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    D&D 5E (2014) New Feat for Paladin Mount. Thoughts?

    Pally in my campaign is about to want his pally mount. As the find steed spell only gives an official mount of about CR 1/2., I've home-brewed the following feat to allow for more options. Thoughts ? Divine Mount Allows paladins to acquire a more powerful mount. Prerequisites: Ability to cast...
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    D&D 5E (2014) Paladin Mount - Is he a bag of holding ?

    Ok. your pally has his find steed spell and summons his warhorse. Then he loads it up with a cople of packsaddles and basically uses it as a portable bag of holding? Does that work? Does all the gear the steed is equipped with disappear with the mount and return, or does it all just fall to the...
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    D&D 5E (2014) Battlemaster Question - Menacing Attack ?

    MenacingAttack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw, On a failed save, it is frightened of you until the end of...
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    Unearthed Arcana Unearthed Arcana - Arcane Tradition: Theurge

    Anyone else come across the Arcane Tradion: Theurge from the Faithful UA? One of my players asked if they could pick it up. I said yes, seemed like someting different, and the group doesn't have a cleric so what the heck.. :) He chose the Life Domain. WOW, seriously, why the hell have a cleric...
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    D&D 5E (2014) Do DM's feel that Sharpshooter & Great Weapon Master overpowered?

    My group removed the -5/+10, and replaced it with just a +3 damage bonus. Seems to work well. The +10 was just too excessive we found.
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    D&D 5E (2014) Tweak Instant Cure spells to fix whack-a-mole

    I still think the Exhaustion rules is an effective way to place a limit on whack-a-mole
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    D&D 5E (2014) Familiars for 5e

    Archon, Lantern Tiny celestial, lawful good Armor Class 13 (dex) Hit Points 7 (3d4) Speed 50 ft. (hover) STR 5 (-3) DEX 16 (+3) CON 10 (+0) INT 7 (-2) WIS 12 (+1) CHA 10 (+0) Skills Insight +3, Perception +3 Damage Resistances bludgeoning, piercing and slashing...
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    D&D 5E (2014) Tweak Instant Cure spells to fix whack-a-mole

    Mechanic that I added to my campaign for Dying is as that whenever you fail a Death save, or are droped to 0 hit points, you gain ONE level of exhaustion. I extended death saves from 3 failed saves = death, to requiring six levels of exhaustion = death.
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    D&D 5E (2014) Familiars for 5e

    Updated the Post with your suggestions. TY.. yes, that makes more sense :) All abilities are useable once/long rest - as described in the text for the feat in the first paragraph
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    D&D 5E (2014) Familiars for 5e

    5e does vary little with familiars, and I miss all the extra "bling" that went into familiars that both 3.5 & pathfinder introduced. So I have been playing with the following homebrew feat. Would appreciate any feed back :) Familiar Adept Allows spellcasters to acquire a more powerful familiar...
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    D&D 5E (2014) [CAMPAIGN] Out of the Abyss [SPOILERS]

    Currently just started Dark-lake chapter. Sloobludop Kuo-toa. Fish like behaviour. Always moving. No eye-lids, never blink. Shuushar is the younger son of the archpriest of the Sea Mother, the priest Ploopploopleen. Shuushar believes his mother will aid them, for saving his life. His farther is...
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    D&D 5E (2014) [CAMPAIGN] Out of the Abyss [SPOILERS]

    CHAPTER 2 UNDERDARK JOURNEY Navigating Route: DC 10 Wisdom (Survival) check. Slow pace +5, fast pace -5. Fail check lost for 1d6 hours, re-roll check to find path. Foraging: On a successful check you find 1d6+ Wisdom modifier food (pounds). Roll again for water (gallons). Foraging is over 8...
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    D&D 5E (2014) [CAMPAIGN] Out of the Abyss [SPOILERS]

    I have incorporated the following dreams to convey the demonic overtones and flash-back technique. The paladin and wizard have backgrounds that have related personality traits. • I suffer awful visions of a coming disaster and will do anything to prevent it. & • I see omens in every event and...
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    D&D 5E (2014) [CAMPAIGN] Out of the Abyss [SPOILERS]

    A DAY IN THE LIFE Jobs: The prisoners are divided into 3 five person groups and put to work for a third of the day, supervised by quaggoths. The groups are random every day. Roll 1d12 for each group. The prisoners are fed once a day (breakfast) – a thin mushroom stew in a clay bowl. 1. Fill...
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    DMs Guild DMs Guild & Art work ?

    i see a lot of new DMs Guild Homebrew stuff around these days. And a lot of it includes a certain amount of Art. Where / how do these authors source the Art for their ebooks ? I am assuming you can't just grab whatever cool pics you find from a google-art search and include it in their products? :)
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    D&D 5E (2014) Rogue assassins/handheld crossbows

    Hex is a Duration 1 hour spell - Concentration. Yes has a range of 90 feet. But says "If taget drops to 0 hps before this spell ends, can use a bonus action to curse a new creature".. So cast spell.. 20 mins later meets some creatures.. uses bonus action to curse a target.
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    D&D 5E (2014) Rogue assassins/handheld crossbows

    Yes, it would appear I'v been running surprise two rounds effectively.. my bad lol Hex is a concentration spell and has a duration of 1 hour.. once he has a 3rd lvl spell slot, it will have a duration of 8 hours.. spell pretty much lasts all day
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    D&D 5E (2014) Rogue assassins/handheld crossbows

    ASSASSINATE Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Hex is...
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    D&D 5E (2014) Rogue assassins/handheld crossbows

    Prof Bonus +4, Dex +4, Archery +2 xbow +1, = +11 As for hiting. He pretty much always attacks with advantage .. either via 1st to go in round.. what with +9 initiative or by faerie fire (via a druid in party). Dmg per round 1d6 +15 (+4 dex, +1 xbow, +10 SS) 1/rd SA +2d6 plus 3d6 via Hex (he is...
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    D&D 5E (2014) Magic item attunement, like-dislike?

    I like the attunement idea. Limits the magic insanity OP effect. Although I found only 3 items a tad limiting. I housefuled that in my campaigns to 5 items.
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