View Profile: MonkeezOnFire - Morrus' Unofficial Tabletop RPG News
  • MonkeezOnFire's Avatar
    Friday, 12th July, 2019, 03:11 PM
    I currently play a devotion paladin of Erathis and most of my magic is themed around gears that resemble the holy symbol of Erathis. Shield of faith, bless, aura of vitality all create spectral gears that hover around the target/fill the area of the aura. My favourite however was find steed. The character is from a noble house that uses a stag as it's crest so a stag steed seemed fitting. When I...
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  • MonkeezOnFire's Avatar
    Wednesday, 19th June, 2019, 03:44 PM
    As a point of comparison the Guildmaster's Guide to Ravnica gives us the Horncaller which pretty much only casts conjure animals and then uses it's turn to command 1 of them to attack (along with 2 weak melee staff strikes, but generally the spell caster will want to hang back). It comes in it at CR1.
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About MonkeezOnFire

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Date of Birth
March 4
About MonkeezOnFire
Newbie DM, undergrad student, wannabe game designer, Hero of Moga Village
About Me:
I'm a computer science student that has always been more interested in games than my studies. Unfortunately I read more about tabletop games than I get to play them. I'm eager to get some experience under my belt.

I started DMing recently and I'm always looking for some advice.
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My Game Details

Details of games currently playing and games being sought.

Game Details:
Playing a Thorin expy in a homebrew setting in the middle of a human civil war.
My Character:
Aland Stonebeard: A dwarf prince whose home has been conquered by frost giants. With the aid of his dwarven god and his friends, will he be able to save his home? The day? The girl?


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My Game Details
Game Details:
Playing a Thorin expy in a homebrew setting in the middle of a human civil war.
My Character:
Aland Stonebeard: A dwarf prince whose home has been conquered by frost giants. With the aid of his dwarven god and his friends, will he be able to save his home? The day? The girl?

Friday, 12th July, 2019

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Wednesday, 19th June, 2019

Thursday, 24th January, 2019

  • 10:39 PM - Quickleaf mentioned MonkeezOnFire in post Designing the lizardfolk inhabited Valley of Dread?
    That's a helpful lens, thanks MonkeezOnFire! In trying to grasp lizardfolk culture, I was looking through older D&D sources and discovered there are a plethora of lizardfolk "sub-races" that map to different types of lizards – Agrutha (Crocodilian lizardfolk), Tokay (Gecko lizardfolk), Varanid (Komodo lizardfolk), Wallara (Chameleon lizardfolk), etc. This is picked up on in Return of the Lizard King which describes several of these as sub-races, but also includes Gila lizardfolk, and two tribes that include mixed sub-races. I might be able to map some of those to your suggested survival methods...

Thursday, 9th August, 2018

  • 07:54 PM - Oofta mentioned MonkeezOnFire in post Character Building Options: Do you use them all?
    I think things like the tables can be a decent starting point for generating ideas. As MonkeezOnFire mentioned random generators aren't perfect so it's just a starting point. I have also used it a couple of times for important NPCs ... once again as something to jog my creativity. There's a few online generators I use as well that do something similar.

Thursday, 14th June, 2018

  • 05:06 PM - Hawk Diesel mentioned MonkeezOnFire in post Separating the Way of the Four Elements Monk
    Thanks for the feedback, MonkeezOnFire! That being said I'm not a big fan of the direction you took with the Way of Earth. Out of all of the abilities only the move earth cantrip and One with Earth are actually related to earth. All of the other abilities are just about being tough. When I play an earth bender I want to be hurling boulders, creating crude rock structures, whipping up sand, or sinking my enemies into the ground. Not just be a regular melee fighter with some dirt on his face. In most of the elemental material in 5e so far the earth variant is almost always just a tough melee bruiser and it's something that irks me as I want to see something more interesting. I agree. Part of the problem I faced when developing these archetypes is trying not to replicate what other archetypes have done. For example, throwing around ranged attacks is much of what is already done by the Way of the Sun Soul. I want something more than reflavoring their ranged blasts from radiant to bludgeoning damage. So from a mechanical ...

Monday, 17th August, 2015

  • 08:33 PM - MoutonRustique mentioned MonkeezOnFire in post Imposing dis-advantage on saves
    Okay, you've asked two related question: how to impose disadvantage on saves, and how to be an effective summoner. Let me tackle these separately. [cut]Thank you very much. As it stands, much of what you propose isn't viable for my character (but then again, you did not possess that information) - but that simple fact tells me I'm better off simply bitting the "druid-bullet" and leaving aside much of my character's history. Either way, I'm going to need a cookie (a small one - refluff the druid), (a very big one - make the conjure spells 1 action casts and/or give planar binding options to make it viable). MonkeezOnFire Thank you for the honest advice.

Tuesday, 2nd June, 2015

  • 12:56 AM - Minigiant mentioned MonkeezOnFire in post Magic items and Technology of the less popular Races
    ...ds or staves, but those that do will search for items that let them throw [I]fireballs and lightning bolts. Hobgoblins are disciplined, merciless soldiers who put victory over all other considerations. Thus, they favor any magic item that is effective in war. Unlike orcs, hobgoblins appreciate the value of defense as well as offense, and will eagerly pursue magic weapons and armor of all types. Items that allow them to control the battlefield or deliver strikes to enemy formations are highly prized among hobgoblins, as are the war-casters able to wield those items. Halflings are not warriors, and have little interest in weapons or armor. Their favorite items are those that provide creature comforts and entertainment; magical instruments are a great favorite among halflings. Adventuring types want items that aid them in stealth. I agree with a lot of this. Orcs would favor offense. I doubt D&D orcs would make magic items and would get them from their allies or conquest like MonkeezOnFire mentioned. Hobgoblins are smarter and prefer balance of offense and defense. They are also boring so I see a lot of +1/+2/3 weapons, shields, armor, and staffs of the war mage if someone is stupid enough to let some hobgoblin war mages to sit peaceful in a fort too long. Halflings would not go the weapon and armor route like others said. I could see instruments, tools, and stealth items.

Thursday, 18th December, 2014

  • 08:34 PM - Tormyr mentioned MonkeezOnFire in post Multiclass Martial Classes and Extra Attack, i think it is a far more strict reading (as the entire thing is a bit ambiguous). i would argue that my reading is still in line with balance and power. you still arent going to beat the system, spells are locked in at the same level for everyone in 5e, example - fireball will never be available to any character before their 5th overall level. so anyway, (SORRY OP, DIDNT MEAN TO HIGHJACK YOUR POST) to bring it back to the original poster, that is why i believe the stacking of martial levels if you will actually works well. maybe count a valorous bard as a half level progression for these purposes (non martials obviously count as 0s). as long as you are hitting the same milestones on when the martials should be getting their second attack, then i dont see the problem. The multiclass rules reference the individual classes to determine which spells can be known, but it specifically restricts the player from using all the available spell slots from multiclassing. To steal from MonkeezOnFire 's post: "You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. <SNIP> If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells." This means that the multiclassing player only use the individual class levels for determining spell availability. It specifically states that that you can have higher level spell slots than you can prepare. Using MonkeezOnFire 's example of the Ranger 4 / Wizard 3, the player assesses which spells a ranger 4 can know instead of which spells a ranger 7 can know. Similarly the player separately assesses which spells a wizard 3 can learn instead of which spells a wizard 7 can learn. If the Ranger 4/ Wizard 3 could prepare the spells of a Ranger 7 and Wizard 7, the second part of the quote would be impossible to atta...

Tuesday, 4th November, 2014

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Tuesday, 18th June, 2019

  • 08:09 PM - jaelis quoted MonkeezOnFire in post Human Viability
    I think the most fair thing would be just to add proficiency with 1 skill and 1 tool. I also think this is a fine adjustment. Another alternative is to use the variant human stats but say the feat has to be the Prodigy feat from XGTE. That is pretty reasonable too.

Thursday, 13th June, 2019

  • 06:14 PM - Larrin quoted MonkeezOnFire in post The last year's worth of character creation options...
    I totally forgot about the races in MToF! This sums up the contribution MToF has made to the 5e player experience. Since it's been published I've only ever seen one person make a character using it (Eladrin). I personally believe part of this is because it is the least conveniently laid out book in terms of player material. The PC bits are sprinkled throughout the book, devil stuff in devil chapter, fey stuff in fey chapter, gith stuff in gith chapter, unlike other books that collected Player stuff in one place. You can't just get a feel for things by browsing the races and subrace options like you can in other books, you just see one bit at a time, isolated and inconvenient.

Tuesday, 11th June, 2019

  • 05:36 PM - DM Dave1 quoted MonkeezOnFire in post The last year's worth of character creation options...
    The only releases since Xanathar's that have player options would be the Wayfinder's Guide to Eberron and the Guildmaster's Guide to Ravnica. I haven't looked through Wayfinder's but I can speak for Guildmaster's. While the class options are presented in the context of Ravnica the subclasses and many of the races are generic enough to find into any fantasy setting. From my play experience I'd say that nothing falls out of line of the power level of the existing player's handbook options. Don't forget Mordenkainen's Tome of Foes, which was also released in 2018. Several PC race options in there. More to the point, nothing in MToF screams "overpowered" by itself or when considered in combination with any class/subclass options from the PHB, SCAG, XGtE, or GGR.

Saturday, 1st June, 2019

  • 06:39 AM - FlyingChihuahua quoted MonkeezOnFire in post Revised Artificer Survey now available
    Basically, you can flavour the class in a number of ways to make it your own. It's designed primarily with Eberron in mind but with enough creativity you can adopt it into a number of places. Creativity? In TTRPG's? Surely you are mad.

Thursday, 23rd May, 2019

  • 02:01 PM - TaranTheWanderer quoted MonkeezOnFire in post Looking for GMs to Playtest Biopunk / Cyberpunk Game
    Looks like the OP hasn't posted here since November, but I guess it can't hurt to ask. Are you still looking for playtesters? I've been playing nothing but fantasy games for years now and I'd like to try something new. Even if it's only a brief break from my D&D campaign. A game based on 5e would be a great start having familiar elements. I wonder if character sheets can be modified on roll20. I'd love to play this (or DM) but I still need to find a group.

Friday, 10th May, 2019

  • 07:42 PM - Stalker0 quoted MonkeezOnFire in post [Houserule] An Alternative Bless and Guidance
    As written I don't think this revised Bless actually would shore up your weak saving throws. You only add your proficiency bonus to saves in which you are proficient. Reassigning your proficiency bonus to be a specific number will only affect rolls in which you add your proficiency bonus. Very good point. The intention was to provide this bonus to all saving throws. So: 1) If your proficiency bonus = 0 (you aren't proficient). You now get a +3 prof 2) If your proficient at +2, its now +3. 3) If your proficient at +3 or higher, no bonus. I'll edit the spell to make the language better, thank you very much. I generally find that when my party uses bless they use it a lot. So yes there is some recalculation but then its done. With rolling its everytime.

Tuesday, 30th April, 2019

  • 07:09 PM - robus quoted MonkeezOnFire in post I have an issue with swarms
    I might add a condition that the swarm only gets advantage to attack rolls against creatures of the swarm's size or smaller. I don't see them being as effective against something that they can't effectively surround. Multiattack makes perfect sense and would be a good way to up challenge the lower level swarms we currently have. Well given their high dexterity it seems it's more a matter of being hard to defend against because they're all over the place and moving quickly? Inflicting conditions like grappled or restrained on a hit could make sense to model having a large number of creatures weighing you down. There are plenty of monsters that automatically get grappled on a successful attack to set the precedent. Yep, definitely for things like zombie swarms that's good. I guess the big thing for me is the lack of advantage on attacks. Why should a pack get it and not a swarm?
  • 02:19 PM - TwoSix quoted MonkeezOnFire in post Shields, Leather, Daggers, & Healing Potions: Most Popular D&D Items
    Wait, 0.7% of characters have a boomerang. Where is that weapon coming from? Because I want one. Just keep trying to remember where the boomerang is from; I'm sure it will come back to you.

Tuesday, 23rd April, 2019

  • 03:54 PM - DM Dave1 quoted MonkeezOnFire in post Crafting Items - Expert Craftsman vs Adventurers
    In general I don't stat out NPCs that I never expect to engage in combat. I've never seen the need to make a roll to see if the local blacksmith can do his work for the day. It's his job so he can do it. If the players approach him wanting something done then I as the DM just determine if it is possible for him to do it. The smith in a small farming village will not be able to craft an exquisitely detailed custom sword, but the smith in the capital city who has a reputation for crafting fine weapons for nobles can. This. Adventurers are already expert at so many other things, like adventuring and defeating nasty monsters, that crafting does not need to be one of them. Gives them something to spend their plunder on when they visit the big city. That said, letting a Bard or Rogue use their Expertise to gain double proficiency with Smith's Tools or Leatherworker's Tools or whatever sounds fine to me if that's a thing that will help advance their character concept. We're talking an X...

Friday, 12th April, 2019

  • 03:42 PM - Dausuul quoted MonkeezOnFire in post 'Cure Wounds' is D&D's Most Popular Spell
    The vast majority of spells that make the top 10 are first level. Probably because there are a significant number of low level characters that simply don't have the higher level spells. It would be interested in seeing further breakdown for each spell level for each class. Precisely. If every wizard takes both hypnotic pattern and shield, then shield will be more popular than hypnotic pattern simply because of all the wizards at levels 1-4 who can't get hypnotic pattern. Of course, this is not mutually exclusive with "players do not realize the power of hypnotic pattern," which I suspect is also true. Casual players generally overlook the awesome potency of action denial. (And even players who do understand the action economy may slide past hypnotic pattern simply out of habit from previous editions.)

Thursday, 11th April, 2019

  • 09:35 PM - MechaTarrasque quoted MonkeezOnFire in post Magical adept level 1 spell.
    Most of the good ones have been mentioned but I'd also like to throw Expeditious Retreat into the ring. Extra mobility is great, you get to use it the turn you cast it and it's even a bonus action to cast so you can still do stuff on your turn. Especially useful on melee focused builds that would otherwise have trouble closing the gap with slippery foes. I sometimes spice up monsters with a feat, and magic initiate is a good second choice (if only one monster gets a feat, it will probably be Alert), and when I use it, ER is often the 1st level spell, so if the fight starts going bad, the monster makes a beeline towards its buddies in the next room....

Monday, 25th March, 2019

  • 06:01 PM - Dausuul quoted MonkeezOnFire in post Can you stack Contagion?
    The general rules for spells state that spells of the same name do not have their effects combine, only the highest level effect applies. As there is nothing in the contagion spell specifying it can stack the answer would be no. I agree. If the spell had a duration of "Instantaneous" (i.e., it provides the vector for infection but the disease itself continues without magic), it would be possible to stack multiple diseases. However, since the duration is "7 days," that means the disease remains linked to the spell, and so the spell stacking rules come into play. Specifically: The most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap. I would rule that "most potent" refers specifically to numerical effects that can be directly compared, and does not address balance questions (e.g., Slimy Doom is more powerful than the other diseases, but not in a way...

Friday, 8th March, 2019

  • 02:33 PM - Aebir-Toril quoted MonkeezOnFire in post Patron Details for Player
    I like it. You said your player wanted a just a bit of information so you don't have to write a novel or anything. You have some core tenets to follow as well as strong imagery of bodies relating to how the entire world is this thing's body. The philosophy behind the thing is still somewhat vague as we don't know exactly how everyone should be equal. Does that opening up social mobility or does that mean making everyone equally a slave to a cult? There's just enough there to make it interesting and spins up new questions that the player should drive to solve in character. Thanks!

Wednesday, 27th February, 2019

  • 09:23 PM - Quickleaf quoted MonkeezOnFire in post Consequences of players dealing with night hag?
    I think your campaign just got a new final boss. ;} ...and it's a cloned lizardfolk lich with an indestructible diamond phylactery, a bonus eldritch invocation, ebon hands, a skull-topped staff with druidic powers, and divine power from the demigodess Kecuala. Encountered at the wedding reception! Hah :) I'm using at least half of that! ;) Well clearly the night hag and the goblin should both get the benefits of the wedding effect of the ceremony spell. As a serious suggestion you could treat the marriage as a kind of geas like effect. The goblin could magically feel compelled to honour his duty as a husband to help carry out the hag's plans. The marriage could also work as a kind of charm, similar to a succubus, granting protection effects from him should things come to blows. I'd imagine the hag is conniving and well connected. So with those minor treasures if she puts enough work into and continually trades up she could turn them into something truly worthwhile. Like that one guy wh...
  • 07:55 PM - Esker quoted MonkeezOnFire in post Balancing a Homebrew AoE Stun Spell
    So I think our closes points of comparison are Command and Blindness/Deafness which are pseudo versions of what we're looking for. Comparing to concentration spells will get wonky because I think it's harder to determine how much value you should get by removing the restriction. So at 3rd level command can affect 3 creatures to essentially skip one turn and go prone which is a buff for melee and debuff for ranged attackers. However, Command also has a pretty glaring restriction that the target must understand your language, which rules out a lot of monsters. You currently have the Int < 2 restriction but my gut feeling would be that Command's restriction is harsher. There is the potential for exotic intelligent enemies that don't speak common (like genies for example). So to balance this out you could put in a stricter drawback, which I'd also argue would have to be harsher than Command's as stunned is better than prone. Being tied to a specific creature type or maybe being tied to a condition like ...

Monday, 11th February, 2019

  • 07:06 PM - The Big BZ quoted MonkeezOnFire in post Anatomy of a 20 Level campaign
    My party is heading for the Shadowfell soon and I'm not quite sure what types of encounters to use and if the environment itself will offer any difficulties. Does Riddle of the Ravenqueen have any generic Shadowfell lore/rules to steal? It has good ratings on DMs Guild so I may pick it up and run it with some reskinning to my needs. It has some very cool rules for effects in the Shadows ell and has a very good Shadar Kai/Raven Queen plotline. I highly recommend it actually!
  • 05:00 PM - LordEntrails quoted MonkeezOnFire in post Anatomy of a 20 Level campaign
    My party is heading for the Shadowfell soon and I'm not quite sure what types of encounters to use and if the environment itself will offer any difficulties. Does Riddle of the Ravenqueen have any generic Shadowfell lore/rules to steal? It has good ratings on DMs Guild so I may pick it up and run it with some reskinning to my needs. I think 4E had a supplement on the Shadowfell. I can go dig it up if you need the name.

Thursday, 7th February, 2019

  • 06:08 PM - Quartz quoted MonkeezOnFire in post Iconic low level monsters
    As a new monster it doesn't have iconic status, but I'd like to throw the oblex from MtoF into the ring. The oblex is an incredibly cool monster. With its ability to impersonate anyone that it has assimilated it has a lot of cool story potential. You could set it up antagonizing a village or even have some of the residents in on it to create a town with a dark secret. You could twist it so that the oblex is actually free and not a servant of the illithids. It sets itself up as an apothecary to disguise the smell. And it has apprentices to fetch and carry. Or it manages an onsen - the sulphur smell being explained by the volcanic vents. And it desperately wants to avoid going back to being a slave. Something you might consider is to give the oblex the limitation that it cannot form clothes: the clothes its avatar wears have to be real.

Friday, 1st February, 2019

  • 04:23 PM - OverlordOcelot quoted MonkeezOnFire in post God mean, Druid?
    I feel like the target overlap between Hold Person and Heat Metal is quite large. Humanoids are likely to be using weapons and armour and most other monsters use natural weapons. So that brings up the question, which is better to use on the heavy armor wearing bandit leader? Heat metal cuts down the bandit leader's offensive ability with no save or mitigation and does a steady average of 9 damage per bonus action. Hold person cuts out his action entirely and gives your group advantage on attacking him and automatic melee crits, but gives a wisdom save and continuing wisdom save. I tend to like heat metal better because in the 'not a boss' situation it's likely that the bandit leader is going to die quickly anyway, and automatically giving him a debuff is better than possibly negating his action for a round. OTOH, hold person is massively better if you want to capture the leader, and in situations like dealing with an assassin that you want to interrogate, and the druid I'm playing is Circle of th...

Thursday, 31st January, 2019

  • 09:27 PM - DM Dave1 quoted MonkeezOnFire in post The Fiddly Bits (That Still Get My Newer Players)
    Some fiddly stuff that I have to look up just about every time they come up: All the suggestions below work on paper. I've never used Roll20, but I assume there is a Notes field where some of this could go. -The formula for how far/high a character can jump based on their strength -The formula for carrying capacity (annoyingly the Roll20 character sheets will calculate current weight total but do not show the maximum) I've had to look up jumping rules whenever the situation arises, too. Carrying capacity is simple enough to write on the character sheet, though: STR x 15 -The formula for number of prepared spells For our home game, I type this on page 3 of the character sheets - e.g. "# of spells prepared = Wizard level(2) + INT modifier(3) = 5". -The details of some of the lesser used conditions These are all on the basic version of the DM screen. When I first bought it, I thought it was a waste of space, but it has been pretty much the most useful part. -Some spells that break the typic...

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