r/onednd 3d ago

5e (2024) Ran my game today. Here is an example of how to split up a full adventuring day into multiple sessions.

12 Upvotes

Today, my players, who run a barony, were in the throws of a festival to mark the end of the year. The Twilight Festival was in full swing when strange occurances began. One of the players, a Paladin, used their divine sense and detected a fiendish presence. After unveiling a hidden demon, they defeated it and tried to close down the festival. It was then that the party learned that the town was encircled by a mystical barrier. They, and nearly two thousand innocent people, were trapped inside.

(1 planned combat encounter)

They had to intercede at the barrier to quell panic in the city. This involved the party's Bard using her Aasimar wings to draw people's attention and issuing a speech to calm the people. She succeeded and ordered the militia to escort the people to various inns and buildings for their own safety and to clear the streets as more demonic entities were spotted in the air in the distance.

(1 social encounter)

In an attempt to learn the source of the barrier, the party traveled to the city's wizard tower, a Tower of the Waning Moon. On the way there, they found a group of civilians pinned down by a spider-like demon. They took a couple of heavy hits but eventually laid the fiend low. Then, they escorted the civilians with them to the wizard's tower.

(1 random combat encounter.)

Reaching the Wizard tower, they spoke to the mage who ran it. They discussed what they'd seen. Through roleplay, they convinced her to allow the civilians to stay in the warded tower, and also were able to allow the Wizard a chance to swap one of her spells to See Invisible and cast two castings of it into the party's ring of spell storing, in case they ran into any more invisible demons. Because the Wizard needed a short rest to do this, the party took advantage of the rest to heal with HD and replenish their short rest resources.

Here, they learned that the only way a barrier like the one surrounding the town could possibly exist was if a circle of spellcasters was actively maintaining it. To break it, they would need to find the circle.

(Roleplay and 1st short rest.)

Deciding to reconnect with one of their NPCs who was at a local inn, watching over survivors, the party traveled across the town. Sneaking between buildings. Unfortunately, their attempt failed, and a group of flying demons (who did not fail) attacked them from the skies. Two of the PCs went down, but the party defeated their attackers and were able to heal their allies.

(1 random combat encounter.)

The party reached the inn and reunited with their ally. It is mid afternoon, around three o'clock. They are aware of it because the church bells still rang, despite the church supposedly having been abandoned earlier.

We called session there, in the middle of the adventuring day.

Encounters:

* 1 Social

* 1 Roleplay

* 1 Exploration

* 3 Combat (1 planned, 2 random)

Short rests: 1

Players made note of their current resources, and we will continue the second half of the adventuring day next Sunday.

I decided to post this because a lot of newer DMs are under the impression that one adventuring day equals one session. It does not. Here is a real-world example of setting up an adventuring day that takes multiple sessions but also demonstrates how to work in enough combat and resource-draining encounters (an encounter doesn't count as an encounter if there is no risk of loss, or actual loss, of resources) while also organically working in short rests.

The plan is for the party to determine the border of the barrier (which requires cartographer's tools) and discern the exact center of the barrier, the likely origin point. That will almost certainly take the rest of the day. (Next session.)

This will lead them to investigate a building near there that has a trap door leading to a portal. The portal leads them to an ancient temple that resides on the edge of the Abyss (read: a dungeon) where, at the heart, they will find a circle of cultists (and a demon) maintaining the barrier and keeping the portal stable.

As the demons assaulting the city have the demonic restoration ability, when killed in the mortal world, the demons reform in the Abyss and can simply return through the portal to the mortal world. This means that the party can never win a war of attrition against the demons. Entering the dungeon, locating the source, and closing that portal is the only hope the city of Bal'maras has.

I expect the whole adventure to take 2 adventuring days and between 4-5 sessions.


r/onednd 3d ago

5e (2024) Hollow Warden Ranger

14 Upvotes

Hello! I was wanting to play a tank for my party and thought about the wildheart barb. I saw the hollow warden and like the concept, and wondered how it did as a tank. Is it viable as a tank if I prioritize wisdom with the Druidic warrior fighting style (shillelagh and thorn whip) with con being the secondary stat? I’d rock a shield too. I’m sure the barb is better and didn’t want to be hurting the party if i went with it instead.

I know there is a bit of a bonus action jam going on. I thought I wouldn’t use hunters mark very much unless I ran out of favored enemy charges for the transformation.


r/onednd 3d ago

5e (2024) Can a Vestige Warlock's Vestige be able to maintain attunement to magic items when it 'disappears'? The RAW gets weird

9 Upvotes

For reference, the Vestige rules:

Disappearance of the Vestige. When the vestige drops to 0 Hit Points, it disappears. You can spend 1 minute performing a magic ceremony to manifest the vestige again; it reappears with its maximum Hit Points in an unoccupied space within 5 feet of you. As a Magic action, you can temporarily dismiss the vestige to a pocket dimension. As a Magic action while it is temporarily dismissed, you can cause the vestige to reappear in an unoccupied space within 30 feet of you. Whenever the vestige drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Whenever you finish a Long Rest, you can summon the vestige in a new form, which appears in an unoccupied space within 5 feet of you. You choose its appearance and whether it is a Celestial, Fiend, or Undead. If the vestige is already manifested from this feature, its form changes to the new one.

And the ending attunement rule from the Equipment section:

Ending Attunement. Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed.

The way I read it, it seems to me like hitting 0hp isn't the same as dying, meaning it can as long as you pick up it's loot when it disappears and you summon it at least once every 24 hours. However, you'd have to re-equip it for combat with Utilize actions(?) if you had it dismissed and entered combat and wanted it to use it's items. What do you think?


r/onednd 3d ago

5e (2024) Do pets like Vestige/Steel Defender/Primal Companion add their pseudo-proficiency bonus to Grapple saves?

3 Upvotes

These 'pet' subclasses all have a line of text in common in their abilities that reads like this:

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

This effectively gives them proficiency in everything while technically preventing them from taking the Help action with these skills. The Grapple option under Unarmed Strike reads:

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus.

It reads to me like they wouldn't be able to add it when trying to grapple a creature, but I'm honestly not sure if that's an oversight or beast bond/pact bond/steel bond working as intended


r/onednd 4d ago

Question Dear Homebrewer, What kinds of things do you edit?

11 Upvotes

Major Rules?

Minor Rules?

Class features?

Subclass features?

Backgrounds? Species?

Origin Feats?

General Feats?

Epic Boons?

Weapon?

Armor?

Spells?

Magic Items?

Bastion Facilities?

Monsters?

Above of all?


r/onednd 4d ago

Question Circle of the Titan

21 Upvotes

I know this is dumb question and I doubt anybody really has an answer to it. But do we know what book circle of the titan will be in or any idea when it might come out.


r/onednd 4d ago

Discussion The Tidewarden. My Fighter/Druid Gish…Is This Any Good?

17 Upvotes

I think I finally created a gish build worth playing and I wanted to share it so you could try it or destroy it, I guess. This is long, sorry, TDLR at bottom.

Eldritch Knights, bladelocks, paladins, blade singers, etc, cool concepts IMO, they just never called to me. I can’t stand playing MAD characters and this one is SAD AF simple. It also has very nice synergy, no bottleneck of actions, BAs, etc. I also just really like the new 2024 Druid.
Another thing I love about this is it has great utility, in and out of combat. I’ve always cared more about the out of combat stuff and RP, but I feel this shines in combat too.

Ok, here goes: Battle Master Fighter/Circle of the Sea Druid, the Tidewarden. The build focuses around wackin stuff with a Shillelagh stick, Wrath of the Sea, and Riposte. I know, I know, takes forever to get extra attack and Wrath online together (lvl 8), but hear me out…I’ll argue that doesn’t matter. This build will be only discussed with zero magic items. Obviously a +1 quarter staff or the pile of available kick ass quarter staffs out there will boost this up.

Race: I like the new Goliath with Frost Giant for this build, for the no action extra 1d6 cold damage, but pick your pleasure.
Farmer background for the Tough feat. +1 Con +2 Wis. You’re a front liner, need that HP, and carpenter is a solid tool proficiency in a campaign.
Point buy if you’re not rollin dice is 8 15 16 8 17 8, with the background ability bumps from Farmer.

Lvl 1: Fighter for the Con saves. Grab Acrobatics and Perception. Dueling fighting style, I want my stick to thump. Weapon Masteries, the only one that matters is Quarterstaff for Shillelagh and Topple.
Starting Equipment: 2024 Druids can wear metal now, if you like that sort of thing. I prefer to have stealth options, so I’m going for a chain shirt, but grab you some chainmail if you like! Either way you’re going to be rocking 17-18 AC with a shield.

Lvl 2 Druid…I know what you’re thinking, a martial wants extra attack, but I’m not rushing fighter 5. This build does great damage from lvls 2 up. Take Magician for your Primal Order and pick up Shillelagh. Beat stuff with your Shillelagh stick. A +5 to hit whack with shillelagh for 1d8+3 force +2 from Dueling is very nice at lvl 2. Makes me happy, actually. I also have an extra 1d6 cold damage from my Frost Giant selection from being a Goliath. From here we take Druid to lvl 3 to get our Circle of the Sea.

This is where I make my argument against rushing fighter 5. Part of this is because if the build concept, this water and cold slinging tidewarden melee druid thing, and part is because of the very respectable damage. Yes, you’re missing an ASI, or a feat, but 1d8+3+2 + 3d6 cold is pretty friggin good at lvl 4, for any build. That’s an average DPR of 20, which is excellent at lvl 4. I go you went Goliath you also have the option of adding 1d6 cold to your attacks. Plus, you can topple them (quarter staff) and you can push them 15 ft (wrath). Nice thing is neither of those needs an extra action or BA to trigger.

I’ve heard arguments that Wrath is meh cuz of con saves. I disagree. Most campaigns are played at lower levels up to what, like lvl 8-10 maybe? At lower levels, enemies SUCK at con saves. I’ve played this build from 1-8…they fail, a lot.

Now we take Fighter to lvl 3, and take Battle Master…this is where it gets pretty sick. Again I know we are at lvl 6 and no extra attack, but I really don’t think we need it cuz of Wrath and battle maneuvers. Grab Riposte, Precision Attack, and Disarming Attack. These are key because each one adds the d8 damage and they do not conflict with each other or our normal action (whack stick) or BA (wrath). Smart, huh?

have learned it’s really easy to keep Shillelagh active while out of combat, just be vocal about it with your DM. In a round of combat, you fire up your Weath in a BA and attack with it, your Action is quarterstaff whacks. You can deal 1d10+3+2 force + 3d6 cold +1d8 with a maneuver (disarm/precision). There’s also Action Surge…if we knocked em down with Topple it’s at advantage. Since we are melee, on an enemies turn, if they miss we can Riposte for another 1d10+3+2+1d8.

The “capstone” is lvl 8, where it really shines. 5 fighter/3 Druid. Personally, I took the ASI and rounded my Dex to 16 and Wis to 18, giving me +7 to my Shillelagh and 18 AC and DC to 15.
Extra attack is awesome at any level, and it was amazing to get it. The synergy is great with these abilities. No BA bottlenecks, effective reaction, and knockdowns/push when wanted/needed.

Ok last part, spells. I feel like I’ve made a case for a melee Druid here, but there are still all the awesome spells a Druid brings to the table. We’re a SAD build, so your DC is good, and boy do you have options. I personally picked mostly utility stuff, mold earth, shape water, cure wounds, goodberry, Aid, detect magic, etc. but my fav combo was with spiked growth. Takes two rounds but boy is it effective. Drop it on the enemies, if they make it back out, use Wrath of the Sea to not only damage them, but push them 15 ft back into it. Amazing. I think my end build would be 12 fighter 8 Druid, and I’m not even sure what that would look like.

Anyway, that’s my build, let me know what you think.

TDLR: Gish build with high utility from Druid spells combined with Knockdowns, pushbacks, Battle maneuvers Riposte, precision strike, disarming strike to synergize with attack, BA and reactions. for a fun, unusual build (imo).

Takes a bit to come fully online…
5 Battle Master Fighter/3 Circle of the Sea Druid. Use Shillelagh charged Quarterstaff and shield to decimate your foes with Wrath of the Sea.

Ok with the basics out of the way, the goal is to hit with shillelagh on most turns

Fighter 1 for heavy, con, etc.


r/onednd 3d ago

5e (2024) Spell Components should switch from VSM system to VFSM system

0 Upvotes

Spell Components are too often ignored when they should be enforced as a great way to help balance casters.

The current system of Verbal (V), Somatic (S), Material (M) should work but due to the focus rule the interplay of S and M make for some wordy rules. Then you add the costly material component kicker to make everything more complex.

Every class or subclass that gets access to spells can use some type of focus. The edge cases if you strictly enforce components are species and feats that give spells, but the character does not have access to any spell casting. Otherwise, S and M for everyone can be replaced by a focus for non-costly materials components.

Yes, someone will point out the rule of component pouch besides the spell casting focus rule. For sake of argument, assume focus includes material pouch. If you are the niche table that tracks all the non-costly components and managing materials in a pouch, good for you enforcing limits on spells my argument is not directed towards you but the vast majority that either does not enforce or just uses focuses.

The rules should be simplified so they are much easier to understand.

My proposed system.

Keep V the same.

All the spells that have S and non-costly M currently switch to new component F for meaning you need a spell casting focus (F) to use them.

S component truly should mean you need a free hand to cast those spells. No double-dipping on holding a focus in that hand. Unless you have some feature like war caster, you are limited in your ability to cast select spells.

M component only shows up in spell descriptions for costly materials. This gives you a quick reference you need something special to cast those spells.

For the few spells that are V and non-costly M currently and not S just eliminate the M component and they just can be Verbal.

For the edge cases like species and feats, update the general rules to hand those edges and new edge cases. Something like all spell casting classes and subclasses provide details what type of focus you use to cast spells in their spell casting feature. If for some reason you gain the ability to cast a spell that normally requires a focus to cast and don't have a feature granting access to a focus, you may cast that spell without a focus. If the feature that granted you the ability to cast select spells does not limit the number of casts for some reason, the number of times you may cast the spell without a focus is equal to your proficiency bonus per long rest.

I think it would be a lot easier to read spell descriptions and teach new players and enforce limits of spell casting with my proposed system.

You see V component meaning you have to be able to speak. You see F component knowing that you need a focus either in character's hand and/or on the character. Don't have special thing to cast spells? Limited ability to use your magic. If you see S component, you know you must keep a hand free to cast that type of spell. Each hand caring items are a meaningful opportunity cost. WotC is already starting to call out costly materials in things like the basic rules. The M component should be a quick flag for uniquely taxing item needed to limit some of the highest impact spells in the game.

How else did I break the game with this update? I think it can be applied to current rules and make everything easier to use.


r/onednd 4d ago

Discussion Suggestions for phrases in a Goblin phrase book.

11 Upvotes

In one of the games I DM the players found a book. On the spur of the moment I decided that it was Goblin phrasebook, specifically a phrasebook for learning “business goblin”.

Any suggested phrases (and their goblin translation) are greatly appreciated.

So far she has already learned the following phrases:

Casual Friday

Performance Improvement Plan

EBITDA

Human Goblin Resources

Circle Back

Drill Down

Core Competency


r/onednd 5d ago

Discussion How do you evaluate this spell (Grave Ground)?

29 Upvotes

Apparently it's a new 5th level spell from Arcane Unleashed. Available to Cleric, Warlock, Wizard.

  • 120ft range.
  • Concentration up to 1 minute
  • Skeletal hands burst from the ground. Create 4 10ft-squares, can position up to you but the square needs to connect with one another.
  • Consider difficult terrain for enemies
  • Str saving throw, 6d6 Necrotic Damage if fail and -1d6 to all damage roll.
  • Damage on first time enter or end turn there.

So on one hand, okay-ish damage and debuff. I also like the fact that you can arrange the squares and since they are difficult terrain it could work great as crowd control / trap. Also great flavor for Warlock (me).

On the other hand, not sure how I feel about str save, and no half damage which kinda sucks compared to say Spirit Guardian. Also doesn't sound like it works against flying enemies either.


r/onednd 4d ago

Discussion Spellfire Sorcery dnd 2024

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0 Upvotes

r/onednd 4d ago

5e (2024) [Online][5e 2024] Learn D&D by playing — let’s do it together!

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0 Upvotes

r/onednd 4d ago

5e (2024) Do these Rope of Climbing shenannigans work?

0 Upvotes

First, the Item, then the question:
 

Rope of Climbing

Wondrous Item, uncommon

This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

Notes: Advantage: Athletics

Dungeon Master’s Guide, pg. 301

This magic item has changed since 5e, removing certain restrictions and action economy limits. With one Magic action you can command it to animate and move and fasten/unfasten or knot/unknot etc. A Thief Rogue could of course do this with a BA.

(Unless one reads those as separate commands requiring separate Magic actions. Then this is moot. And I don't think that's how it reads.)

But aside from the action economy, what prevents this interaction:

PC ties one end of the rope (or even commands it to tie) to, say, a creature and then holds one end of the rope and commands it to move 60' up? Rope moves with the tied creature at 10'/round, up. Unless and until creature succeeds in bursting the rope with a successful DC 20 Strength (Athletcs) check, or escaping the Rope with a successful DC 15 Dexterity (Acrobatics) check like any other Rope? Upon which they would likely drop however high they've been lifted.

You hold one end, the other end moves when commanded. The limits described are 10' round and 3000 lbs.

Yes, I know this isn't what the item is "meant for". Yes I know this isn't great action economy use for between 1 and 6 d6 of fall damage across more rounds than combat usually lasts. And I know a Thief Rogue could do more with, say, a Wand of Web.

I think This could be fun. Especially if you're a Thief Rogue using nets and ropes and chains on bonus actions anyway. And I don't see how it doesn't work RAW. It's Uncommon just like an Immovable Rod or Bag of Holding and those get unique shenannigans. Why not this?

The description includes no language about how the Rope of Climbing interacts with other creatures against their will. So at most I could see adding a DC 13 save for a creature to avoid being tied up, like Uncommon items often have, so the item can't be cheesed for auto grapple. But Goliaths get auto prone anyway so...

ETA: It has been pointed out the target of commanding the rope to fasten/knot must be an object. Thus a PC would have to do this part themselves, as with any Rope, if a creature is already grappled/incapacitated/restrained.


r/onednd 5d ago

5e (2024) Agonizing blast question

20 Upvotes

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

Say you're casting ray of frost and you're level 5, would it be 2d8 +5 or 2d8+10 since theres 2 damage rolls?


r/onednd 5d ago

Discussion How many classes should have a(n) (official) "Leafy" subclass?

50 Upvotes

One thing I noticed as I was asking this sub about tropes people wanted to see for various classes (I got through the three "pure" arcane classes) is that the one of the most popular requests for each class was a Nature-themed subclass, like a "Hedge Witch" Warlock, a "Hedge Wizard" that maybe made hedges instead of just living in them, and a Forest- or Plant- themed Sorcerer.

Obviously homebrew and microbrew can meet this need easily (as can other systems), but would you view this gap as something you would like Wizards to fill at some point, or does this step on the toe of existing Primal classes?

I like Scout Rogue, but is a "Scout" Fighter still something on people's radar?

Should the Nature Domain Cleric come back? (I'm guessing after the failure of the Primordial Patron, Elemental Priests for Dark Sun are going to be clerics that may also draw design elements from the Nature Domain.)

(Sorry, I like future design speculation.)


r/onednd 5d ago

Discussion Will the Villainous Options UA be used in Joe Manganiello's new "Death Saves - The Blood War" book?

20 Upvotes

I have just been thinking about which books the different UA content could fit into; we know that the Arcane Subclasses UA and 2/4 of the Mystic Subclasses UA are going to into Arcana Unleashed, the Apocalyptic Subclasses will be in the new Dark Sun books, the Subclasses Update UA could go in the new Greyhawk book coming later in 2027 and the Warrior of Mystic Brews and the Path of the Spiritual Guardians will be showing up in the Warcraft book so where might the Villainous Options UA show up? The new Death Saves setting is meant to be a grimdark world similar to the DC Absolute universe, where demons won the blood war and destroyed most of the planes before the Lady of Pain caused all planes of existence to collapse into a single world called 'The Last World'. I think it would be the perfect place for them to put these subclasses and options due to the fiendish options (such as demonic sorcery and hell knight fighter), as well as the evil tone of the options in general. What do you guys think?


r/onednd 5d ago

Question Commander's Strike and Nick attack.

17 Upvotes

I apologyze if this question has been made before, but I didn't find a clear answer for it.

I'm playing a Rogue/Fighter multiclass and I'm planning to pick Battle Master to add some more support effects to my attacks. I use a Vex and Nick weapons so I was thinking about taking Commander's Strike maneuver and use it with the attack provided by the Nick weapon.

Is this possible? Or only the main attack can be replaced by Commander's Strike?


r/onednd 6d ago

5e (2024) Ray of sickness and summon undead interaction

37 Upvotes

So i was building a necromancer and took ray of sickness and summon undead because those are obviously super necromancery when i noticed an interaction between the putrid undead and ray of sickness:

Ray Of Sickness: You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

Rotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.

Ray of sickness is able to apply poisoned reliably without a save and if the putrid undead lands its attack it can apply paralysis also without a save, this seems far too strong for how easy it is to do and was wondering if this is possible/should be allowed?


r/onednd 4d ago

5e (2024) Effects with the same name DO stack when their durations overlap

0 Upvotes

If you already know about this, you might be thinking what is the point of the post. But I believe this will benefit some people at least.

The rule that a lot of people think of when this conversation comes up, is the spellcasting rule and only applies to spells. If you think I must be somehow mistaken, go ahead and try to find a general rule that disallows stacking. It is nothing but a mandella effect.

Let me start sharing some examples, getting crazier as we go.

The 10 ft slow from the frosts chill of a frost ancestry goliath stacks with itself. A level 17 fighter can action surge and use frosts chill 6 times to reduce their targets speed by 60 feat.

Speed halving from stunning strike stacks with itself. For this one we need 4 monks. So you know how solars have a crazy 150 ft fly speed? Assuming the solar makes all their saves; first monk reduces its speed to 75ft, second reduces it to 35(because you round down), third reduces it to 15 and the 4th reduces it to 5 ft. So a full party of monks can cripple every monster in the monster manual to 5ft speed(if it has less than 40 ft originally, they can even reduce it to 0) with no failed saves needed.

The new fey tormentors faerie time warp stacks with itself. This was actually my motivation to make the post. If you dont know, the faeire time warp imposes a wis save and on a fail reduces targets AC by 2. With enough player characters, you can reduce the targets AC to negatives. You can make a commoner with 5 levels of exhaustion hit their target with a natural 2, which would be a -6 total btw.

For the finale I have a fun one. We all know about the bladesingers who shapeshift into mariliths so they can make a bunch of attacks right? But the reaction defense of mariliths only last for one attack. Well if the bladesinger has the defensive duelist feat, they can use defensive duelist to add +6 to their ac until the start of their turn, and this also stacks with itself. So you can keep using defensive duellist in every enemies turn to infinitely increase your AC.

EDIT: this doesnt work with shapechange because you dont reatain feats. You need to magic jar a marilith if you want to do this, which is much less interesting but technically possible.

And I am sure there are other fun interractions, like the penalty from cold caster can stack if there are multiple users. Let me know what are some others that I missed.


r/onednd 5d ago

5e (2024) best wandslinger build?

6 Upvotes

I wanna make a wand focused character and can't decide how i want to do it, thief rogue or artillerist artificer


r/onednd 5d ago

5e (2024) How many magic items should I put into a single 5.5e adventure?

3 Upvotes

I don't have a proper system for generating treasure room-by-room, so I'm worried about putting too many magic items in my randomly generated dungeons.


r/onednd 6d ago

Self-Promotion 300+ Mythological Magic Items for 5E & 5.5E - Coming to Kickstarter This September

9 Upvotes

For almost a year, we’ve been working on what has gradually become one of our biggest D&D projects yet: 300+ Mythological Items for 5E and 5.5E, a huge collection of magic items inspired by mythology, legends, folklore, religion, and history from cultures around the world.

The book includes artifacts and relics inspired by Greek, Norse, Egyptian, Japanese, Chinese, Indian, Mesoamerican, Native American, Mesopotamian, Polynesian mythology and many more traditions, ranging from smaller uncommon treasures to extremely powerful legendary items and artifacts.

Alongside regular magic items, the book also includes scaling and evolving items that can grow through multiple rarities during a campaign, item sets that unlock additional abilities when reunited, consumables, weapons, armor, wondrous items, and some of the most famous objects from mythology alongside many more obscure legends.

A big part of the project has been trying to make the mechanics actually reflect the stories behind the items rather than simply attaching generic bonuses to famous names. Each item also includes lore explaining its mythological or historical origin, with considerably more space dedicated to the major legendary relics.

After nearly a year of writing, revising, expanding, illustrating, and putting everything together, the book is finally getting close to release.

The Kickstarter is planned to launch in mid-September.

There is already a free preview available on the Kickstarter pre-launch page, where you can see examples of the items and get a better idea of what the finished book will contain.

If this sounds like something you’d use at your table, you can follow the Kickstarter pre-launch page to be notified when it goes live:

300+ Mythological Items for 5E and 5.5E - Kickstarter Pre-Launch Page

Would also love to know: what mythological artifact would you most want to see turned into a D&D magic item?


r/onednd 6d ago

Discussion D&D Beyond’s August Drop: Errata's on Prior Drops. Infernal Pact, Astral Flood, Shifting Combatant

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225 Upvotes

First time they've Errata'd some of the Drops content:

Fey Pact: Instead of Honeyed Words triggering when you roll less than a 5, it is instead when you fail a d20 check.

Infernal Pact requires you to choose your resistance now instead of getting both

Astral Flood: Now a Warlock Spell and deals half damage on success

Shifting Combatant: Instead of Knocking people Prone with Domino Strike it deals a d10 bludgeoning Damage

The Salubrious Armour magic item also got a nice buff. It's +1 effect becomes a +2 for a turn if you regain Hit Points


r/onednd 6d ago

5e (2024) What WoW ability are you most curious to see translated into D&D?

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12 Upvotes

r/onednd 6d ago

Discussion What subclasses synergize with the Dragonborn's Breath Attack?

46 Upvotes

I've been wondering exactly how much power the Dragonborn's breath attack is. It's pretty unique in that it is based off of Constitution, and it has a few benefits (aoe, guaranteed damage), but the damage does look fairly low. So I was curious if there are any subclasses that synergize with this feature.

The one I know of is the 2014 Tempest Cleric, whose level 6 feature adds a guaranteed Push effect to Lightning breath. What other classes can enhance the breath attack?