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#dnd 5.5e
raeynbowboi · 10 months
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How to Play as Apollo in DnD 5.5e (UA)
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I've built Apollo once before but he was a build I really struggled with because his set-up had too many variables, and he pulled from too many different spell lists. While I provided two ways to build Apollo using the 5th Edition rules, both options left something out of his kit, failing to capture the full breadth of Apollo's abilities.
This build is using the rules from the new UA playtest rules for DnD 5.5 Edition (because nobody is still calling this 5th Edition, WoTC) released in Playtest Packet 6 on June 29th, 2023. The new rules made it much easier to build someone like Apollo with much greater ease.
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PROTECTOR AASIMAR (+2 CHA, +1 DEX) NOBLE BACKGROUND (History, Persuasion) CHAOTIC GOOD ALIGNMENT
For his race, Apollo had to be either a Variant Human or an Aasimar. Aasimar gain the Light Cantrip, speak Celestial, gain a Healing Touch feature, 60 feet of Darkvision, resist Radiant and Necrotic damage, and he can take on a Celestial Revelation in the form of a Radiant Soul.
Gods are the highest form of nobility, and he's the illegitimate bastard of a King, so we'll call him a Noble for History and Persuasion. Apollo is the god of mathematics, and the muses that serve him govern things like history and geography, which I'd file under either History or Nature checks. Apollo is also regarded for being a charming deity, though most of his love interests end up not being into him and trying to run away from him. So, while I'll give proficiency with Persuasion but not expertise.
Apollo's official DnD alignment is listed as Chaotic Good.
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BARD COLLEGE OF VALOR
ATHLETICS, MEDICINE, & PERFORMANCE LYRE, DRUM, & REED PIPE SHORTBOW & SHORTSWORD
Honestly, Apollo works with any of the four Bardic Colleges present in the Playtest material. He is known for his charms, he's quite knowledgeable, and he's the closest thing to a God of Dance in the Greek pantheon not including the Muses. However, I went with Valor because it gives him Extra Attack and Battle Magic. I gave him a shortbow because Longbows were invented in the middle ages and he's from Ancient Greece, but if all you care about is damage, then Longbow becomes available through the College of Valor as well.
OPTIONAL MULTICLASS
RANGER CONCLAVE OF THE HUNTER
Whether you want a 1 level dip for Hunter's Mark or are playing by Mulligan rules of two classes at a time, Ranger levels make Apollo better with his bow. There's also a few Ranger-exclusive spells Apollo can't pick up as a pure Bard like Conjure Barrage that more Ranger levels would allow Apollo pick up if the player really wanted them.
WARLOCK PACT OF THE BLADE
Any Blade Pact Warlock can choose to swing with CHA, allowing Apollo to prioritize his Charisma stat over his Dexterity. Dexterity is still useful, but if you're hoping for more feats, this gives Apollo a reason to neglect his Dexterity.
FIGHTER
As with the Ranger, the added Fighting Style and Weapon Mastery allows Apollo to do more with his bow than he could as a pure Bard. Champion would allow Apollo to crit more often, showcasing his masterful marksmanship, but Battle Master would let him show off his more strategic side.
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STATS
POINT BUY STR 10 DEX 14 CON 14 INT 10 WIS 12 CHA 16
STANDARD ARRAY STR 10 DEX 16 CON 13 INT 8 WIS 12 CHA 16
LEVEL 20 (Standard Array with Resilient (CON) feat) STR 10 DEX 20 CON 14 INT 8 WIS 12 CHA 20
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SPELLCASTING
At 1st Level, we'll choose the Divine Spell List to prioritize giving Apollo access to Healing, Radiant damage, and Divination spells. Later, at 10th Level, we'll get access to fire spells and archery spells from the Arcane and Primal spell lists as well. Let's look at Apollo's spell list at level 20. For this list, I'll be assuming that Apollo is a pure Bard.
C Booming Blade, Firebolt, Light, Sacred Flame, Spare the Dying, Vicious Mockery 1 Burning Hands, Cure Wounds, Guiding Bolt 2 Augury, Scorching Ray, Shatter 3 Aura of Vitality, Daylight, Fireball, Spirit Guardians 4 Divination, Locate Creature 5 Contagion, Flame Strike, Mass Cure Wounds, Swift Quiver 6 Harm, Heal, Sunbeam 7 Fire Storm, Resurrection 8 Sunburst 9 Power Word Heal, Power Word Kill
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BUILD PROGRESSION
At 1st Level, we choose the Divine Spell list and get 2 cantrips and 4 spells. We'll start with Sacred Flame and Spare the Dying, along with Cure Wounds, Detect Magic, Guiding Bolt, and Inflict Wounds. We also get a free feat at 1st level, and we'll pick up Tough to boost our HP to be more appropriate for a god.
At 2nd Level we get Exptertise in 2 skills. We'll choose Performance as the god of Music and Medicine as the god of Healing.
At 3rd Level, we'll choose the College of Valor for the reasons stated above, though Lore would be my second choice. If you go with the College of Lore, add Animal Handling, Intimidation, and Perception to his skill list.
4th Level comes with the first ASI or Feat option. While boosting our CHA and DEX is important and worth prioritizing, at some point during the build, we'll take Resilient (CON) to boost our CON from 13 to 14 and gain proficiency with CON saving throws, keeping the god of pestilence and medicine from getting sick as easily.
6th Level grants Apollo access to Extra Attack.
Then at 8th Level, Apollo gets another choice of ASI or a Feat.
9th Level gives Apollo expertise in two more skills and we'll add Athletics and History to his expertise skills.
At 10th Level, Apollo can start learning Arcane and Primal Spells as well, letting him pick up spells like Fireball and Swift Quiver.
With 12th Level comes another choice of an ASI or a Feat.
Our final subclass feature comes online at 14th Level, when Apollo gains the Battle Magic feature, letting him make a weapon attack as a bonus action after he casts a spell.
Another ASI or Feat becomes available at Level 16.
19th Level gives us our final ASI or Feat, and the last chance to pick up Resilient (CON)
At level 20, Apollo gets Words of Creation, granting him access to the 9th level spells Power Word Heal and Power Word Kill.
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APPROPRIATE FEATS
If you rolled for stats and you got really lucky or your DM hands out feats as rewards, here's a little collection of feats Apollo would get some use out of.
Athlete
Fighting Style: Archery (If Multi-classed Fighter or Ranger)
Healer
Musician
Prodigy
Resilient (CON)
Sharpshooter (requires Longbow proficiency)
Skilled
Tough
War Caster (if not College of Valor Bard)
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queen0fkingss · 1 year
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Okay so here's my question: WHY NOT sort the new Monster Manual for 5.5e (it's not 5e fucking fight me) by CHALLENGE RATING instead of alphabetical order?
I would love nothing more than to have all the monsters in a certain challenge rating grouped together for easy access when building leveled encounters. I'd be happy to have all the CR 5 monsters and enemies all in one spot to easily flip through instead of having to flip all over the god damn book to find something!!!
Also! changing the monk's Ki points to "Spirit" points is ARGUABLY WORSE! Thanks I hate it! I am foaming at the mouth!
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leaslichoma · 2 years
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Wizards of the Coast has announced a new evolution of D&D with a playtest material, code name: One D&D | And other news.
For those not yet in the know on tumblr, Wizards of the Coast (WotC) has announced a new ‘evolution’ of D&D: One D&D. Wizards of the coast claims that this is not a new edition, and that it will be backwards compatible with certain 5e products. One D&D is not the only major news for D&D today; WotC has announced several new books to be released (Including one for the campaign setting Dragonlance) , and a few days ago has released a book for the Spelljammer campaign setting.
Official general news/summary video: https://youtu.be/XGT6kn_DYJM
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General announcement page: https://www.dndbeyond.com/posts/1313-wizards-presents-recap-catch-up-on-all-the-d-d
Link to official page for One D&D: https://www.dndbeyond.com/one-dnd .
In accordance with the announcement, Wizards of the Coast has released a playtest document with changes to the game. It is meant to be added on to a 5e game.
One D&D FAQ page: https://www.dndbeyond.com/posts/1310-faq-one-d-d-rules-d-d-digital-and-physical-digital
Direct link to playtest material/ Unearthed Arcana: https://media.dndbeyond.com/compendium-images/one-dnd/character-origins/CSWCVV0M4B6vX6E1/UA2022-CharacterOrigins.pdf?icid_source=house-ads&icid_medium=crosspromo&icid_campaign=playtest1
There are also a few videos of interest that have been released.
Trailer for One D&D: 
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Unearthed Arcana/ Playtest video:
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How to playtest One D&D:
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While there may have been something I’ve forgetten, that includes the most important news of today, and I have links to the most important stuff.
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cowboycharmac · 10 months
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in dnd 5.5e theres a new cantrip called cocking grasp. is that anything
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keplercryptids · 2 years
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it's pretty funny that probably when dnd 5.5e comes out, I'll be starting campaign 2 and likely incorporating the new stuff
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musherum · 2 years
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havent had the chance to read the shit going on w/ dnd 6e/5.5e/whatever-the-fuck-e, anyone feel like telling me whats up??
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ink-flavoured-tea · 2 years
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One D&D
So after watching the announcement and reading the new Unearthed Arcana for One D&D (*cough* 5.5e) I thought I’d share my thoughts on this next evolution of D&D: 
What I like about One D&D & it’s Unearthed Arcana: 
Backwards compatible with 5e, so even if you don’t like it you can always stick with 5e
Most of the changes are stuff which everyone either wanted/was doing in game anyway
ARDLINGS. Egyptian mythology themed character, heck yeah!
Races have been buffed (humans actually have features now) and you can now customise your characters further due to the ‘Children of different humanoid kinds’ rules/guidelines (which is super cool because I’ve always wanted to play as a Tanarukk :D) 
Spells have been divided into Arcane, Primal and Divine, instead of having a specific spell list per class, making picking out spells more customisable for classes
Backgrounds determine ability score improvements (which makes more sense that having it based on race) 
You can make custom backgrounds for your characters (basically doing what wotc have been doing with races with the whole pick two languages, two skills and choose two stats to increase by +2/+1  since Ravenloft, Witchlight, Fizban’s, etc) 
Inspiration (non-bardic) has better rulings and is a core part of the system
Nat 20’s now auto-succeed in skill checks and reward inspiration, so even if you don’t learn/do anything from your roll you still gain something so the roll isn’t wasted 
Improvements made to DnD beyond including virtual minis and tabletop for players who can’t game in person
What I’m not too keen on:
DM’s can’t crit on attack rolls, which does make the game easier for players but also takes away the fun/unpredictable natute of the game
The term ‘D20 Test’ is going to take some getting used to (not a major issue just a personal thing) 
Things I’m hoping they include:
Playable plant race
Better Monster Manual that is easier to use/plan encounters and takes into account turn economy 
Some spells lose the concentration tag
More new unique races or revisited races from earlier editions
More help/tools for DM’s to use for running a module or creating their own campaign
Buffed boss monsters/better mechanics for a singular boss vs entire party fight
Final Thoughts:
All in all, I’m really impressed and optimistic about One D&D so far! Wizards of the Coast has really listened to their audience and made tons of changes in the UA that I hope sticks around for the next Player’s handbook :D 
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cypress-punk · 2 years
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Saw the news about One DND and my opinion is that its stupid. For those not in the know, Wizards of the Coast is going to rebrand DND Fifth Edition to "One Dnd" and continue producing content for that specific game system rather than pursue a 6th edition. I dont care that they're keeping 5e around, its serviceable and very popular, it makes sense to keep supporting it. But the rebrand is just stupid. This is still an edition of Dungeons and Dragons, you can't claim its somehow "the only dnd" or "the one dnd" system because its just false. 4e, 3.5e, ADND, etc are still Dungeons and Dragons. This rebrand just muddied terminology and makes long form discussion of the game and its editions harder.
The one move theyre making here that I actually support is a revision of the basic monster manual, player's handbook, and dungeon master's guide. The goal is to bring them in line with the standards newer books are written to re: monster alignment and language in flush around player races, as well as reorganize the books, and I assume, clarify, the rules in the books. This is probably a necessary step to keep the game going. Fundamentally the mechanics aren't changing but I wouldn't be surprised if they added a few things or reworked/reworded a few class options to fix some issues the game had at launch. Looking at you 5e ranger and "monk weapon".
Anyway I wish this had just been an announcement of the core book revisions and maybe a decision to call this "5.5e" or "5e Revised" or something like that. The rebrand is really stupid and in my opinion probably more confusing to people, since they stated this isn't a major overhaul or new edition, they were real direct that this is still 5e at its core. But the name is changing. Thats just bad imo, especially when the name is changing to something that doesn't have an easy to parse relationship to "5e"
Anyway DND is a bad game. Play a different game. No Pathfinder is not a different game thats still fundamentally DND. Its like Dr. Pepper and Dr. Thunder. Theyre the same drink but one has better brand recognition. Play Blades in the Dark or something.
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haorev · 1 year
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Because I can’t get it out of my head and it’s bothering me since I saw someone talking about it on Instagram this morning (and I’m about three days without meds so my brains just not letting go of shit rn):
Personally, I have really enjoyed everything that’s come out as playtest material for One D&D and I’m excited to see it continue. I like how the FAQ for it points out that it’s still more or less compatible with 5e stuff (making it more of a 5.5e than a 6e).
I also really have enjoyed Spelljammer and Monsters of the Multiverse and all of that stuff. I really fucking enjoy what’s going on with DnD right now (even as I continue to learn more about and get more into Pathfinder 2e).
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jbt7493 · 1 year
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anyway having neither played older dnd editions nor dark souls 1 uh. yeah i mean i think from what i’ve heard of it i agree. obviously dark souls has a tighter gameplay loop and less need for versatility in spells than dnd. i feel like vancian magic in a system where you have like, a pretty wide set of possible needs for magical spells would need to have more and weaker spells rather than a few strong ones which from my knowledge is like, Very Much Not the case for dnd.
this also relates to my tentative thesis that (And to be clear im comically inexperienced with ttrpgs i’ve played like, a handful of sessions in a single campaign of 5e and thats it. and im a fighter) like. i *feel* like other spellcasting classes should have both a prepared and known spell list like the wizard. like, cause in the dnd 5.5e playtest stuff theyre wanting to make all spellcasters prepared spellcasters like clerics. but i feel like having it be like wizards is better.
cause you have a good amount of versatility and less missing out if you pick a bad spell, but you still have actual choices to make on which spells you anticipate needing instead of just having access to all of the spells. which would also limit the strength of ‘downtime spells’ because it would still be an opportunity cost for a druid to pick Awaken instead of just being able to make a bunch of month-long wolf companions and then switch the spell when theyre gonna set off on an expedition with zero downside.
i also think that like . the concept of a ‘downtime spell’ is good and there should be more spells with longer durations that might even last through multiple rests but which have some specific condition that can cause them to expire instead of just time. and i think if you made more classes be like, prepared/known hybrids like wizards it’d be more acceptable because you wouldnt have like, a dozen summons and every buff spell active before setting out on a mission because you would still only have a certain number of spells in your book even if you can cast mage armor then switch it out for thunderwave and still have it last for a couple days. so it could be balanced without being insane i think
and then like. Wizards (and by extension the other spellcasters whom im saying should be more like wizards in this way) should not bring their spellbooks/holy reliquaries/dark rituals with them *on* the adventure. You should be able to use your like, downtime spells at your home base, then switch them out, and you should lose the benefits of those downtime spells as a process of attrition over the course of your mission. you should summon a familiar and then replace it with charm person but if your familiar dies you can’t just cast it again to get it back, you resummon it when you’re back home and for the remainder of the mission you have lost a valuable resource.
those like, downtime spells ending through whatever particular mechanic you think of (like my thought for mage armor was because it increases your AC you can’t tie it to taking damage like with Armor of Agathys since it isn’t temporary hitpoints. but my idea for mage armor was like, if you take two critical hits it ends. so you might lose it just by chance, but your party has a particularly strong incentive to make sure you don’t get paralyzed or knocked unconscious, because even if you don’t *die*, the party will be weaker afterwards for the rest of the mission. so i think having tactical consequences other than just death are valuable
also obviously spells modified to work this way should probably be nerfed so you cant just stack them to OP levels. even if obviously you would be losing out on your other spells known you it still is like, yknow. a bunch of buffs is still a bunch of buffs
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clericofsune · 3 years
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What I Want From DnD 6e
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Wizards of the Cost has now put out two surveys for both the Races and Classes/Subclasses in the Players Handbook, which suggests they’re either gearing up for a Remastered Edition with updated rules and features, or they’re preparing for 6th Edition. Or perhaps like with 3rd Edition we’re about to get a 5.5 Edition. So, whether we get a 6th Edition, a 5.5 Edition, or just a remastered edition of the PHB, I wanted to air my larger scope desires moving forward. These are in no particular order, just my personal opinions, and I don’t need all of these fulfilled to be happy. These are just ideas I’m spit-balling.
A larger Spells Known List for Sorcerers: Sorcerers only get 15 spells total, while Wizards get 44. If Sorcerer and Wizard are supposed to be the quintesential pair of arcane mastery, it doesn’t look good when the Sorcerer has literally 1/4 the spells of the Wizard. Clerics, Druids, and even Paladins get more spells than the Sorcerer, and if you count Mystic Arcanums, then even the Warlock gets more spells than the Sorcerer. Whether they get Origin Spells or just larger spells known in general, these masters of the arcane need more spells. 
More Spell Slots for Warlocks: This is more of a personal grievance. The warlock is so limited that you are pretty much backed into a corner to rely on Eldritch Blast and discouraged from taking any spells that don’t deal damage. The only out is to play a blade pact warlock where your weapon attacks are a valid second option to casting spells or relying on Eldritch Blast. I think giving the Warlock spell slots equal to half their level rounded down or otherwise limiting the maximum amount to about 8-10 would at least relax the crushing grip that restrains the class as casters.
More Domains for Clerics: Clerics have one of the biggest subclass lists in the game, but look at the domains of 3.5e, and you’ll actually start to feel jealous over how few options we have in 5e. So many great options aren’t available, or are “covered” by an inadequate substitute. There’s no Ocean domain, but those gods are lumped into Tempest. A domain that has nothing to do with controlling water. Because flying and farting lightning bolts sounds like a power I would get from worshipping Umberlee. Likewise, every Love deity is crammed into either Life or Light, instead of just giving us a Charm Domain for them to rule over.
Additions to Cleric Domains: So, one thing that 3.5e has that 5e doesn’t is Evil, Good, Lawful, and Chaotic Domains, as well as Racial Domains. I don’t know how this could be implemented exactly, but finding a way to implement alignment or race into a cleric build when building your character would help each god feel different, even if it was in small ways. It should be different worshipping a Chaotic Evil god of the Sea vs a Neutral Good God of the Sea, or perhaps to see the difference between worshipping the Dwarvish god of Crafting vs the Elvish god of crafting. Doing this can make worshipping Sune different from worshipping Aphrodite, Veranestra, Luthic, or Iallanis, while also making the process of choosing your deity a more laborious choice, rather than slapping any random god into the slot. It’s a way to make who you choose as important as the character you’re building itself.
A Comprehensive Guide of Deities and Patrons: Similar to the Paladin,  I think Clerics and Warlocks would benefit from having a guide to different deities or patron options on an individual level with things like Tenants, unique features for following them, other kinds of boons or bonuses, what they ask of you or how to worship them, and what kinds of things they might want their Cleric or Warlock to do. By having this sort of thing, each individual patron or deity becomes more unique, and there’s a difference between worshipping Asmodeus, being his Warlock, both, or whatever. Even if you like playing as a Life Domain Cleric, serving Demeter would be different than worshipping Apollo. Same Domain, but different figure. Likewise, you could play three different Archfey Warlocks and each time serve a different master with an entirely different objective, boon, or pre-written story hook. Thus, adding more variety while also improving the roleplaying aspect that comes with playing a Cleric, Paladin, or Warlock. Sune might ask her followers to pay craftsmen to create instruments or artwork, while Freya might ask her followers to protect mankind from evil creatures, and Veranestra might delight in her clerics toying with the emotions of mortals. By making each patron or deity unique, it adds a layer to the roleplaying, and even gives non-clerics or warlocks an excuse to actually care about their setting’s pantheon.
Eliminating a Set Casting Stat: So this is likely to be an unpopular opinion, but set casting stats are a crutch when it comes to multiclassing. It’s very limiting, and you’re unlikely to see a Sorcerer/Monk because it requires too many stats and doesn’t leave enough room for other stats to matter. By eliminating a set casting stat, you open the door for a Bard/Cleric who worships the god of music, or a Druid/Paladin who swears an oath to the ancient guardians of the forest. It opens the door for more variety and customization.
Adding a Science Skill: There really should be a skill for knowing things like chemistry, physics, aliens, etc. and a broad-specs Science skill like Arcana for magical things seems about right. Obviously, it would be an Intelligence check.
Giving Player Characters a Trade: Another thing I found in 3.5e that we don’t have in 5e is an ability to invest time into improving on a skill or trade that can be monetized. Sewing, crafting, building, inventing, there’s a lot of room for player characters to have a trade from their backstory, but this seems to have been completely discarded for 5e, as there’s no real mechanics in place for owning your own business or crafting your own goods to sell, which leaves a lot of it to DMs having to make up rules if their players want to do this sort of stuff. Letting characters pick up a trade similar to a feat or gaining a trade from their background would benefit player customization, even on a smaller scale.
Making Players less reliant on the CON stat: This is a personal grievance. I hate that I can’t build a character without needing to invest in this stat. Any other stat can be a dump stat, but CON pretty much is not allowed to be. It wouldn’t matter if it mattered for skills, but it doesn’t. You just have to invest in it, or you’ll get very familiar with your settings’ version of the grim reaper very quickly. A high CON should just make you MORE tanky, but shouldn’t be mandatory to avoid dying. I’ve had many builds undermined by a need to focus on the HP stat that they couldn’t really do anything else.
More Elemental Spells: If you want to build a Fire or Cold damage character, you’ll be fine. Radiant and Necrotic have some variety. And Psychic has gotten more spells lately. But try to build a character with just Lightning spells or just Thunder or Force, and you’ll quickly realize that some elements get way more love than others. The WoTC team needs to really expand on elemental damaging spells to give players more variety with their options. Particularly with Lightning, Thunder, Force, Acid, and Poison damage spells, but even Psychic, Radiant, and Necrotic could still use more variety.
More Thematic Spells: Have you ever wanted to play as Poison Ivy only to realize there’s like 3 spells that actually attack people with plants? Or maybe you wanted to build a character that uses shadow powers, but the number of spells that use darkness or shadows are few and far between? I think DnD would benefit from adding more spells that fit into thematic groups, such as plant-based spells, shadow spells, telekinetic abilities, using fey, celestial, or fiend magic, elemental magic of water, earth, and air, etc. We recently got a lot of new spells for summoners, and that was great. So while it sucks they can only be summoned once at a time, it’s still an improvement over not having any summoning spells at all.
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raeynbowboi · 1 year
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Fixing the Wizard’s Spell Creation in OneDnD
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I will be the first to say that when I read the new system for Wizards to create their own spells, I was in love with the idea. It sounded like so much fun. Until I realized just how broken it could get. Forecage for free? Wall of Force? Darkness that only effects enemies? The wizard’s spell creation as it is right now is in serious jeopardy of wildly unbalancing the game, and is also stealing everything that isn’t nailed down from Metamagic. BUT, I do like the idea of Wizards creating their own spells. I think it’s a fun idea. So, how do we salvage this fun idea while also protecting the game’s balance? We pivot. Rather than breaking existing spells by removing casting components, give us tables of options to effectively sculpt new spells from these tables. So like... say I want to create a new necromancy spell. Step 1: spell school. It's a necromancy spell. Step 2: components? Let's say you need Verbal, Somatic, and Material components. What material?  You need a corpse, pile of bones, or an animated skeleton or zombie that is friendly toward you. Step 3: Range/AoE. This one targets one creature within 90 feet. What does the spell do? You use a dead body, pile of bones, or an animated skeleton or zombie that you control and break them apart to create a lance of bone and flesh. You then hurl that lance toward an enemy, dealing 4d8 Necrotic damage. Then you give it a name, level, and work with your DM to decide who can have access to such a spell. Is it just for Wizards, or can you teach this spell to Warlocks too? This is Goring Lance, a 4th Level Necromancy spell available to Wizards and Warlocks. And that's just off the top of my head. Make creating spells a way for your players to do something new instead of breaking spells that already exist. Have the tables to help without turning every single spell into the same exact thing. Have a way for players to create new non-damaging spells too. Maybe balance it with like a point system so that the more powerful a new spell is, the most costly it is to create, so your party isn't just making 400 new 9th level spells. Giving us a means of building brand new spells not only better fits the idea of the wizard inventing spells, but it also gets the wizard's hand out of the sorcerer metamagic cookie jar.
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takato1993 · 3 years
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I feel like I am falling behind on dnd news
mostly because youtube doesn't want to give me any notifications about it.
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What will a new feature of D&D 5.5e be? Wrong answers only. . #dnd #ttrpg #handmadedice #ceramicdice https://www.instagram.com/p/CUXsLvELK9q/?utm_medium=tumblr
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eladrins · 3 years
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Big Secret Dnd Announcement in 5 mins 👀 it'll probably be a VTT which, unless they plan to make content unlocked digitally if you've bought a physical book, I'll probably give a miss and stick with Foundry and ☠️
of course the unlikely dream is that they're going 5.5e and revamping all the original PHB stuff to bring it in-line with the current subclass and race design principles (scaling with proficiency bonus, can cast racial spells using slots, give the original sorcerer subclasses extra spells, give feylocks anything) but that feels very unlikely
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raeynbowboi · 3 years
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6e Wishlist: A Divine Sourcebook
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With 5.5e or 6e now confirmed for 2024, I wanted to talk more about one thing I floated out on my “what I want from DnD 6e” post: A companion book for every deity, patron, etc. As a sourcebook, it would be primarily aimed at Clerics and Warlocks, but could also be useful to Paladins, Druids, Divine Soul Sorcerers, and anyone who wants to play a religious character, but doesn’t want to play a Cleric, such as a Bard who worships the god of music. Here are some of the things I’d want to see in such a sourcebook.
A compilation of every deity from every pantheon that exists within the DnD world, including the human ones. I’m talking the racial deities like Shardindlar from the Dwarvish pantheon, Shargaas of the Orc Pantheon, and Skerrit of the Fey Pantheon. From Greyhawk to Dragonlance, to Maztica and Eberron.
Information on each god, including their Alignment, Domains, type of followers, and a brief description of their role in the lore.
Information to help with roleplaying, such as festivals and feast days, what it takes to please them, their popularity/commonality within canon locations or cultures, attitudes toward their priests by outsiders, and what classes tend to follow them.
Boons or unique perks for picking that god over another. Whether this is giving every god and patron a Piety system like Mythic Odysseys of Theros introduced or a new feature, it can help differentiate the gods from one other, and help make who you choose just as important as the domain you choose. Have there be a difference between worshipping the Elven god of crafting vs the Dwarven god of crafting. This way, even if both would be Forge Domain, you’re still getting unique features depending on which one you choose, so even if you like playing Forge Domain Clerics, you can still experience something new each time you play by choosing a different god to gain unique boons from.
Have gods, patrons, churches, or cults come with pre-written story hooks, goals, ideals, bonds, flaws, and whatever else to give more options for unique narratives. By giving the gods or religious followers a stronger identity, it can help give shape to a PC’s story, give a campaign a compelling plot thread to follow, or just fascilitate in worldbuilding by knowing the roles that churches play in the local community.
If you gave gods and patrons something like a Paladin’s Tennants, it could help facilitate worldbuilding and character dynamics. This could connect to the piety system laid out earlier, and this was again something we kind of saw in Mythic Odysseys of Theros. The book told you what won and lost piety points with given deities so you could choose the one that best works with your character and playstyle.
Additional spells or features from worshipping a given god could help reduce the need for niche domains that can’t be stretched far enough to become a full Cleric subclass. Wanna worship Sune? Here’s a couple charm spells and a handful of features to give you that charm focused playstyle without having to make a proper Love Domain. Players want to play with a Sea God? Here’s a couple water spells, and free underwater breathing and swimming speed. Almost like a mini-subclass, but more limited, and with fewer benefits. Have these benefits unlock at levels when Clerics don’t gain anything else. So 3, 7, 9, 13, and 15 are viable levels to have new things unlock.
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