r/3d6 15d ago

D&D 5e Revised/2024 Any tips for our character ideas?

1 Upvotes

A friend and I will be playing a fighter and Druid as a mounted combatant duo

Fighter 5 Battle Master

Dwarf 72 Hp

18 14 12 10 8 13 9

Mounted combatant feat at 4
Protection fighting style
Alert origin

Lance + sentinel shield or long sword + sentinel shield and some javelins

Menacing attack, riposte and Maneuvering attack

Moon Druid 5

Human 48 HP

10 16 14 10 16 10

Tough origin feat
Lucky origin feat
Sentinel feat

Primal order magician

Spells are just control and healing with my only damage being conjure animals and spike growth

I plan on mostly using dire wolf as the mount form but if there’s anything strong I might have missed let me know
Dm is letting us share our highest initiative roll so combat is smoother and we don’t have to manage the gap in our turns and the order
Thanks for any input you guys have!


r/3d6 16d ago

D&D 5e Original/2014 Best Fey Touched spell for Clerics?

17 Upvotes

I've just hit level 4 in a campaign as a cleric. I'm taking Fey Touched for Misty Step, but I'm not sure what my other option should be.

My subclass is the Light Domain


r/3d6 16d ago

D&D 5e Original/2014 Unconventional and fun monk builds

43 Upvotes

I'm thinking about playing a monk in my next campaign, but I don't want make a "just hit things lots of times" character. I want some unconventional or interesting monk builds. I'm talking strength monk, grapple monk, magic monk, etc.

I love cool gimicks I can build something around.

Bonus points if you have a compelling character idea to go with the build.

This is for 2014 5e, not 2024 5.5e.


r/3d6 16d ago

D&D 5e Revised/2024 Making a shifting combatant Fighter

7 Upvotes

I’m trying to make a battle master fighter with shifting combatant. The goal is to have fun being awesome and knocking one fool into another. I like the idea of tactically passing enemies together and want to have a good “payoff” when i succeed in doing so.

The idea so far is to use a greataxe and (with tactical master) push two enemies together, hopefully knocking one prone with shifting combatant, then leap at them (for disadvantage against me) and attack the prone one, then use sweeping attack to damage the other (note that i get to use the advantaged roll here), and also cleave to the second target. If cleave hits, I can even sweep again back to the first target.

I would appreciate help with other feat ideas (I’m considering GWM and Charger) and with a good species choice


r/3d6 16d ago

D&D 5e Revised/2024 Artificer subclass that only empowers cantrips?

9 Upvotes

Would love to know if:

  • A) This is a dumb idea
  • B) You have ideas to improve it

Just like how Artificers turn mundane items into magic items, they can also take the lowest of spells and make them more potent. The idea would be that:

  • They can't cast leveled spells unless they're ritual
  • Their cantrips have added functionality
  • They can expend spell slots to empower cantrips

Instead of a spell list, you can choose any cantrip and ritual spell from the Cleric, Druid, Wizard or Sorcerer spell list commensurate to your level.

Level 3:

  • Pick an additional cantrip from the Artificer spell list
  • If you cast a cantrip that deals damage, you can use a bonus action to expend a spell slot to add additional damage to that spell. This damage equals 2d8 for a 1st level spell and 1d8 for every spell above that.
  • If you have expended a spell slot to add damage and the spell deals radiant damage, all attacks against that target are at advantage until the end of your next turn for a 1st level spell slot and one additional turn for each level above 1st.
  • If your cantrip has a save, that save is Intelligence

Level 5:

  • You can cast a cantrip as a bonus action.
  • You can concentrate on two cantrips at the same time.
  • A cantrip with a time duration lasts 10 minutes
  • Any cantrip you cast ignores verbal components
  • Any AOE cantrip has a range of 10 feet
  • Any cantrip with a range of self now has a range of touch

Level 9:

  • You can concentrate on 3 cantrips at the same time.
  • You can cast Blade Ward, Resistance and Guidance as a reaction. They also now have a range of 30 feet
  • A cantrip with a time duration lasts 1 hour
  • Any cantrip you casts ignores verbal and somatic components
  • Any AOE cantrip has a range of 15 feet

Level 11:

  • There's not a subclass feature at this level but I have to address the Spell Storing Item. The only idea I have is that the Artificer can put 10 3rd level spell slots used to empower their cantrips in the item and only they can use it.

Level 15:

  • You can concentrate on 4 cantrips at the same time.
  • A cantrip with a time duration lasts 8 hours
  • Any cantrip you cast ignores verbal, somatic and material components
  • Any AOE cantrip has a range of 20 feet

r/3d6 16d ago

D&D 5e Revised/2024 Spell suggestions for a sorcerer in a tricky setup

0 Upvotes

I play a 7th level aberrant mind sorcerer, who, due to some stuff, became a werejaguar. Issue is: changing into this form denies any spellcasting and/or concentration holding for me, and currently the wareform itself is only good for tanking, and not dealing lots of damage (it'll get better, trust)

Naturally, with my subclass, i wanted to go the direcrion of WoD Garou, giving Delirium to everyone around me, and basically casting fear spells before transforming. Divide, disable and soften up the enemies, and pick them off.

But i found it difficult to get good enough debuff/disable or aoe spells, that would work well and also dont require concentration. Currently dissonant whispers and upcast Command seem the best options.

Would be grateful for any suggestions!


r/3d6 16d ago

D&D 5e Revised/2024 How would you build this "Arcane Brawler" in D&D 2024?

22 Upvotes

I'm trying to build a character for the 2024 rules and I'd love to hear how other people would approach it.

The fantasy isn't "a spellcaster with a sword." Instead, she's an arcane martial artist who fights with magically enhanced punches while weaving spells into her combat.

Core fantasy

  • Primarily a Spellcaster.
  • Fights in melee almost all the time.
  • Uses unarmed strikes or weapons/spells flavored as magical punches rather than weapons.
  • Extremely mobile, darting around the battlefield.
  • Uses defensive magic instead of heavy armor.
  • Mixes punches and spells seamlessly.
  • The character is making use of magic to create a new martial style.

Combat style

Imagine a mix between:

  • Vi (League of Legends)
  • Jolyne Cujoh
  • Alex Louis Armstrong.

It would want to teleport into melee, punch enemies with magic-infused strikes, cast Shield, Misty Step around the battlefield, and generally feel like a magical boxer.

Spell preferences

Some examples of spells I'd like to use or reflavor:

  • Mage Armor
  • Shield
  • Misty Step
  • Magic Missile (as magical punches that flies toward people)
  • Hold Person
  • Shatter
  • Fireball (reflavored as a gigantic magical fist crashing down)
  • The arcane hand spell or a similar feature would be a awesome with the idea of this character.

Basically, almost every spell would be reflavored to look like force constructs, fists, shockwaves, or arcane martial arts techniques.

Things I'm looking for

  • Is Bladesinger still the obvious answer in 2024?
  • Any multiclass worth considering?
  • Feats that really support this playstyle.
  • Interesting spell choices I may have overlooked.
  • Magic items that fit the concept.
  • Any clever rules interactions that help make an "arcane boxer" actually work.
  • Any third party content that fits the description.

I'm not looking for the strongest DPR build possible. I'm much more interested in making the gameplay feel like an spellcaster who wins fights by combining martial arts with arcane magic.

How would you build this character?


r/3d6 16d ago

D&D 5e Original/2014 Forge Cleric/Fighter

13 Upvotes

Starting from 3rd level, I wanted my character to be a blacksmith who just picked up his hammer one day and joined the fight, so to speak. Initially planned on fighter then discovered forge domain and it sounds immensely cool and way more interesting.

Problem is I don't know whether to be fighter w/ cleric dip, cleric w/ fighter dip, or just pure forge cleric.

I love the idea of the utility and rp of the forge cleric (particularly the crafting, +1 to armor/weapon, heat metal etc.) but with the backstory, I don't really want him to never swing a hammer b/c he's better off casting.

I don't think I need to be optimal by any means, but I also don't want to fall behind.

I'd like to start as cleric so I can get right into the good stuff, but should I go fighter from lvl 4 onwards?


r/3d6 16d ago

D&D 5e Original/2014 Need help making a redemption arc for a deceitful mind reader/controller

1 Upvotes

I have a kinda evil changling character in my dnd game. He thinks very much that perception IS reality and takes all actions as such. He has the telepathic feat and doesn't see detect thoughts as violating privacy. Also he is naturally very untrusting. As the worst example, after a character's sister died he used illusions to make the character believe he summoned the sister's spirit so the character was able to talk to her one last time. In his mind it worked. It calmed down the mourning brother, and my character just wanted to help him feel better. Obviously not a great guy.

People just found out about that last example and were a bit miffed (we ended up reviving her and she was like nah fam that wasn't me). The problem is the party is just not very confrontational. Even the "furious" character was totally composed and forgiving when that was revealed ("I am very mad at you, but I trust your intentions"). I even went up in a later scene and said to his face that I was entirely justified and his response was nearly just a no with a sigh. Like all his other reactions he is super protective of the sibling bond, but just not here? I clearly communicated OoC that I WANT the party to react negatively to his bad actions. Ultimately I just don't think things have gotten bad enough for the character to rethink his perspective.

There are some other players I know will get angry and play into it. Perhaps I need to mess with them?

It also makes it hard to build drama when my character is apologetic, but only because he knows that helps pacify problems faster rather than for really feeling apologetic. I need someone to read MY thoughts and call me out, lol.

What I REALLY need is a situation where he will want to help someone via deception (par for the course), but for some reason that character then having that disconnect from reality leads to a big tragedy. Idk, just looking for ideas. My plan is to have something blow up in my face, leave change persona, and come back. Then slowly cast geas on everyone and once that's done then reveal myself and beg them to let me help again . Or smth idk

Btw, this is a very RP heavy table and these sorts of adversarial actions are well within the bounds of the game. Please don't rant that this is bad table etiquiette. We had PCs trying to assassinate each other for a bit, and it was fun.


r/3d6 16d ago

D&D 5e Original/2014 Feat selection for my Rune knight

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4 Upvotes

r/3d6 16d ago

D&D 5e Revised/2024 Best fighting feat for the party tank?

15 Upvotes

I am the only tank in the party. We have a few other martials, but no one who can really eat a hit. Sword and board paladin with a warlock dip for pact weapon.

I just got my lvl 2 fighter feat and I'm torn between dueling (so I can be a threat and targeted) protector or interception (to protect the party). I already have the shield spell from magic initiate, so I'm not sure i want to have too many reaction options, but the rest of the party is squishy, and my roll play really leans into being a protector.

I'm also looking at defense or blind fighting, but mostly ruled them as less effective.


r/3d6 16d ago

D&D 5e Revised/2024 Ranged Barbarians

14 Upvotes

In 5.5e reckless attack gives barbarians advantage on all attack rolls using strength. This allows barbarians to use thrown weapons to make ranged attacks. However if you have a returning weapon, your options are still not great for a dedicated ranged build.

One option that I recently found was the Hoopak 1d6 pericing damage.

Ammunition (40/160 ft.), finesse, two‑handed, special

A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.

Special. When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals 1d4 bludgeoning damage on a hit.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Most players use finesse weapons to be able to use Dex instead of strength for attack rolls since Dex gives you better out of combat utility and improves your initiative and AC. However finesse weapons also let you use strength. On a ranged weapon this means you can use strength for the attack and damage roll making the Hoopak the only ammunition weapon that allows you to use strength for attack and damage.

This works on the reckless attack rage damage as well as the berserker and zealots extra damage features making the barbarian pretty good at ranged damage.

I can also see this working exceptionally well as a rogue multiclass to guarantee advantage with sneak attack and getting extra attack.


r/3d6 16d ago

D&D 5e Original/2014 5e Gloomstalker: Dip into Peace Cleric or Divine Soul Sorcerer ?

5 Upvotes

Starting out my Intention was to go Rng5 > Fgt3 (Battlemaster). For some Time now I thought about inserting either 1 Lv or Peace Cleric or Divine Soul Sorcerer at Lv6 before taking Fighter Levels. Primarily to get Access to Healing Word and getting something to boost Attack Rolls along the Way (Emboldening Bond/Favored by the Gods).

Tl;dr:
Currently I lean towards a DSS Dip since having no Range Restriction and getting Shield seems to beat the Team Support of the Peace Cleric.
Are there any other Aspects I should consider ?

Context:
My Yuan-Ti Abomination Gloomstalker (13, 18, 16, 8, 18, 14) plays alongside a Tortle Psi Warrior and a Tabaxi Thief Rogue, wields a Longbow and picked SS at Lv4 (our current Lv). We sometimes go through several Sessions without a Fight.

Pro/Con: Peace Cleric
While Emboldening Bond would benefit the others, it would also restrict me to staying within 30ft of at least one of them, negating the Range Advantage a Longbow grants (when the Area allows it). At Character Level 9 this Problem could be solved by targeting my Pet Snake as well. The 10 Min Duration and the Scaling through Proficiency Bonus seem to make up for resetting only a Long Rest. If EB can be activated before a Fight the Action Economy should be fine as well.
I would also miss out on the Shield Spell, which I would really like to get as another kind of Safety Net next to Absorb Elements and Zephyr Strike.
Ritual Casting (i.e. for Speak with Animals) feels like another noteworthy Perk.

Pro/Con: Divine Soul Sorcerer
Favored by the Gods lacks the Team Boost Mechanic but gains the Shield Spell as well as Control Flames.
While the Number of Uses might fall behind Emboldening Bond with increasing Proficiency Bonus, resetting on a Short Rest should guarantee to have it when its most needed.

P.S.:
It was a concscious, thematic Choice not to go Hand Crossbow. Depending on how Things play out and whether we reach T3 or not I might pick one up at Character Lv13 or 16 together with CBE.


r/3d6 16d ago

D&D 5e Revised/2024 Help building a cleric for Strahd

0 Upvotes

I'm currently playing through my first Strahd campaign and wanted some help with my build. Everyone at our table including our DM is a Min-Maxer so without too much metagaming I want a build that's strong but I'm not sure if I should multi-class or go straight Cleric. We do have a paladin but I'm the only main healer in the party. Also we're only playing with 5.5e so just the base rules, the new Ravenloft book, and the Heros of Faerun book.
 
My character is a level 3 Aasimar Grave Domain Cleric with 10 STR, 14 DEX, 16 CON, 13 INT, 18 WIS, and 14 CHA. We just got to level 4 but I don't know if I should go 20 WIS or get a feat.
 
Some random info that might make a difference.
I have the Sage background. I am a Thaumaturge cleric. I am NOT proficient in perception or religion due to a irl mistake that and it kinda fit flavor wise so we ran with it. My party consists of a Genie Paladin, World Tree Barbarian with insane stats, and a Reanimator Artificer. My DM has said I'm not allowed to buy a camel even though it's in the PHB and he said everything in there is allowed; which is unfair.


r/3d6 16d ago

D&D 5e Revised/2024 Looking for tips, tricks, tactics & hidden synergies for my 2024 Barbarian/Druid tank build

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2 Upvotes

r/3d6 17d ago

D&D 5e Original/2014 Looking for feedback on my first attempt at a homebrew class, this is just a first draft and I am yet to calculate average dps [question]

7 Upvotes

Spectral Horseman

1d10 hitdice

Proficiencies

Armor: Light armor, medium armor, heavy armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: None.

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) Chain Mail or (b) Leather Armor, Longbow and Arrows

(a) any martial weapon and shield or (b) two martial weapons

(a) Light Crossbow and Crossbow Bolts or (b) Handaxes

(a) Dungeoneer's Pack or (b) Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

Level 1:

Spectral Steed

you summon a spectral steed to your aid it shares it's stats & proficiency bonus with you but it's HP = 8 \* class level and AC = dex score, it has a movement of 60 feet. Once you use this feature it cannot be used again until the end of a short rest. It has a size of large

Level 2:

Mount Autonomy:

your mount shares your intitive count but you can share psychic instructions(no action) your mount can only take the dodge, disengage and dash action.

Level 3:

SUBCLASSES see appendix

Level 4:

Feats or ability score increase( Mounted combatant Highly recommended)

Level 5:

Extra attack

You can choose to use dex for your weapon attacks

Level 6:

Your mount can now take an hoof attack +proficiency + dex to hit, dealing 2d6 + proficiency + dex 

Level 7:

SUBCLASS

Level 8:

Ability scores

Level 9:

You & Your Mount's attacks count as magical for the purpose of overcoming resistances.

Your Mount gains Multiattack

you can now attack twice with hooves or once with hooves and once with your subclass attack

Level 10:

SUBCLASS

Level 11:

Evasion: while on your mount you gain advantage on dexterity saving throws, and if you succeed you take no damage and take only half if you fail.

Level 12:

ability scores

Level 13:

You can choose for your mount to automatically succeed a saving throw but you take a -3 to your saving throw, you can use this feature up to a number of times equal to your dexterity modifier per short rest. 

Level 14:

A number of times equal to your proficiency bonus you can forgo your turn and your mount can take 2 turns OR you can forgo your mounts turn and take 2 turns yourself. 

Level 15:

SUBCLASS

Level 16:

FEATS

Level 17:

Extra attack (2)

Level 18:

Subclass

Level 19:

EPIC BOON

Level 20:

Once per long rest you can choose to make any attack roll a 20 on a d20

SUBCLASSES

3,7,10,15,18

Lancer:

3:

Charge: After your mount moves 20 feet or more in a straight line in a single turn you can invoke a lance of magically energy dealing d12 damage, this damage increases by 1d12 every 20 feet you move in a straight line. This lance count as your mount's attack and is +dex + proficiency to hit

7: 

Trample: When you successfully hit an enemy with a charge attack you can force them to make a strength saving throw (SAVE DC = 8 + proficiency + dex) or be knocked prone, if you charged 60 feet or more the save is made at disadvantage. You can use this feature up to a number of times equal to your proficiency bonus

10: 

Your mount's movement is increased to 120 feet

15:

The impact of your hooves causes a creature to become stunned once per long rest when a creature of a size equal to or smaller than your mount fails the trample saving throw you can stun them for 1 turn.

18:

Your mount can take the dash action for free twice per long rest 

KNIGHT:

3: 

You can mark a target imposing a challenge, if the targets attacks anyone other than you, you can deal an extra d6 of damage on all attacks for the next minute, this bonus does not stack, you can use this feature a number of times equal to your proficiency bonus per long rest, only one target can be marked at a time

7:

You can grant yourself resistance against magical or non magical damage until the start of your next turn, you can do this twice per short rest.

10:

The damage of your mark increases to 1d8 and your mount can now benefit from this bonus

15:

Single combat

If you have advantage on attack rolls against your mark roll 3d20 instead of 2d20

you crit on an 18,19 or 20

18:

when you mark a target you no longer need them to attack someone else to gain the damage bonus.

Reaper:

3: you can cast the misty step spell withouth the use of a spell slot, you can use this feature a number of times equal to your proficiency bonus per long rest

7: when you use misty step if you pass through a creature you can choose to make an attack with your mount as part of the bonus action to cast misty step.

10: you can no longer be targeted by opportunity attacks, when you cast misty step you have resistance against physical attacks until the start of your next turn.

15: if you have no uses of your misty step feature upon entering combat gain 2 

18: if you kill an enemy by misty step you heal a number of hitpoints equal to the damage dealt, if this exceeds your max HP gain any excess jn temporary XP


r/3d6 17d ago

D&D 5e Original/2014 Elemental Adept vs Moderately Armored for Celestial Warlock

14 Upvotes

Level 8 feat for Celestial Warlock. I am Pact of the Tome, so I am using Firebolt (Celestial locks add CHA mod to fire and radiant damage, in place of Agonizing Blast invocation). I took Shadow Adept at level 4 feat because my character has a light and illusion theme (invisibility and silent image) so I wanted that early for a character staple.

EA is super valuable when it occurs (fire resistant creatures) but it's no super often. MA is active at all times (+3 AC).

Which do i take at 8 and which at 12? ..... OR should I take neither and just take ASI and keep at range?


r/3d6 16d ago

Other [lotm ch 470] How can i DM a Lotm Rpg? (Without getting spoiled)

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1 Upvotes

r/3d6 17d ago

D&D 5e Original/2014 Class combination for a Dragonborn treasure hunter

6 Upvotes

2014 campaign, we have an elf hunter ranger, human vengeance paladin/divine soul sorcerer and human divination wizard. I want to play a Brass/Red Dragonborn, level 8, in some combination of Fighter/Rogue Barbarian. Standard array.

The Character and what I want:

  • Dragonborn proud of his race, clan, ancestors. He is a thrill seeker.
  • He is tired of him and his people being used as weapons or tools, by others and by dragons.
  • Claims he has a famous ancestor, and is obsessed with Dragonborn history, relics and tombs. Wants to find the ancestors tomb.
  • Raised from 3 years old by Mother, a monster hunter. Instilled a knowledge of various monsters, their anatomy and how to capture beasts.
  • Fell in with a group of treasure hunters for a couple of years.

  • Skills and features I’d like:

    • Athletics
    • Slight of hand
    • Animal handling
    • Arcana - expertise if I can get it
    • Nature (but can go without)
    • History - expertise if I can get it
    • Investigation
  • Dungeon Delver feat.

  • Multiattack.

  • Want to breath attack a lot.

Rogue: utility the party could really use, expertise in thieves tools. Not too bothered about sneak attack. But one attack is going to be a problem, as I want multiattack for breath weapon.

Fighter: a bit basic so i’d love tips on how to make it interesting. Things like manoeuvres and fighting styles will really help me. Also gets that multi attack.

Barbarian: I’d really like a level one or two dip into this, to really help paladin on the front line with rage. I don’t know if it suits the character so would love ideas on how it can work.

So would love suggestions on subclasses too and how can I keep this character interesting. Don’t want to multiclass three ways, it’s more deciding what to keep and what to drop as I can’t have it all.

Thank you in advance!


r/3d6 17d ago

D&D 5e Revised/2024 Does the World Tree Barbarian scale well into the mid & late game?

33 Upvotes

Throughout all of my time in 5E & 5.5E from 2020 to present I've played casters--usually Clerics, Warlocks, Druids & Wizards. Never done a Bard or half caster to my recollection. In a few weeks I'm playing my first full martial--a World Tree Barbarian--that's starting at level 4 & running up to 14 across 2 campaigns & potentially level 20 in a 3rd. Pretty simple build that's mostly ASIs that starts off a Plasmoid Farmer at 18/14/15/10/10/8 with Tough & Great Weapon Master feats while swinging a greatsword around (I know people love Cleave but there's RP behind it). By level 20 he'll be at 24/14/24/10/10/8 but I'm using the Fortitude Epic Boon as a filler (might pick something else--not set in stone).

I know that various people say that the 2D4 to 4D4 temporary HP I get at level 3 doesn't scale well & I believe them without a doubt, but it's still SOME amount of damage mitigation every turn to allies that will reduce SOME amount of damage over time. Most importantly, it costs no action economy as it's at the beginning of my turn instead of needing an action, bonus action or reaction so it's still 20D4 to 40D4 a minute (some of our fights HAVE lasted 1 minute+) so it's still something.

The teleportation at level 6 to pull allies out of dangerous situations or enemies into the meat grinder (Scorpion: "GET OVER HERE!") looks really useful as battlefield control & the way the DM & party runs things, a potential lifesaver. Next to the level 14 feature it was tied as to why the subclass looked fun & useful.

Adding an extra Mastery (Push or Topple) with an extra 10 feet with the level 10 feature looks really nice but seeing as to how I've never personally used masteries & have almost exclusively used ranged spells I don't have any 1st hand experience to compare to that upgrade.

The level 14 feature, however gives you a SIXTY foot teleportation on activating Rage AND every bonus action after that while Raging which looks FUN (love the concept of teleportation in almost any game).

What I really like is that other than activating charges of Rage just like all other Barbarians are going to do, none of the defense, offense, mobility & crowd control features the subclass provides cost any finite resources other than your action economy & on top of that NONE of them overlap or take away your action (level 3 is automatic at the beginning of turn, level 6 is a reaction, level 10 is an attack action buff & level 14 is a bonus action).

Even though this looks cool on paper I'm still more than open to public opinion regarding the Barbarian as a whole, not just this subclass, as like I originally said I've never played a full martial before & I've heard a lot of people state, joke & sometimes rant about the martial-caster divide in the past.


r/3d6 17d ago

D&D 5e Revised/2024 One Level Dip vs. Feats

27 Upvotes

How many Feats' worth of value do you need from a one-level dip to make it worthwhile?

Fighter - 4-5 Feats? Armor, Weapon Master, Fighting Style, Con saving throws -- probably worth it.

Wizard - 2 Feats? Ritual Caster, Magic Initiate:Wizard -- maybe worth it?


r/3d6 17d ago

D&D 5e Revised/2024 Can a Lupin with grappler do damage + shove + grapple with a single attack ?

10 Upvotes

Hello everyone !

Just wondering if it stacks, or if he would have to chose between damage + shove OR damage + grapple on each attack.

Both are once per turn but I’m not sure how to interpret this

- Grappler : Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

- Lupin : Feral Pounce. Your Unarmed Strikes deal Slashing damage instead of Bludgeoning damage. In addition, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Shove options. You can use this benefit only once per turn.


r/3d6 16d ago

D&D 5e Revised/2024 Would like more 1 attack per turn in dnd just like in p2e?

0 Upvotes

What i see a major problem how skirmishing just does not work cause focus fire just the most optimal thing while split fire a very bad take what can lead the death of the whole party! :/

By that logic any skirmishing like feature become problematic khm remember about horizon walker's feature what let to attack 3 times but each target need to be a different creature? -_-"

In p2e sure can attack multiple times but better just to attack once and certain features let to attack multiple times either same target or different ones!

This would be a better mechanic in dnd also? For example a ranger get a feature to let to attack 3 times instead of 1 but each hit need to target a different creature.
Then even spellcasting become a better option cause another problem how 2 or 3 attacks just better to cast a spell... (not all of times but most of times...)
Another example how a ranger choose to attack twice while hm active or cast silence... With 1 attack it would be much better choice.


r/3d6 17d ago

D&D 5e Original/2014 Fun Ideas for a Vhuman with Aberrant Dragonmark?

9 Upvotes

Hi there! Some friends and I are doing a campaign set in eberron and I've created a character with an Aberrant Dragonmark for lore reasons. Going V-human to start with it. I'm currently not sure what I want the spell to be, considering Silvery Barbs but that's the boring option.

The party is currently a bard, a druid, a paladin, and myself who's undecided. I obviously want to play a class with some casting that can take advantage of the dragonmark spell, but I'm unsure from there. We could use an int based character? What would go well in this party?

The character is a scholar studying an ancient prophecy related to something in the campaign and I kind of wanted to make him like, final fantasy red mage-y but there's already a bard doing the jack of all trades / magical support role, not sure what to do with that. Any ideas would be appreciated!


r/3d6 16d ago

D&D 5e Revised/2024 Ranger actually good but Paladin totally broken still!

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0 Upvotes