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  1. Curmudjinn

    D&D 5E (2014) Finally

    Only as an option in the appendix, directing you to the DMG.
  2. Curmudjinn

    D&D 5E (2014) Finally

    It is pretty far south of Neverwinter, east-south-east of Baldur's Gate towards Scornubel.
  3. Curmudjinn

    D&D 5E (2014) Finally

    Now named Magic Initiate. It grants two cantrips and a 1st level spell from a single spellcasting class, which is Jump for that Dragoon build.
  4. Curmudjinn

    D&D 5E (2014) Finally

    The Knight/Wizard counts as 13 levels, gaining spell slots according to the Spell Slots by Multiclass Level table. The Knight can even use the higher wizard spell slots to cast the lower Eldritch Knight spells at an enhanced level, if the applicable per spell. The EK/AT/Wiz would count as 14...
  5. Curmudjinn

    D&D 5E (2014) Finally

    http://www.enworld.org/forum/showthread.php?357793-Finally&p=6354306&viewfull=1#post6354306
  6. Curmudjinn

    D&D 5E (2014) Finally

    Light, Medium, Shield, Simple & Martial. Extra Attack does not stack, nor does Thirsting Blade(invocation) stack with Extra Attack.
  7. Curmudjinn

    D&D 5E (2014) Finally

    Lv.3 Spirit Seeker: Sense & speak with animals. Lv.3 Totem Spirit: Choose totem token. MAY gain minor characteristics of chosen totem. These are boosted to mechanical bonuses while Raging. Lv.6 Aspect of the Beast: Gain nonCombat animal bonuses, does not have to be Totem animal. Lv.10 Spirit...
  8. Curmudjinn

    D&D 5E (2014) Finally

    Deity name (by setting), Alignment, Suggested Domains and Symbol. And their are 130 deities on the list! Enjoy.
  9. Curmudjinn

    D&D 5E (2014) Finally

    Neither Armor of Agathys nor Arms of Hadar require Concentration. Hex does not offer a saving throw but can be removed with a Remove Curse spell.
  10. Curmudjinn

    D&D 5E (2014) Finally

    The PHB and Starter Set entries are identical.
  11. Curmudjinn

    D&D 5E (2014) Finally

    An Abjurer gains SR at 14th level, so you could just allow a Drow to gain it at that level as well. The key of this edition is to make races and classes better than a spell of similar level, so races and classes matter.
  12. Curmudjinn

    D&D 5E (2014) Finally

    They gain the same Dex/Wis AC bonus from 3rd, without the leveling additional AC bonus. However, you can now spend Ki to take bonus Dodge/Disengage/Dash actions on your turn. Ki refreshes on short or long rests. Deflect now offers a d10 roll with modifiers to negative missile damage. Taking 0...
  13. Curmudjinn

    D&D 5E (2014) Finally

    Correct on the resistance removal for balance. Dancing lights, Faerie fire and Darkness, and Drow weapon proficiencies. They have Superior Darkvision and Sunlight Sensitivity as well. Correct on Advantage on magic resistance saving throws and resistance against spell damage.
  14. Curmudjinn

    D&D 5E (2014) Finally

    About 1/3 of the Feats have prerequisites, of which none are racial. Most seem to be "Ability to cast spells", and there are 5 with ability prerequisites of 13+. The rest are armor proficiency-prerequisites.
  15. Curmudjinn

    D&D 5E (2014) Finally

    They are not proficient with shortswords, only simple weapons. HOWEVER, simply having the weapon as a dagger that actually deals shortsword damage(or is just a long dagger) is a simple request to your DM.
  16. Curmudjinn

    D&D 5E (2014) Finally

    The skeleton in the PHB has a few more HP, higher Dex and uses a Shortsword instead of a Longsword, as well as x2.5 the XP. The PHB zombie has over double the HP, slightly lower Strength, 1/3 the Cha, Shambling has been removed, Slam does one die higher and XP is also x2.5.
  17. Curmudjinn

    D&D 5E (2014) Finally

    Confirmation on the Small or Medium Humanoid stipulation.
  18. Curmudjinn

    D&D 5E (2014) Finally

    Multi-classing into a Wizard has some caveats depending on what your prior classes are, at least in determining spell slots. Minimum Int:13. It seems Pact Magic and Spellcasting slots are interchangeable as well. You add all of your casting classes together (partial casters are half-levels) and...
  19. Curmudjinn

    D&D 5E (2014) Finally

    It seems WotC are very serious about the community/customer service aspect of this edition, by immediately surprising their fanbase/customers with early releases and constant intentional leaks. That is one thing Mearls has done pretty well since the inception of Next, is the far greater...
  20. Curmudjinn

    D&D 5E (2014) Finally

    The art adjacent to Saving Throws is my favorite, showing a guard failing an intimidation save against a barbarian standing face to face while gripping the guard's helm. Simple but it stands out.
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