View Profile: Leatherhead - Morrus' Unofficial Tabletop RPG News
  • Leatherhead's Avatar
    Tuesday, 19th February, 2019, 08:45 AM
    MurderHobo
    21 replies | 751 view(s)
    3 XP
  • Leatherhead's Avatar
    Saturday, 16th February, 2019, 01:14 AM
    I wish to be placed in the fourth camp: The one that thinks Rogues shouldn't exist :P That said, Arcane Tricksters have significantly more DPR than their brethren, thanks to spells like Shadow Blade, Haste, and Booming Blade.
    69 replies | 1921 view(s)
    0 XP
  • Leatherhead's Avatar
    Wednesday, 13th February, 2019, 07:16 PM
    Wait, I'm a bit confused, does "Impossible to remove" mean that you can't heal the wound? That's rather harsh. Anyway! You could choke someone to death with it, but killing someone is hardly the worst you could do to someone. Pinning someone to a wall, now they are your prisoner forever! Or at least until someone breaks down the wall. Wait, scratch that, pin someone to somebody else.
    4 replies | 175 view(s)
    0 XP
  • Leatherhead's Avatar
    Wednesday, 13th February, 2019, 01:56 AM
    Dragonborn are basically overgrown Kobolds, who lack tails for some reason. Half-Dragons are the first step in getting Draconic Bloodline Sorcerers, and are typically significantly more powerful than a Dragonborn. Like an Abishai, probably.
    39 replies | 45730 view(s)
    0 XP
  • Leatherhead's Avatar
    Sunday, 10th February, 2019, 08:02 PM
    Firstly, Fireball is intentionally overpowered for it's level, which means it shouldn't be used as a yardstick for your custom spells. Secondly, when comparing to Steel Wind Strike, it has the following advantages: It has an uncapped number of targets. It has twice the range, Cubed! It has 12x the final distance. And lastly, it can benefit from numerous and common riders or bonuses that...
    20 replies | 640 view(s)
    1 XP
  • Leatherhead's Avatar
    Sunday, 10th February, 2019, 07:09 PM
    Steel Wind Strike is level 5. This spell is arguably better than that.
    20 replies | 640 view(s)
    1 XP
  • Leatherhead's Avatar
    Sunday, 10th February, 2019, 06:53 PM
    Even if you didn't watch the video, it says "Active Characters" in the screenshot itself? Which video? The last video specifically mentions "Active Characters" just after the 40 minute mark.
    194 replies | 6764 view(s)
    0 XP
  • Leatherhead's Avatar
    Sunday, 10th February, 2019, 09:09 AM
    Unlike others who merely read the headlines, I have been keeping up with the D&D Beyond broadcasts. :p Both. Yeah, point. But keep in mind, the vast majority (about 66%) of characters are from levels 1-4 to begin with. Tossing out that much data is going to cause problems in the other direction. In the latest charts, controlling for that factor didn't change the results significantly....
    194 replies | 6764 view(s)
    3 XP
  • Leatherhead's Avatar
    Sunday, 10th February, 2019, 07:15 AM
    Yeti's are CR 3, each. This means just two of them are a "Deadly" encounter for your rag-tag group. Additionally, they ambushed you, so you have neither the advantage of surprise nor location. You guys are going to have to run. A good plan is to throw down a line of fire on the ground between you an the Yeti, possibly toss them some food so they have further reason not to go after you all...
    22 replies | 726 view(s)
    0 XP
  • Leatherhead's Avatar
    Saturday, 9th February, 2019, 08:12 AM
    Ki is a form of Magic, which is native to the world that the Monk lives in. The default setting (Forgotten Realms) calls this magic interface "The Weave" Mystics are unique among the classes, because they explicitly do not use The Weave, or anything that resembles it. Their "magic" comes from inside of themselves, as was first inspired by what is essentially the cosmic source code, found...
    4 replies | 269 view(s)
    0 XP
  • Leatherhead's Avatar
    Friday, 8th February, 2019, 04:24 AM
    I would imagine there is a significant number of people who made a free character first, then payed for more after they found out they liked D&D. Though I think he meant the order of popularity doesn't change, even if the percentages are different.
    7 replies | 493 view(s)
    0 XP
  • Leatherhead's Avatar
    Friday, 8th February, 2019, 02:07 AM
    Oh, that's what you were asking. Here is something to stimulate thinking about that: https://www.youtube.com/watch?v=os3lWIuGsXE&vl=en Yes, I know it's about video games, and seems slightly off topic. But now, think of the Sword. Who wields a sword? Why do they wield a sword? How often do they use a sword? Why a sword instead of any other weapon in the entire world? And even how is a...
    99 replies | 3993 view(s)
    0 XP
  • Leatherhead's Avatar
    Friday, 8th February, 2019, 12:57 AM
    What Cap'n Kobold said. Guns in a Wild-West setting (where they are the defacto iconic weapon), are going to be significantly different than guns in an Age-of-Sail setting (where they are a "sometimes" weapon). Though I did come up with a custom mechanic to emphasize the "ease of use" that is often associated with guns: Equipment Bonus If you are proficient with this weapon, you may...
    99 replies | 3993 view(s)
    1 XP
  • Leatherhead's Avatar
    Friday, 8th February, 2019, 12:40 AM
    In the latest D&D Beyond broadcast, they updated the lists for the most popular character classes and races on the platform. Out of 8.8 Million characters(!), and apparently "'Paid VS non-Paid' doesn't alter this dramatically, at all."
    7 replies | 493 view(s)
    0 XP
  • Leatherhead's Avatar
    Wednesday, 6th February, 2019, 08:43 PM
    D&D basically has Druids function as eco-terrorists with supernatural powers. I've never really understood why, seeing as how the industrial revolution hasn't really happened in any D&D world. Most of the time, I guide my players into playing them as a type of mage rather than a devoted priest or warlock, emphasizing that their power comes from channeling the world itself, though it's...
    32 replies | 1124 view(s)
    0 XP
  • Leatherhead's Avatar
    Tuesday, 5th February, 2019, 10:32 PM
    Do this, but make your group watch it too. Then talk them into a Wild Hunt.
    52 replies | 1971 view(s)
    0 XP
  • Leatherhead's Avatar
    Monday, 4th February, 2019, 02:38 AM
    The basic rules are free. http://dnd.wizards.com/articles/features/basicrules
    10 replies | 415 view(s)
    5 XP
  • Leatherhead's Avatar
    Saturday, 2nd February, 2019, 01:54 AM
    The problem with the Valor Bard build was that it didn't stab anything: Nobody doubted the effectiveness of a Stock Bard, they only lamented that the entire Valor Bard Subclass is as useful to the Stock Bard as the Moderately Armored feat, and far less useful than other Subclass options. Which is similar to the problem with Druids as well. Most everyone can see that a Subclass-less Druid is a...
    1039 replies | 1301563 view(s)
    1 XP
  • Leatherhead's Avatar
    Friday, 1st February, 2019, 05:28 AM
    Snare doesn't! It's also conveniently on the Druid spell list, making it worth consideration. Another handy spell for Druid's is Guidance. The best buffing Cantrip in the game.
    42 replies | 1808 view(s)
    0 XP
  • Leatherhead's Avatar
    Friday, 1st February, 2019, 05:17 AM
    I think it needs a total rework to be honest. Starting with something like: "You are a monk of Fire, you learn the Produce Flame Cantrip, which uses Wisdom as your casting stat. Additionally, Whenever you use Flurry of Blows, you can cause your fist to light on fire, which causes all of your unarmed strikes to deal fire damage instead of bludgeoning damage."
    25 replies | 964 view(s)
    5 XP
  • Leatherhead's Avatar
    Thursday, 31st January, 2019, 07:41 AM
    The Zhentarim are more like the mafia than a military organization. Any kind of expensive or otherwise extravagant funeral procession leading to a temple would be fitting. Be sure to include an appropriate presence of mourners, professional or otherwise. And mind that the normal populace would steer clear of the streets during it all, due to fear of the Zhents, and their enemies. Also of note,...
    4 replies | 264 view(s)
    0 XP
  • Leatherhead's Avatar
    Thursday, 31st January, 2019, 12:05 AM
    So, here is my generic advice about zombie filled low level encounters: If your party doesn't have Radiant Damage, Undead Fortitude is going to wreck their day. For the most extreme example, I can remember my group's first Zombie encounter in 5e. We had handily "won" the encounter, because the zombies were all trapped at the bottom of a well. But we couldn't just leave them there. As a...
    9 replies | 375 view(s)
    1 XP
  • Leatherhead's Avatar
    Wednesday, 30th January, 2019, 09:44 PM
    This statement is weird. The Maul is arguably the best heavy weapon in the game. Whips have a unique combination of damage type and abilities. Clubs are worse, but they are the only weapon I will let pass on that, because clubs also represent improvised weapons that bash. As for the thread topic: Redundant or strictly inferior weapons bother me. You should know the list of those by now.
    72 replies | 2504 view(s)
    2 XP
  • Leatherhead's Avatar
    Saturday, 26th January, 2019, 10:08 PM
    Here is the Real Hot Take: This thread, and the literal decades of people arguing ballistics and/or forensics, are exactly the wrong way to try and figure out damage dice for a gun in D&D. You need to address the mythology of the gun in order to make it fit into D&D.
    99 replies | 3993 view(s)
    9 XP
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Monday, 31st December, 2018

  • 01:28 AM - Kobold Stew mentioned Leatherhead in post Does Rope Trick Heal?
    Leatherhead gets it. Whatever is truly behind this question, the spell is not a healing spell. If it were, then a Life Cleric casting it would additionally heal 4 points of damage to anyone entering. Though it is not a healing spell, I as a DM don't mind at all if players use it for a short rest, because I am not going to worry over a half minute in a non-combat situation, given how I spend my time in real life.

Saturday, 20th October, 2018

  • 08:32 PM - Satyrn mentioned Leatherhead in post Carnufex
    I'd give it a multiattack, letting it bite and tail swipe on the same round . . . But give it a recharge so that I wouldn't use it every round. I'd also make this a Badass monster (less than legendary, but the same idea, named from the Borderlands video game) giving it 1 use of legendary resistance and something - an attack or something cool - it can do as a reaction when somebody else finishes their turn. My Badass Elemental skags imbue another skag with elemental energy as a reaction. And I'd leave it at CR 7 despite these changes since other than the high attack bonus you gave him, this thing would be CR 5, and it's so melee dependant as Leatherhead points out.

Thursday, 23rd November, 2017

  • 02:00 AM - Bishop_ mentioned Leatherhead in post Loremaster Wizard's Arcane Tradition
    ...then throw some fire on it. Additionally, having expertise in the skill allows the Loremaster to be an actual Lore Master, instead of waiting for a Bard or a Rogue to do all the heavy thinking. My first version had a feature like you cited. To be true, I copied the 1st level Knowledge Domain feature, Blessings of Knowledge. But after some debate with other fellows and thinking, I abandonned that idea. First because it wasn't original, and second because, in my head, Expertise-like features are for specialists like Rogue or Bard. Wizards already focus on Intelligence, giving him Expertise on Intelligence-based skills places him above these "specialists". If I'm reworking the Loremaster concept, avoiding to enter niches well stablished in 5e (like Sorcerer Metamagic), I think isn't fair to give him a feature like that -- Yet that "Ritual Master" is a version of Warlock's Eldritch Invocation "Book of Shadows". But, sure, is a personal point of view. Regarding your other arguments, Leatherhead, about "Arcane Savant" and "Ritual Master" -- and SkidAce commented more or less in the same way --, I think I'm too influenced by my own playing experience when I developped these features. I agree with you that in a "magical rich" world, these features are less attractive (and mere gold saving). But if your DM is like mine, well these are gold (no pun intended). I have to think better to achieve something in the middle.

Thursday, 21st September, 2017

  • 03:28 PM - Coroc mentioned Leatherhead in post Aasimar & Tiefling offspring
    Leatherhead ... destroying another wet dream of the powergamer are we :) Powergamer to DM: I got a character concept for this half Tiefling half Aasimar who would make the ultimate Sorcerer / Paladin /Warlock MC DM: Yeah, well, you created some Mongrelfolk, there your charisma score is unfortunately limited to 6 with a racial Maximum of 8 :P

Wednesday, 21st June, 2017

  • 05:54 PM - Quickleaf mentioned Leatherhead in post Building a better Fighter
    This sounds like a really cool idea, but I think is a little powerful. I would say it should have a save but that becomes too fiddly with more dice rolls. One of the things it does is gives the fighter one cool trick they can do every round, rather than using Action Surge to alpha strike like Leatherhead points out. In many situations, it's not going to be that powerful (e.g. fighting gnolls on mostly flat surface without any hazards around). However, it encourages a fighter player to be aware of the terrain and circumstances of combat, and can be powerful in the right circumstances (i.e. holding a chokepoint, protecting allies, pushing monsters into hazards/ongoing spells, clearing a path, and so on). I would really have liked to see "tier 2" fighting styles. where whatever you chose at level 1 becomes a little more powerful, though feats tend to cover this. Interesting, yeah, I agree that feats mostly have this covered.

Monday, 22nd May, 2017

  • 01:07 PM - Redthistle mentioned Leatherhead in post Reckless Attack / Mirror Image
    Although @Leatherhead raises valid points, I'm with @Rexwell on this one. Even with advantage vs. your PC, the images reduce the chance of your PC taking the damage from a successful hit. Reckless Attack has its consequences; mirror image moderates those consequences a little. Sometimes, a little is all you need.

Monday, 1st May, 2017

  • 11:47 PM - Gadget mentioned Leatherhead in post Unearthed Arcana Returns to Monthly With Some Revised Subclasses
    Well, well, well. Ancestral Guardian - Kind of like the story, but the protect other people with my ancestor Spirits does not really follow from the story and seems to be kind of meta-gamey ( A glorified mark). Okay I guess. Arcane Archer - Seems to be streamlined and cleaned up. Like how all your arrows are now magical, but I kind of miss the flavor of the never-ending quiver. @Leatherhead I think the following feature is meant to mitigate the addition of a Saving Throw: You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. So you never expend the ability when you miss your shot. Kensai - Okay, I guess. Favored Soul - Not really loving it. I liked the older version quite frankly. I don't see the point of the enforced healing angle really.

Wednesday, 29th March, 2017

  • 03:27 AM - Hussar mentioned Leatherhead in post Unearthed Arcana Takes On Theurgy & War Magic
    but you are implying that healbot is wrong, disgusting and you don't want it in the game, which also means you think healbot players are wrong defective and you don't want them anywhere near your precious d&D.... (Ok exaggerating here, sorry for that. But you implied being a healbot is wrong and somehow wrecks with the game. I was contesting that) Sorry if that was what you were thinking I was implying. I didn't mean to. My point was that thinking that clerics are healbots, nothing more, is a very poor reading of the class. Leatherhead said that the only point of clerics was to smooth out the healing cycle of the game and that they lacked identity. That was the point I was contesting. I've got to admit though. I always considered healbot to be pejorative. The idea that my character is so lacking in identity that I'm just a HP vending machine (a healing robot) was never something I would think is a good thing.

Saturday, 18th February, 2017

  • 01:11 PM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    ...also needs mega maggots, apparently. These get mechanics that are basically the same as the Spawn of Kyuss, but in a CR 1/2 format, so this looks like a good way to add some horror to an undead section of your campaign - Skeletons don’t really have much body horror to provoke, while having maggots burrow into your skin and try to gnaw on your heart most decidedly does. At CR 1/2 it is easy enough to add them to even tier one adventures, while they are quick enough to run that adding a bunch to tier two combats in undead dungeons isn’t going to slow things down too much. A solid entry, not that exciting but serving a definite niche, albeit one that the Spawn of Kyuss also fulfills at a higher CR. With that, we reach THE END. I’m not going to cover the NPC statblocks - both because they seem self-evident, and also because, to be honest, I don’t want to. Thank you for reading this far, and I hope that the discussion here between myself and others - with thanks to Leatherhead RotGrub Chaosmancer MechaTarrasque fuindordm dave2008 Hemlock Bitbrain ArchfiendBobbie and anyone else I’ve forgotten - helps you to use this fine book to improve your campaign. The first post now has hyperlinks to all the monsters covered in the series, so hopefully this can serve as a useful resource in the future, unless the forum falls over and explodes again or something. So long, and thanks for all the crits.

Thursday, 16th February, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for providing overviews of the basic Yuan-ti types, Leatherhead - it's a useful thing to do, and I don't want to make my posts too huge by trying to cover all that material. The variability of the Yuan-ti is kind of their unique selling point, in a lot of ways, but it is presented somewhat confusingly I think. ------ The Yuan-Ti: Nightmare Speaker are the torturers of the race, who delight in feeding their fell deity the fears and nightmares of their victims. http://orig00.deviantart.net/bdbb/f/2014/339/b/0/projest__conan____creature_design___the_yuan_ti_by_elindiriel-d86hztr.jpg The art in the book is really interestingly posed, with the Nightmare Speaker writhing around so much that no one part of her body is in a straight line. It’s a clever way of communicating the alien nature of a Yuan-ti, as well as suggesting the mindset of one of these. Among the Yuan-ti, already a very cruel race, the Nightmare Speaker is the cruelest, as she offers the suffering of her victims to her god. She feels very much like the kind of person that the p...

Sunday, 5th February, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for reporting how the Slithering Trackers went in your game, Chaosmancer. I did suspect that they'd be wildly underwhelming. Also, you are right Leatherhead about the gain in power that you would get from the transformation. I suppose that D&D land is full of traumatic events that leave people messed up, and desperate enough to seek out a Hag... ---------- A powerful zombie of Orcus, the Spawn of Kyuss are one of the few undead that have a lot of creep factor. http://www.gunnarskeep.com/wp-content/uploads/2015/05/spawn-of-kyuss.jpg The image in the book is rather comical, and also has some very odd lighting issues, with the back figure being in darkness but the front two being fully lit. It’s not really that good. I think that the flavour text here hints at the Age of Worms adventure path from third edition, but I don’t know anything about that one so I cannot be sure. Kyuss was a high priest of Orcus, presumably from some kind of Egyptian culture to judge from the mention of necropolises, who managed to work out how to create undead worms that can burrow into a living person, turn them dead and undead, and yet still trap ...

Monday, 30th January, 2017

  • 01:40 AM - Chaosmancer mentioned Leatherhead in post Let's Read: Volo's Monsters
    The Red Fang can cast darkness on some bauble, put it around the neck of a giant bat, and become an amazing unit that not even the hobgoblins have an answer for: A stealth multi-role fighter. (A type of military aircraft, for those who want to google it) Presumably, the only thing keeping orcs from overrunning the place seems to be their culture of melee-centric brute force, which is fortunate for everyone else in the setting and helps with the status-quo. But dang, I want to see an orc go all Genghis Khan. The amount of synergy they have between their leaders and extensive range of coverage that their support units provide is crazy compared to any of the other tribes we have seen up till now. I don't get how you can impress me like this every day Leatherhead this is scary and gorgeous. Looking over the Red Fang, it is appropriate to talk a little bit about their bats. CR1/4, fly spd 60ft, 22hp and not a lot else. They have blindsight 60 ft, which seems odd to me. As a bat the size of a horse (they are Large) they've got to have incredibly good hearing and ears the size of plates, so I think 60ft is just their "perfect pinpoint clarity" range. Which, leads me to wanting an additional orc, a variant of the Red Fang that is a little more Ranger. Give them beast bond, and let them listen through the bat. Now, on top of providing stealth fighters, you've got incredibly good spies. Capable of swooping in with darkness, landing a good distance away, and listening to the war meetings and other interesting tidbits of your enemy. Honestly, this gives us all we need for a truly terrifying orc army sweeping the lands, and would offer a very complex challenge for the players to unravel even as high as 11th level I would guess.

Friday, 27th January, 2017

  • 10:47 PM - dave2008 mentioned Leatherhead in post 5e EPIC MONSTER UPDATES
    I have added the colossal frost giant Lakkar to the Primordials section (post #6). I inspired by the comments of Leatherhead about the Neverwinter MMO in Charles Rampant 's thread "Let's Read: Volo's Monsters" - http://www.enworld.org/forum/showthread.php?506715-Let-s-Read-Volo-s-Monsters/page34 I took the approach that by absorbing the power of the Winterforge, with its connection to the elemental chaos, Lakkar was transformed into a primordial. Anyway, this gave me a chance to tweak my primordial rules a bit. Let me know what you think.

Tuesday, 24th January, 2017

  • 02:08 PM - fuindordm mentioned Leatherhead in post Let's Read: Volo's Monsters
    I agree, this is a great implementation of the nilbog concept. Leatherhead, "Why would a hobgoblin horde bother with goblins?" I can think of several rationalizations, from religious duty to the need for low-value troops to absorb the first shock of an assault, but I think the main reason is probably logistics. The goblin component is an endless supply of people to do the grunt work of the camp, and as long as you accord the goblin "specials" a small measure of respect, the rest of them will stay in line. A prideful hobgoblin warrior can't be asked to dig latrines, and a bugbear wouldn't understand the need. Goblins will get it done, with the added bonus that one will probably fall into the hole. Cheers, Ben

Friday, 20th January, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for bringing those up, @Leatherhead - I'm not really touching on the Chapter One stuff as much, so it's good to have it mentioned here. -------------------------------- ​ Almost the last of the Mind Flayer-themed entries, the Mind Witness is a pretty strange customer. Created by a fusion of all that is nasty and wrong about Mind Flayers and all that is nasty and wrong about Beholders, it is a Large floating tentacle eyestalk monster with psionic abilities. http://www.ravenmimura.com/images/full/Mindwitness.jpg The art in the book is really unpleasant. It has a sticky, moist quality to it, and the almost symmetrical alignment of its limbs just highlights how odd it is. The milky white eye also draws the gaze, and it makes it seem even more unpleasant. All in all, a well done horror image. As I mentioned above, these creatures are a fusion of Mind Flayer and Beholder. They are created by stunning a Beholder and putting it through the same transformation that (when done on Humanoids) makes Mind Flayers. I can only i...

Thursday, 19th January, 2017

  • 11:38 AM - Plaguescarred mentioned Leatherhead in post Green Dragon Lair
    Vegepygmie minions! How about Grungs? They're both in the Volo's Guide to MonstersI'll have to look into those but they could be what i'm looking for, either as is or slightly refluffed as blighted plant creature or something. A massive hedge maze. Regional effects include closing off and opening up new paths.I like the idea of a thicket maze dungeon a lot. Banyan Trees / fig trees can have aireal roots that can grow back into themselves giving them a realy strange look. A drageon would have plently of time to have these pruned and guided into growing into it's lairHumm that's wicked looking and could be incorporated into @Leatherhead 's maze idea perhaps. Yan D&D Playtester

Monday, 9th January, 2017


Sunday, 8th January, 2017

  • 05:40 PM - 77IM mentioned Leatherhead in post Master Lich Challenge
    The first things that pop into my head are time stop and globe of invulnerability. If he knows the party is coming and has a minute to prepare, conjure elemental is decent, too (it does not require concentration). Ditto for mirror image. Concentration is actually a huge problem for the lich; if you want to cheat your head off, letting the lich concentrate on multiple spells would really amp up the danger. Leatherhead: polymorph only allows beast forms, so it's not quite as good as being a solar or a dragon or something. I think T-Rex is the best option there, and giant gorilla is not bad. Plus, it's dispellable, so it's not quite as deadly as two-encounters-in-one. The rest of your spell picks are spot-on; wall of force is particularly nasty when used well. With three casters in the party, I'd imagine this devolving into a counterspell showdown, so focussing on staying out of sight is pretty important. Greater invisibility is good, but simply having a lair with lots of nooks and crannies and making good use of misty step should work too.

Thursday, 22nd December, 2016

  • 10:33 PM - LordEntrails mentioned Leatherhead in post New Creature Critique - Dagonspawn
    dave2008, Leatherhead, Thanks guys. I knew the stat block wasn't clear, and I just didn't know how to clarify that. I thought about making it two separate stat blocks, one for the cocoon state and one for the birthed state, but, obviously, I didn't go that way. Should I? To clarify, this creature starts off as something like an egg with tentacles. It comes from a ritual and the evil priests "feed" it victims. It takes several months for it to actually emerge (and many dead sacrifices). The adventurers are here at the end (predictable huh?) to either prevent it from emerging or kill it once it does. So, I wanted the abyssal drain to take time, That's where the ability drain comes in. It should take a long time for this to kill someone otherwise it would be going through victims in minutes and emerge in a matter of hours or days. The embryonic form starts with fewer hit points (~45) and it's hooked up to a dozen victims that are now all unconscious and have various numbers of remaining ability points. A ...

Tuesday, 20th December, 2016

  • 06:50 AM - Chaosmancer mentioned Leatherhead in post New UA Paladin Sacred Oaths are Oath of Conquest and the Oath of Treachery
    ...u enforce the laws others must follow. It seems evil, because history and the literature that followed it, but it is possible to be “good” in that you believe in this organization, and its tenants… hard to make that a PC that plays well with others though. Mechaniclly, I agree that the aura and the 15th level ability are lacking. Most paladins are practically immune to effects by the time you get that charm immunity, and I feel these guys should also make it harder for others to be charmed or frightened. Maybe in addition to causing the enemy to have disadvantage on frighten, you grant allies advantage against being frightened, because you are so terrifying that the enemy looks more manageable by comparison? Both the capstones for these subclasses are amazing. Just, ridiculously good. Aura of Treachery is interesting, because it makes the Paladin very, very good at fighting by themselves when outnumbered. Seems appropriate for these guys. I do have to agree with Leatherhead with some of these observations, this is a paladin who is better if they can stealth at least a little, due to illusions and invisiblity. Maybe this is the guy who wants medium armor master and goes dex based, same as wearing plate and using a longsword? Also the fact that getting advantage makes their crits weaker if they used Poison Strike is probably an oversight. My first thought was if they have advantage they get to deal max damage, they could probably add a line about a bonus for critting…. But is it really necessary? Getting the 23 to 40 damage (remember it is 20+lv) and double dice on your actual attack and the smite you are most likely dropping? Plus another 20 if you have Icon of Deceit active. That it a lot of damage to be flinging around, even for a paladin. Too bad it is poison for the Channel Divinity, but they can chose not to use it if fighting something immune. So, I think so re-flavoring of the Conquest, to make it more super LN instead of LE, and I think th...


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Saturday, 23rd February, 2019

  • 06:07 AM - OverlordOcelot quoted Leatherhead in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    Yep and of all those the only one you would use in battle instead of before or after (as a rule) is Cure wounds, which you can ignore with lay on hands....? If you have a DM who always lets you know that combat is coming up in exactly a few rounds but not many rounds and exactly what you'll be fighting, then you can pre-cast one minute buffs before combat. I have never met a DM who always tells you when the next combat will be, and never has the bad guys run away, talk, activate something that takes time to deal with before you can get to them, or call in allies after combat is joined, however, so I certainly wouldn't count on never casting one minute buffs during combat. Similarly, if you have a DM who never gives you nasty magical effects that you want to dispel in combat, more injury than your LOH alone can cure, or any kind of curse or restorable condition that you want to remove during combat, then you'll never cast those in combat. But, again, it's not reasonable to assume that every DM avo...
  • 04:36 AM - FrogReaver quoted Leatherhead in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    You can only use a free action (or in this case, an object interaction) on your own turn, not during another's turn. The only risk is that you drop your sword in acid, or down a cliff, or something else like that. DM: Okay Paladin McSwordDrop - roll me a d20 and let's see if something randomly bad happens to your sword upon dropping it...

Thursday, 21st February, 2019

  • 11:27 PM - iserith quoted Leatherhead in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    For some reason, people on message boards always forget that 2/3rds of Sharpshooter is dedicated to boosting accuracy. Despite the accuracy boost being the most powerful and impactful part of the feat (which makes it head and shoulders more powerful than it's cousin, GWM), the -5/+10 mod is all people talk about. It really shows you that people only pay attention to big numbers, despite the little ones adding up to more. In my experience, most DMs don't really make a big deal about cover, so I bet many people don't see that as the best benefit since cover doesn't come up as much as perhaps it should. (With all the usual caveats about how a game "should" be.)
  • 11:21 PM - Zardnaar quoted Leatherhead in post Variants/Subclass for a DPR Rogue
    I wish to be placed in the fourth camp: The one that thinks Rogues shouldn't exist :P That said, Arcane Tricksters have significantly more DPR than their brethren, thanks to spells like Shadow Blade, Haste, and Booming Blade. Only at higher levels where most people don't play. The easy solution is dual wield melee with a fighter level dip.

Wednesday, 13th February, 2019

  • 07:25 PM - Yunru quoted Leatherhead in post Unmoving Arrow [Uncommon Magic Item]
    Wait, I'm a bit confused, does "Impossible to remove" mean that you can't heal the wound? That's rather harsh. Anyway! You could choke someone to death with it, but killing someone is hardly the worst you could do to someone. Pinning someone to a wall, now they are your prisoner forever! Or at least until someone breaks down the wall. Wait, scratch that, pin someone to somebody else. When I first clicked on this thread, I though it would be the arrow version of the Immovable Rod. Hit someone, and they are stuck in place until they manage to rip themselves free with a significant HP cost. All things I hadn't considered. It's only impossible to remove from the person it hits. Imagine a regular barb, if the barb fused with your flesh. Over time the body would slowly push it out, but we're talking time spans greater than most adventures. You can heal, it's just you'd heal around it. Primarily the thought was to use it to tether flying enemies, or as a fireable grappling hook.

Sunday, 10th February, 2019

  • 07:28 PM - Yunru quoted Leatherhead in post What level's this spell?
    a bit less damage than a fireball Steel Wind Strike is level 5. This spell is arguably better than that. I'm confused by these. At best it's doing 12 average damage. That's around a third the damage of Steel Wind Strike and Fireball.
  • 06:33 PM - FrogReaver quoted Leatherhead in post The Pitfalls of D&D Beyond Data
    ... They already have a method to account for that, which gives an even better data set than the question you proposed: When the Data says "Active Characters" it means they have controlled for characters who haven't been updated in the past X days. It doesn't matter if the character is meant to be an NPC or PC, it just maters if someone is actually going back to update it, all other characters are considered to be abandoned or a test character. Morrus has claimed multiple times that the charts represent all characters created and even includes the ones not necessarily played. I'd lean toward him being correct on this but maybe not?
  • 04:11 PM - Blue quoted Leatherhead in post The Pitfalls of D&D Beyond Data
    Yeah, point. But keep in mind, the vast majority (about 66%) of characters are from levels 1-4 to begin with. Tossing out that much data is going to cause problems in the other direction. No need to toss. Just like they did a breakdown of class by tier, having a separate breakdown of subclasses only when you have level 3+ in a class could be a separate list. Or if you really want to see it, have the same at 1st, and against when some class reaches 2nd, but include a "null" option. They already have a method to account for that, which gives an even better data set than the question you proposed: When the Data says "Active Characters" it means they have controlled for characters who haven't been updated in the past X days. It doesn't matter if the character is meant to be an NPC or PC, it just maters if someone is actually going back to update it, all other characters are considered to be abandoned or a test character. This is really good information, thanks!
  • 03:14 PM - Blue quoted Leatherhead in post How Do We Survive This?
    Yeti's are CR 3, each. This means just two of them are a "Deadly" encounter for your rag-tag group. Additionally, they ambushed you, so you have neither the advantage of surprise nor location. You guys are going to have to run. A good plan is to throw down a line of fire on the ground between you an the Yeti, possibly toss them some food so they have further reason not to go after you all immediately, then run as fast and as far as you can in order to regroup. Hopefully, you have some form of flammable materials that isn't your clothing and packs. But if not, hey, it's a small price to pay for your lives (and an interesting story hook). After that, you can work on your revenge. Preferably by isolating and setting up your own ambush. The issue with running is that yetis have a higher speed then the PCs, as well as a climb speed (which might be relevant in the mountains). I think you idea of food, fire or other distraction is really important to a successful escape.
  • 02:56 PM - FrogReaver quoted Leatherhead in post The Pitfalls of D&D Beyond Data
    Unlike others who merely read the headlines, I have been keeping up with the D&D Beyond broadcasts. :p Both. Maybe, but if a fighter 1/cleric 1 counts as both a fighter and a cleric and given that all their class percentages add up to 100% that means that thing single fighter 1/cleric 1 character also got counted as 2 total characters. Otherwise they would have had he sum of all their class percentages over 100%. That's a big issue! Yeah, point. But keep in mind, the vast majority (about 66%) of characters are from levels 1-4 to begin with. Tossing out that much data is going to cause problems in the other direction. That's exactly why character level for subclasses needs controlled for. In the latest charts, controlling for that factor didn't change the results significantly. While there is no doubt a significant number of people who make a free character, then buy (which would inflate the numbers for those results), you have to remember the free content is also the Basic PDF, which is...

Friday, 8th February, 2019

  • 02:56 AM - Celebrim quoted Leatherhead in post Guns in D&D - A Hot Take
    Here is something to stimulate thinking about that: https://www.youtube.com/watch?v=os3lWIuGsXE&vl=en Great, Extra Credits. Even though I'm very familiar with Extra Credits, and it has over the years influenced heavily how I think and talk about gaming, it's always good to spread the word around. But, it still doesn't address where I'm going to with this question, which is your assertion that the mythology of the weapon rather than its physical properties ought to define it's mechanics. Who wields a sword? Why do they wield a sword? How often do they use a sword? Why a sword instead of any other weapon in the entire world? And even how is a person described as acting while using a sword? These are the kinds of questions that influence the design of weapons in 5e. Consider the Greatsword and the Greataxe. Why is a Greatsword 2d6 and a Greataxe 1d12? Are we speaking of 5e? The answer is probably that that is the way the two weapons were in 3e D&D, long before Brutal Critical or ...
  • 01:35 AM - Celebrim quoted Leatherhead in post Guns in D&D - A Hot Take
    What Cap'n Kobold said. Guns in a Wild-West setting (where they are the defacto iconic weapon), are going to be significantly different than guns in an Age-of-Sail setting (where they are a "sometimes" weapon). Well, yes, but in no way have you explained what that has to do with mythology. A Colt .45 Single Action Army or a Winchester 1873 is a significantly different piece of technology from a 17th century wheellock pistol, and even if I paid absolutely no attention to mythology at all and merely tried to simulate those weapons by "ballistics and/or forensics" the difference between the impacts that they would have on a game by being available would be tremendous.

Thursday, 7th February, 2019

  • 10:33 PM - Celebrim quoted Leatherhead in post Guns in D&D - A Hot Take
    Here is the Real Hot Take: This thread, and the literal decades of people arguing ballistics and/or forensics, are exactly the wrong way to try and figure out damage dice for a gun in D&D. You need to address the mythology of the gun in order to make it fit into D&D. Just curious, but how would you go about doing that? And which mythology do you have in mind?

Friday, 1st February, 2019

  • 07:30 PM - doctorbadwolf quoted Leatherhead in post Elemental Monk Fix
    I think it needs a total rework to be honest. Starting with something like: "You are a monk of Fire, you learn the Produce Flame Cantrip, which uses Wisdom as your casting stat. Additionally, Whenever you use Flurry of Blows, you can cause your fist to light on fire, which causes all of your unarmed strikes to deal fire damage instead of bludgeoning damage." I’d prefer that as a new subclass, and is love to see it. I like the 4 Elements monk as it is, conceptually. One thing I could see is to have a stance of sorts, or rather several, that wok like the mystic disciplines. Fire Stance gets you what you describe above, and maybe a benefit with fire disciplines? Air Stance gets aspeed+jump boost, and when you Flurry your reach increases to 10ft, plus the air cantrip, etc In general, I think the easiest fix for the elements monk is to reduce the ki cost of every ability by 1.
  • 02:06 PM - FrogReaver quoted Leatherhead in post God Wiz...er...I mean, Druid?
    Snare doesn't! It's also conveniently on the Druid spell list, making it worth consideration. Another handy spell for Druid's is Guidance. The best buffing Cantrip in the game. Snare also takes a minute to cast and consumes 25ft of rope. I don’t think it’s very useful because of those things. Guidance is great. I wasn’t ranking cantrips but it is great.

Thursday, 31st January, 2019

  • 09:27 PM - Henry quoted Leatherhead in post Burial customs (need some help)(my players GO AWAY)
    The Zhentarim are more like the mafia than a military organization. Any kind of expensive or otherwise extravagant funeral procession leading to a temple would be fitting. Be sure to include an appropriate presence of mourners, professional or otherwise. And mind that the normal populace would steer clear of the streets during it all, due to fear of the Zhents, and their enemies. Also of note, they currently worship Bane, who's rituals often include the sacrifice of an intelligent being, usually one of their enemies. Depending on who killed the PC, I could easily see some kind of gangland retaliatory kidnapping, followed by a private sacrifice of the kidnapped on an onyx alter at midnight. This actually refers to the branch that are more mercenary and less Bane-worshipping, the “Black Network” faction. Unfortunately, what killed the PC was a Grey Ooze that they ultimately ran from, and who got away into the sewers — everyone in the enemy faction they attacked has already been killed — though a...

Wednesday, 30th January, 2019

  • 11:19 PM - Aiden_Keller_ quoted Leatherhead in post what would you want to see in a revised Weapon Chart?
    This statement is weird. Whips have a unique combination of damage type and abilities. Net. Just gah. It's range is 5/15. That means you always attack with disadvantage when using it! Also, it's trivially easy to escape, just a DC10 str check, or cutting it for 5 points of damage. And to rub salt in the wound, you can only make one attack with it, period. Even if you want to follow up with a different weapon! One of my players is currently a Blood Hunter that uses only a whip...while it does low damage initially...it makes for such a great weapon that it overcompensates for the 1d4.... Net just pisses me off...I allowed a player who wanted to try and increase the distance add small weights on the net to "increase" it to 15/25... Not much but it still helped stop a fleeing enemy they wanted to question.
  • 10:46 PM - squibbles quoted Leatherhead in post what would you want to see in a revised Weapon Chart?
    This statement is weird. The Maul is arguably the best heavy weapon in the game. Whips have a unique combination of damage type and abilities. Clubs are worse, but they are the only weapon I will let pass on that, because clubs also represent improvised weapons that bash. Sorry, I was unclear there. I meant in IRL terms. I should not have used those examples, as it confuses the argument I wanted to make. An IRL combatant would never want to be stuck with a club, maul, or whip when fighting someone with a sword or spear; they are inferior weapons. You are correct that mauls and whips are mechanically solid choices in 5e. The designers didn't put much stock in weapon simulationism.

Sunday, 27th January, 2019

  • 05:12 AM - doctorbadwolf quoted Leatherhead in post Guns in D&D - A Hot Take
    I'm curious what your source is for this statement? To my understanding, guns came a couple centuries after plate armor was first "popular" (but they were in China many years before, of course). Even so, crossbows and longbows had plenty of penetrating power to pierce plate armors. Oddly enough, layered armors were more effective at stopping penetrating attacks. Late medieval steel chest plates resisted bullets quite well, until guns got better. But it isn’t odd at all that layered armor is good at stopping projectiles. Each layer reduces the force that meets the next layer. I’d think that is exactly the expected outcome. While you are correct about trauma, you are incorrect about bleeding. Arrows cause less bleeding because the shaft is largely blocking the wound. A bullet wound doesn't do that. Especially if there's an exit wound, which is devastating. And in case anyone is curious about my credentials, I'm an ex-combat medic military veteran who has extensive experience around all kinds...

Monday, 21st January, 2019

  • 03:15 PM - TwoSix quoted Leatherhead in post Do Rage Bonus to Damage and Bonus Damage derived from Fighting Styles stack?
    Barbarians don't get Fighting Styles without multiclassing (and multiclassing itself has many downsides with it, such as delayed extra attacks or subclass features). However, they do get Brutal Critical, which allows them to multiply damage dice, which is nice when your damage die is a d12. I know that's why my example was a Barb1/Fighter1. He's talking about this line, I'm pretty sure. 2nd level Barb. with Great Axe - +5 to hit, 2d6+5 (7-17; Av. 12 but you should consider the 1-2 re-roll so it is closer to 13+) damage A 2nd level Barbarian can't consider the reroll, as it does not have access to the fighting style that allows it.


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