on a dash, 220ft with two, 20ft horizontal jump and 18ft high jump with Step of the Wind and the Jump spell, and we can crawl on walls and run on water! We’re really hard to pin down, especially since we can disengage for free when using Flurry!
We’ve got great defenses! 19 AC, Proficiency in every save, we can remove disadvantage for 1 Ki, we can reroll for 1 Ki, +5 to AC through Shield, +2 for free through War Magic, and +4 to saves also through War Magic.
We’re great at handling crowds, as we can make 7 attacks with Flurry of blows as long as we hit a different creature each time, and can make a Stunning Strike attempt on each hit!
We dipped Wizard for Web, but we have a really low Spellcasting Modifier and as such a really easy save to beat.
We missed one of the best Monk features, Empty Body.
A sling is just worse than a shortbow (in DnD, slings are crazy IRL)
Black Suit Spider-Man Quickbuild
Miles: “Let’s go man, before he gets too far!”
Peter: “No . . . he’s mine . . .”
Miles: “You sure? He’s got big teeth.”
Peter: “So do I.”
This is still Peter, but now he’s making use of the dark powers of the Symbiote, so he’ll still be a Variant Human but instead of Crusher, we’ll grab Eldritch Adept and gain the Mask of Many Faces invocation, which gives us at-will castings if Disguise Self. This’ll be how we shift from
our classic and black suit.
Our main stat is Strength.
Take 1 in Monk for Martial Arts.
Put the following 6 levels in Barbarian, which fits the much more brutalistic nature of your newly adopted fighting style. Take the Beast subclass for large symbiote weapons! Your maw is conjoining your arms and spawning a giant toothy jaw, your claws are tendrils at the tip of your fingers, and your tail is a great black tentacle that leaps out of you. Not to mention, you can crawl and jump(webswing) long distances now too. We’ll be using the Barbarian’s unarmoured defense.
Put the next 2 levels in Monk and take the Astral Self subclass, which we’ll reflavor as our stretchy symbiote attacks. We’ve got 3 Ki, with 9 over the course of the day, assuming 2 short rests.
Put your remaining 11 levels in Barbarian. Infectious Fury is placing a mote of your symbiote within your target and making them attack your ally. Or, it’s just scaring the shit out of them if you choose the other option. Call of the Hunt is giving a bit of your symbiote to the entire party.
Venom Quickbuild
“We are Venom.”
While building Black Suit Spiderman I noticed that the build would also work perfectly for Venom, which makes sense.
This build would be the same as with Black Suit, but we’ll grab a 1 Rogue level at the beginning and grab Expertise in Strength and Intimidation.
Carnage Quickbuild
“I am the ultimate insanity! I am CARNAGE!”
This build is the exact same as Venom’s, except we grab Rogue 2 after level 6 of Barbarian for Cunning Action, and we’ll put Expertise in Acrobatics instead of Athletics.
Spider-Gwen Quickbuild
“All right, people, let's start at the beginning one last time. My name is Gwen Stacy. I was bitten by a radioactive spider, and for the last two years I've been the one and only Spider-Woman. You guys know the rest . . .”
This build is the same as the original, except instead of Crusher we’ll grab Mobile, and we’ll take a 1 level Rogue dip after our Wizard levels for Expertise, which we’ll put in Perception and Acrobatics.
Miles Morales Quickbuild
“Okay, let's do this one last time, yeah? For real this time. This is it. My name is Miles Morales. I was bitten by a radioactive spider. And for like two days, I've been the one and only Spider-Man. I think you know the rest . . .”
Miles is a high schooler who was bitten by a radioactive spider, just like Peter, so he’ll be a Variant Human too, although for him we’ll grab Mobile instead of Crusher for hit and run tactics. He’ll still use a sling for webs. Make sure to grab Sleight of Hand to swipe the USB from Peter.
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
From there, put all 20 levels in Monk and take the Ascendant Dragon subclass. We can change our unarmed strikes to elemental damage, so this is how we get our lighting abilities (don’t use it for any other damage type because that’s out of character!). Same thing goes for Breath of the Dragon - it’s a blast of Lighting Wings unfurled is our web swinging, and Aspect of Wyrm and Ascendent Aspect are already built off of flavor we’ve already established. Empty Body is our invisibility, and Stunning Strike is a zapping stun.
Spider-Man 2099 Quickbuild
“What has yesterday done to tomorrow?”
Miguel O’hara is a human, but his DNA was overwritten with that of a spider, so we’ll choose Simic Hybrid, and our level 1 mutation will be Nimble Climber. ( Ask your DM if you can have the Sunlight Sensitivity trait )
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
Put 5 levels in Monk and choose the Open Hand subclass. Our Open Hand Technique is our super strength and agility, and Stunning Strike is injecting someone with our venom. Choose Grappling Appendages, which are just your claws.
From there, put 2 levels in Rogue ( ask your DM if you can use Sneak Attack on Unarmed Strikes ) for Cunning Action and Expertise. Take Expertise in Athletics for grapples and Perception for your super hearing and supervision.
From there, put 2 levels in Artificer and grab the Repeating Shot infusion for your organic webbing, Sending Stones, which are tech communications, Goggles of Night for your darkvision, and the Wand of Detection, which is your AI Lyra doing a scan for you.
From there, put 3 levels in Wizard and take the Conjuration subclass, which gives you a 3d printer you can use to make small items with. Choose all the spells that we chose in the original build.
Then, dump the remaining 8 levels into Monk. Wholeness of the body is our healing factor, and Tranquility is simply us being hard to hit.
Spider-Noir Quickbuild
“Wherever I go, the wind follows. And the wind smells like rain."
This Peter was bitten just like our Peter was, so we’ll make him a Variant Human. Instead of Crusher we’ll grab Gunner for your revolver.
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
Put 5 levels in Monk, choose Kensei, and grab a Revolver. Our Stunning Strikes are Knock-Out punches.
Put 3 levels in Fighter and take the Blight Fighting style to fight in pitch black darkness. Choose the Battlemaster subclass. Grab Trip Attack, Feinting Attack, and Ambush.
Take 2 levels in Rogue for Cunning Action and Expertise. Take Expertise in Athletics and Stealth.
Take 3 levels in Wizard and choose the Divination subclass, which is your Spider-Sense. Choose the same spells as the ones we chose for our initial build, except swap out Earthbind for Spider Climb.
Dump the remaining 7 levels in Monk.
Peni Parker Quickbuild
“私の名前はペニ・パーカーです。私は 3145 年のニューヨーク出身です。父のロボットの中に住んでいるクモと精神的なつながりがあります。そして私たちは永遠に親友であり続けます。”
Peni Parker wasn’t given power by a radioactive spider, but she bonded with it -oh, and that spider controls an anime mech that she pilots. Let’s make Peni a Variant Human and grab Telekinetic, which is you pulling or pushing something with webs.
Our main ability will be Intelligence.
Put all 20 levels in Artificer, and choose Armourer as your subclass to get your SP//dr mecha.
Choose the Guardian Model. We’ll be wearing Full Plate.
Choose Enhanced Defense, Goggles of the Night, Enhanced Arcane Focus, Armour of Magical Strength, Boots of Elvenkind, Slippers of Spider Climbing, Boots of Striding and Springing, Ring of Jumping, Belt of Hill Giant Strength, Ring of Protection, Spell-Refueling Ring, and Helm of Awareness as infusions.
Pick Booming Blade, Sword Burst, Guidance, and Thorn Whip as cantrips. Prepare Web, Spider Climb, Stoneskin, Haste, Absorb Elements, Detect Magic, Faerie Fire, Identify, Jump, Longstrider, Kinetic Jaunt, Dispel Magic, Glyph of Warding, Water Breathing, and Alarm. We also get Magic Missile, Thunderwave, Mirror Image, Shatter, Hypnotic Pattern, Lighting Bolt, Fire Shield, Greater Invisibility, Passwall, and Wall of Force.
Booming blade is a sonic strike, Sword Burst is a 360 swipe, Guidance is looking something up, and Thornwhip is a grappling hook. Web, Jump, Longstrider, Kinetic Jaunt, and Spider Climb are typical spider-person stuff. Stoneskin, Absorb Elements, Alarm, Fire Shield, and Dispel Magic are SP//dr’s defenses. Detect Magic and Identify are scanners, Faerie Fire is targeting systems, Glyph of Warding is a trap ( I guess you can do that now? ), and Water Breathing is just SP//dr being airtight. Magic Missile is web missiles ( yeah I know it’s a stretch ), Passwall is smashing through a wall, Wall of Force is a forcefield, Lighting Bolt and Shatter is techy stuff the mech probably can do (?), Haste is a battle focus, and Greater Invisibility is out of character so don’t use it.
Spider-Ham Quickbuild
"I was bitten by a radioactive pig."
Spider-Ham was a spider that was bitten by a radioactive pig. Instead of trying to comprehend the logic check that such an origin demands, let’s just make him a Gnome, which fits since he’s a tricky, short fella. Specifically, a Forest Gnome, and we’ll use Minor Illusion for our cartoon shenanigans. We’ll use a light hammer for our mallet.
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
From there, the build follows our original Spider-Man build, except instead of taking 3 levels in Wizard, we’ll take 3 in Warlock. Choose the Hexblade subclass.
Take the Beast Speech and Improved Pact Weapon invocations.
Take the Pact of the Blade boon. This is your hammerspace.
For cantrips, grab Prestidigitation, True Strike, and Mage Hand. For spells, learn Shield, Hex, Expeditious Retreat, and Shadow Blade.
Expeditious Retreat is just running fast, Prestidigitation and Major image will be used for cartoon stuff like making a lightbulb appear over your head. True Strike is waiting for the right time to strike. Shield is dodging out of the way, Hex is a combat focus, and Shadowblade is a random weapon pulled out of hammer space ( it deals psychic damage because your opponent can’t comprehend that they’re being beaten by a pig ).
submitted by RX-HER0 to 3d6 [link] [comments]

2023.06.05 06:55 thelostpoison Need advice: is there a race or subclass in 5e that could discern the gender of a PC that's concealing it?

I have a PC who's a lady pretending to be a teenage guy; wondering if there's any sort of character (features-wise) that might be able to instantly sniff it out.
submitted by thelostpoison to DMAcademy [link] [comments]

2023.06.05 03:41 thehighpriestess4 [Online][5e][LGBTQIA+ Friendly][18+][Sunday][Bi-Weekly] Looking for one player to join a long-term homebrew campaign!

Hello! Two of my friends and I are currently looking for another player for a homebrew campaign I've been running. We play every other weekend on Sunday or Saturday (usually Sunday) at 2pm EDT on Discord. We plan our next session at the end of every session. Sessions usually last ~4 hours. We are an all-queer group. New players are welcome.

About the Party

My name is Gavin and my pronouns are they/them and I'm the DM. I'm fairly new at DMing, but I've been playing DnD for over 2 years now. I'm a big rules nerd but I tend to favor the Rule of Cool.
Don't worry about party balance. If the party is struggling with healing, there's health potions for that. If the party is struggling with doing enough damage, there's magic weapons for that. Play whatever kind of character will be fun for you :)

About the Campaign

We are playing in a homebrew world I made with its own pantheon of gods. The world, Oberron, is roughly split into different city-states. You can find a google doc with info about the gods here. There is a lore channel in the discord with maps for the world and more lore. I continue to worldbuild as the campaign goes on.
Lately, in the world of Oberron, monsters have been popping up all over the planet, terrorizing the inhabitants of the world. Where are these monsters coming from and how will the world defend itself from their onslaught?
A copper dragonborn from Kangto set off on a journey hunting these strange creatures after one of them ravaged his hometown. On his journey, he came across a village that had been terrorized by chicken-like creatures who could turn people into stone. He and a local tracked the creatures to a cave and, with some help, exterminated them and some strange hamsters they were with. Upon searching the cave the party found books written in sylvan detailing transmutation experiments and a map of the world with three glowing dots of red light, one of which was right at the spot they stood, and they watched as the dot marking the cave faded and disappeared.
They are now on a mission traveling to these spots and fighting new monsters, battling strange new creatures and, sometimes, fairies.
Will you join our heroes and protect the people of this world?
The party is currently level 4 and I plan on level-ups happening every 3 or 4 sessions. I plan on the campaign lasting until around level 15. I like to play in worlds with a lot of magic, so it will be common for NPCs to have at least some low-level magical abilities and magic items won't be super rare. I also like to make homebrew magic items specifically tailored for my players. We are using theater of the mind for our sessions. There is potential for inter-planar travel in this campaign as well as venturing into the underdark if that's something that interests you. There is a new monster every session or two, with an overarching villain that will become more obvious as the campaign goes on, and this will eventually lead to an epic ending to the campaign. If you've ever seen Supernatural, this campaign's structure is similar to that (though not intentionally lol).
This campaign setting is free of homophobia, racism, transphobia, misogyny, etc. I have no interest in playing these things, tension and conflict comes from other places. There will be no pvp without enthusiastic consent from all parties (including stealing from other PCs). I also have a consent-in-gaming form for you to fill out if you end up joining our group.

Next Session

Our next session is on Sunday, June 11th, at 2pm EDT. I am hoping to have our new player join that session for a Pride one-shot to meet the party and get a chance to play with the group before continuing the main campaign. This should give you a few weeks to build your character for the main campaign.
For the one-shot, make a level 11 character that is part of the wedding party of two brides. You can choose 1 rare magic item and 1 uncommon magic item (or you could choose items of lower rarity).

Building Your Character

When you build your character you have access to all official content and, with permission, any homebrew or UA content. I also have things I've homebrewed that are available, including a race of mushroom people called the boletarii and four sorcerer subclasses I'm currently working on. The sorcerer subclasses are meant to be for descendants of four of the five original gods in my world. They are fire/sun, knowledge/sky, earth/forge, and watechaos. Stats will be rolled in Discord by the usual 4d6 drop the lowest method. If your stat total is below 75, then you can re-roll if you want. HP will also be rolled on Discord. You also can modify your racial ability modifiers to be a +2 in one stat and a +1 in another, or a +1 in three different stats, like WOTC's recently released races. You can choose one uncommon magical item or we can work together to homebrew one for your character.


Are You Interested?

Fill out this google form if you're interested in joining.
If you have any questions please leave a comment or send me a message :)
submitted by thehighpriestess4 to lfg [link] [comments]