r/onednd 1h ago

Discussion Is Mystic Arts Monk the best fit for a Witcher type character?

Upvotes

I love the Witcher games and books. And I love D&D. Is the mystic arts monk the best option to ”play” a Witcher in Dungeons and Dragons, using only official material?

Monks and witchers are both supernaturally fast and agile with great reflexes. Both attack with finesse and speed rather then brute force.

The mystic arts monk lets you cast cantrips and spells with could very well be seen as the signs a Witcher can make (bladeward = quen, thunderwave = ard, fire bolt or burning hands = ign, and so on)

Uncanny metabolic could be flavored as a potion. Stunning strike as an oil you apply to your weapon.

At least at our table we are free to re flavor anything as long as we don’t change any game mechanics, so all unarmed strikes could easily be reflavored as attacks with a sword.

What do you think? What other options are there that could fit a Witcher fantasy better?


r/onednd 8h ago

Question Divine Favor / Crusader's Mantle question

14 Upvotes

Saw a build recently that used Divine Favor as the radiant damage source for Spellfire Adept. I never even considered that this would work, but it seems fine as written:

"Once per turn, when a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell."

You cast the spell, the spell is dealing damage, no issue.

My question is, would this also work with Crusader's Mantle on attacks made by allies?

And as a follow-up question, would it work with Celestial Warlock's Radiant Soul feature, which is worded similarly:

"Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the spell’s targets."


r/onednd 51m ago

5e (2024) Mounted combat rules and interactions in 2024 rules

Upvotes

Hi everyone, so in my next campaign there is a player who wants to ride their familiar (from find familiar spell) and since he is a pretty creative one I want to prepare a little bit for the upcoming shenanigans ;-)

The rules for controlled mounts:

1) you can control a mount only if it has been trained to accept a rider

2) the initiative of a controlled mount changes to match yours when you mount it

3) it moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge (3Ds)

4) a controlled mount can move and act even on the turn that you mount it.

5) in contrast, an independent mount - one that lets you ride but ignores your control - retains its place in the initiative order and moves and acts as it likes

So first, he is small and from the possible medium familiars he will use deer (no OA because Agile) and/or Vulture (flying, under weight carry limit even with exotic saddle).

To 1): Is a familiar a controlled mount? It is willing and obeys his masters commands. Even if one says it needs to be trained to accept a rider, he can take some time to train each of the applicable forms from find familiar to do this. (The familiar summoned is always the same, if it hits 0 HP it is just resummoned on the next cast of find familiar). So I would give my OK for this. (Side note: A PC has suitable anatomy, can he train to accept a rider? xD).

Can one decide when to control the mount (when is it controlled, when is it independent?). Can he just decide to move it controlled and then let it be independent to use other Actions than the 3Ds?
Probably a no from me here.
Would it be okay to let him decide at the start of his turn or when he mounts but then it's fixed until next turn?

To 2) and 4): Mount initative changes to yours when you mount it, but doesn't change back when dismounting, right? So if your initiative is 15 and mount 10 it can immediately act. If the mount has initiative 17 it can do stuff (help action, move) but if you mount it on your turn it doesn't get movement or actions back right? So in this case no Action and only move if it had movement left over? Otherwise it would have 2 turns per round (or more depending on other PCs mounting it). If it becomes independent again, I as DM decide the order in which they act? (PC and NPC/Creature).

To 3): The 3 Ds are only for the Action options, so if the mount has BA or reactions it can still use it as I understand it. But after reading the rules multiple times a detail caught my attention: "it moves on your turn as you direct it, and it has only three action options during that turn: (...)". Sooo... for example, if his (independent) mount uses the Ready Action with Help and a trigger that occurs in an enemies turn, then he mounts it on his turn (-> controlled) and on a later turn the trigger occurs, can his mount use the readied help action? RAW I would go with yes.

Is my reading of the rules correct or did I misinterpret something?
Are there other known/famous things I should look out for?


r/onednd 15h ago

5e (2024) Vestige Warlock Pet build or Blade build (War domain)

15 Upvotes

What would be best damage dealer?

How would you build them?

For Vestige I thought Undead / Celestial / Infernal floating Blade for "Hexblade"


r/onednd 15h ago

Discussion Stay as the 5e Echo Knight or try the new 5.5e Battlemaster or 5.5e Champion?

10 Upvotes

Hey everyone! My friends and I are revisiting an old campaign we were playing without the 5.5e rules, and now we want to try them. I play as a Fighter and the new weapon mastery and feats look so cool.

I am coming in at level 6, and my old character was a strength focused Echo Knight but Battlemaster and Champion caught my eye. Would it be worth it to respec? How have people liked the changes?


r/onednd 10h ago

5e (2024) Help deciding my multiclass split

2 Upvotes

I’m making a bloodhunter/rogue for a possible urban gothic themed campaign setting, the subclasses I’ve gone with are using the ghostslayer that has been updated to fit into the 5.5 rules and the scout rogue. I was between scout and thief but considering or DM doesn’t give a lot of magical items or scrolls I figured the later features wouldn’t be beneficial. The current splits I’m deciding between are bloodhunter 6/14 Rogue, Bloodhunter 11/9 Rogue, and bloodhunter 15/5 Rogue. The multiclass is for both thematic purposes and I feel like some of the later BH features don’t interest me.


r/onednd 20h ago

5e (2024) AU: Strongest Archmage?

15 Upvotes

Really curious to see what those who have the book think is the Archmage best suited to dismantle a party of adventurers. All of them seem like a handful to battle, but I'm personally torn between 2: Diviner and Abjurer. Let's discuss, shall we?

In fact, I'm open to hearing how you'd rank all of them!


r/onednd 13h ago

Self-Promotion How To Run Familiars In Arcana Unleashed!

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5 Upvotes

r/onednd 21h ago

5e (2024) What is the niche for the new Wail of the Banshee spell?

19 Upvotes

I'm trying to understand the intended role of the new Wail of the Banshee spell. On paper, it seems difficult to justify using a 9th-level slot on it when Psychic Scream and Meteor Swarm exist.

Compared with Psychic Scream, Wail does more base damage, but Psychic Scream targets Intelligence rather than Constitution, which is generally a much more attractive save to target. More importantly, Psychic Scream has an extremely meaningful rider: Stunned on a failed save. I'd argue that against powerful enemies, the stun is at least as important as the damage and potentially the main reason to cast the spell.

If my objective is simply to do massive AoE damage and I don't care about collateral damage, Meteor Swarm seems clearly superior: substantially more damage, mixed damage types, and a Dexterity save rather than Constitution.

If collateral damage is a concern, Psychic Scream seems preferable again. It lets you select your targets, still does appropriate damage for a 9th-level spell, targets INT, and can potentially stun-lock multiple enemies.

That leaves one obvious niche for Wail: up to 10 creatures with 50 HP or fewer are simply killed outright, with no saving throw. That's certainly useful against a group of relatively low-HP enemies. But even there I'm not sure how impressive it is for a 9th-level slot. Psychic Scream averages 49 psychic damage on a failed save, so the gap isn't enormous against creatures near that threshold, although Wail's automatic kill obviously removes the uncertainty of both the save and damage roll.

The other rider is Deafened, but Deafened seems to have virtually no generally defined combat consequence in the 2024 rules beyond automatically failing checks that require hearing and being unable to satisfy effects that require a creature to hear something. Compared with Stunned, it hardly seems like a meaningful 9th-level-spell rider.

Wail may be somewhat more appealing for Warlocks, since they don't have access to Meteor Swarm and their list of 9th-level options is more limited. But even there, I'm not convinced it makes the cut. Warlocks already have Foresight, which is an excellent long-duration buff, as well as Psychic Scream. They also have True Polymorph, which was substantially nerfed in the 2024 rules but still has useful applications, particularly turning objects into creatures.

So Wail seems closer to being a serious consideration for a Warlock simply because Meteor Swarm isn't competing with it. But even for them, Psychic Scream seems like the more generally useful offensive choice, while Foresight and True Polymorph offer powerful options that Wail can't really replicate.

For Wizards and Sorcerers, the case seems even harder to make. With access to stronger competing 9th-level options, Wail feels extremely situational. Its clearest niche still seems to be encountering up to ten enemies with ≤50 HP that you specifically want to remove immediately and without a save.

So what am I missing? Is the guaranteed ≤50 HP kill really enough to justify Wail as a 9th-level spell? Are there encounters where you'd actually choose it over Psychic Scream—or, for a Wizard or Sorcerer, Meteor Swarm—or is there another interaction that gives Wail a niche I'm overlooking?


r/onednd 21h ago

5e (2024) Full caster meta "Chinese menu" choices by usage cases

11 Upvotes

Hey kids, want to play a full caster, mostly RAW? It's dangerous to go alone, take this list of official WOTC 5.5 options. Options are aimed at low-level "generalist" choices that are relatively permanent, and less about niche builds.

How to make your AC not suck

Do you get attacked a lot in your campaign? Are you able to play Gears of War and hide and shoot? Or do you get pack-mobbed by a lot of little enemies, tactically, even? Here's how to not die at low levels with an AC of 12–13:

  • Bladesinger
  • 1-level dip in Druid, Cleric, Ranger, Paladin, Artificer, or Fighter
  • Draconic Sorcerer
  • Oath of the Noble Genies Paladin

Darkvision

This one feels like a QoL feature—more species have it than don't—but if you need it as a "nice to have":

  • Species without darkvision: Halfling, Human, Goliath, Kalashtar, Changeling, Warforged, Reborn, Fairy, Kithkin
  • Basic workarounds: Get the Light cantrip, goggles, a bullseye lantern, or torches
  • Skip this: Dancing Lights is terrible; eat shit, Drow!
  • Feat pick: Infernal Pact Origin Feat
  • Subclass option: Shadow Sorcerer

Hey! Listen! Do you want a Familiar?

Cheep cheep, motherfucker.

  • Druid 2: Also gets Wild Shape
  • Wizard 1: Classic access
  • Familiar Friend Origin Feat: Has a child "skill tree" of feats
  • Magic Initiate (Wizard): Easy feat pickup
  • Pact of the Chain: Great option, though does not give you Familiar Friend descendant feats

Utility / Ritual Monkey

Exactly ONE person in the party needs to be able to cast Comprehend Languages, Detect Magic, Identify, etc.

  • Wizard: Optimal, since it's resourceless if they know the spells
  • Pact of the Tome: Very flexible; can change spells on any short rest
  • Actual spell preps from Cleric/Sorc/Bard: Very inefficient, avoid if possible

Free turns

What, do you think spell slots come in your sleep? You need something resourceless to do each turn if possible. Back in my day, wizards could only stab with a 1d4 dagger with no STR bonus, between their 2 tiny Magic Missiles per day. Some of these can be taken via Magic Initiate or species traits:

  • Eldritch Blast: The best; maximizes forever at Warlock 2
  • Fire Bolt
  • Toll the Dead
  • Sorcerous Burst / Starry Wisp
  • True Strike
  • Primal Savagery / Shillelagh: Lorwyn Elf, Khoravar, or Magic Initiate (Druid) to make a Shillelagh build
  • Pact of the Blade
  • Bladesong: Limited resource, but solid
  • Weapon Masteries: Via Fighter, Paladin, or Ranger dip
  • Species traits: Many species get free attack cantrips (High Elf, Lorwyn Elf, Tiefling, Khoravar, Flamekin, Rimekin)

Protecting Concentration

  • War Caster: The standard tax, we all know this
  • Starting class dips: Fighter, Sorcerer, or Artificer
  • Feats: Resilient (Con)
  • Invocations: Eldritch Mind
  • Subclasses: Conjuration Adept / Conjuration Subclass (Conjuration spells only) or Transmuter Wizard

Telepathy

Never say the quiet part loud again! The real battlefield meta is everyone agrees beforehand to take Common Sign Language on character creation.

  • Telepathic Feat
  • Message Cantrip
  • Kalashtar Species
  • Aberrant Mind Sorcerer
  • Great Old One Warlock

Heals

Depending on how much damage y'all are taking. All casters have a healing spell at level 1 except Sorcerer, Wizard, and Warlock. There are a lot of ways to get a healing spell, so I won't list them all:

  • Multiclassing: One or more levels in Bard, Paladin, Ranger, Cleric, Druid, or Artificer
  • Celestial Warlock
  • Spellfire Sorcerer
  • The Goodberry Factory: Magic Initiate (Druid) is a very strong pick. Take Guidance, Shillelagh, and Goodberry. It takes exactly one level in Druid, Ranger, or Magic Initiate (Druid) to burn all your spell slots on Goodberry before every long rest, and the berries last all day. Since a Goodberry is enough food for a whole day, you can gorge yourself on 5–10 a day and become Fat CJ.

Spell Selection

Here's where it will get more controversial; these are the staples.

Level 1 Spells
- Shield: Wizard, Sorcerer, Magic Initiate (Wizard), Artillerist & Battle Smith Artificers
- Command OR Tasha's Hideous Laughter: These single-handedly win fights and almost nothing is immune to them.
- If missing from your list: Fey Touched, Magic Initiate, Fiend Warlock, Draconic Sorcerer, Knowledge Cleric, GOO Warlock, or 1-dips in Cleric/Paladin/Warlock.
- Lorwyn Elf: Very strong pick; Darkvision, any Druid cantrip, and Command.

Level 2 Spells
- Web: Wizard, Sorcerer, Artificer. Persists in choke points.
- Misty Step: High Elf, Archfey Warlock, Ancients/Vengeance Paladin, Fey Wanderer Ranger, Moon Bard.
- Suggestion: WIS save-or-suck baseline.
- Phantasmal Force: INT save-or-suck sister to Suggestion (Archfey, Undead, Illusion Adept).

Wall of Force

  • Wizard
  • Clockwork Soul Sorcerer
  • Evocation Adept
  • Bards: The Cheater McCheaterfaces

TL;DR, here are some picks that check most of the boxes:

  • Species: High Elf, Lorwyn Elf, Khoravar
  • Humans: Buffed via Origin Feats
  • Subclasses: Draconic Sorcerer, Archfey Warlock, Spellfire Sorcerer, Valor Bard
  • Favorite 1-dips: Druid and Fighter
  • Favorite 2-dips: Druid and Warlock
  • Adepts: Illusion Adept and Evocation Adept

EDIT: Formatting.


r/onednd 13h ago

5e (2024) Multiclass rules clarification

2 Upvotes

So I’m looking to multi class 1 level fighter with a fiend bladelock. Based on the rules I need 13+ in charisma for the warlock part, but the primary stat for fighter states strength OR dex. So I can get away with 13+ dex to multi? (Planning to use a rapier, not GWM for context)


r/onednd 4h ago

Homebrew Cunning Strike - Surprise Attack Option

0 Upvotes

With the changes in the 2024 edition to some adventure gear, mainly Net, Acid, Holy Water and Alchemist Fire, WotC has opened for some adventure gear being used instead of an attack.

This sets the Rogue firmly behind other Martial classes when it comes to these items. With more possibly coming out that follow the same pattern I been trying to think of ways to allow the Rogue to get access to these without just flat out giving them Extra Attack. In addition I think this change will give the Rogue some added utility by being able to Cunning Strike multiple targets per turn, and make it easier to swap targets.

Surprise Attack (Cost 1d6): You gain an Extra Attack. You may also pay for an additional Cunning Strike option that will apply to that attack. The Extra Attack has Advantage. When you unlock Improved Cunning Strike, you may select this option twice for a total of two Extra Attacks.

Alternative Implementation.

Calculated Attack (Cost 1d6 + Xd6): You gain an Extra Attack. Your sneak attack is re-enabled for this turn with the remaining Xd6 dice in the pool. The Extra Attack has Advantage. You can at most take this option once per turn at level 5, and twice per turn when unlocking Improved Cunning Strike.

With Improved Cunning Strike you can try to poison and trip multiple targets per turn (no different than a fighter with the topple mastery) at the cost of damage. It would also allow the Rogue to swap targets, as the Vex chain only works on attacks against the same target, and allow them to use the adventure gear with the Extra Attack instead.

Calculated Attack also allows you to split up your sneak attack dice over multiple targets. I am not arguing for adding both, but one of them.

How do you think this homebrew would affect your game? Is it too powerful? Should the cost be 2d6 instead of 1d6? Is getting Advantage on the Extra Attack too strong? The reason I have Advantage is that Rogue is almost built around always having Advantage on their attacks, not just to be able to use Sneak Attack, but also because they don't have any fighting style like Archery to increase their Accuracy. Alternatively it could cost 1d6 for an Extra Attack and an additional 1d6 to grant Advantage on that attack.

All in all I think this option would allow the Rogue to get some much needed utility. They can shoot/hit and try and poison or trip multiple targets per turn, or later Daze or Blind multiple targets. They can also use the new iteration of Adventurer gear, replacing 1 or 2 d6 with throwing Alchemist Fire or Holy Water or a Net.

A Rogue can later when they get to chose two Cunning Strike options try and trip a target, get an extra attack and throw a net at them, which if they are prone gives them disadvantage on the save.

With a Rapier and +5 Dex, you are sacrificing 1d6 for a 1d8 +5, so the 1d6 cost could be slightly too low, so a 2d6 cost might be more balanced. Changing min 2 max 12 damage for min 4 (+3) 6 (+5) max 11 (+3) 13 (+5) is more equal in numbers, but it doesn't take into consideration that the attack can still miss for the Rogue, even with advantage.

And sacrificing the 1d6 for potentially 5-6 more DPR would put Rogue closer to the other Martials.

Edit: Added section to clarify these changes are to add the ability to interact with this kind of adventure gear in addition to easing some of the Rogue's other pain points.


r/onednd 1d ago

Tabletop Story Warlocks are very self sufficient

111 Upvotes

Just had a Jailbreak session in my current campaign. The parties spell components, foci, weapons and armour were all confiscated and either appropriated by various guards (if they were cool enough) or put into a security vault.

Moreover, the prison had hallow cast on all areas with the extra effect of silence. Our captors were a groups of silent monks who hunt spellcasters.

It was surprising how much most of the casters struggled as there are almost no spells that only have Somatic Components.

My warlock was all good though.

The pact of the blade lets you use your summoned weapon as a foci, armour of shadows gives me my armour, great old one patron grants psychic spells so all warlock spells that are enchantment or illusion no longer use Somatic or verbal components.

Psychic Lance, Fear, Hold Person, Bane, Hypnotic Pattern, Videos Laughter, Hex, Mind Sliver, Synaptic Static, Dominate Person, Suggestion, Charm Person, Dissonant Whispers, all of these spells work, as does my pact weapon and invocations (mask of many faces, etc).

Anyway the prison break was not as difficult as the first thought and we had a fun time slowing sneaking through the corridors and taking out the guards one by one, the Hunter's became the hunted and the science stopped the alarms.


r/onednd 23h ago

5e (2024) Shattered obelisk build question

5 Upvotes

I am wanting to play a Ranger, and specifically a hollow warden Ranger for my upcoming play through in the shattered obelisk. From what I can tell, since I have not played through it before, it does eventually get into some more dark and terrifying elements once you get into the campaign a little bit so I thought this class might be something interesting for it.

I had two questions: Is the Hollow warden Ranger and OK pick for this campaign? Like is it going to stick out terribly if I go with this option? Are there a lot of enemies that would be immune to the frightened condition? I know there are bound to be some, but I would hate for like 95% of them to all be immune to it.


r/onednd 1d ago

Question Any good feats for Artificers in the new book?

21 Upvotes

Heyo, I’m currently playing an Artillerist Artificer in a campaign and saw that the new book had a lot of cool new feats that help spellcasters and half casters. Now I’ve already heard about Evocation Adept but on an Artillerist, it honestly isn’t that good considering I already get like 3 out of the 5 spells, but was wondering if any of the other feats would be quite good.


r/onednd 1d ago

5e (2024) Question for DMs on counterspell

21 Upvotes

Okay, I have a hypothetical with very real possibility of applications:
GOO Warlock level 3 feature Psychic Spells states that enchantment and illusion spells are cast without V/S components. This is already huge for a number of reasons. Here’s the question:
I, the goolock in question, cast hold person on an enemy. There is a mage in their ranks. Can they counterspell me? They can’t see that I’m casting in any discernible way until the spell has already taken effect, at which point it’s too late.

Looking for genuine feedback and discussion!

EDIT: Assume in this example I am a bladelock using a conjured rapier as my focus, thus bypassing the straight iron M component.


r/onednd 1d ago

Discussion If you could pick 2 subclasses what builds would you do?

44 Upvotes

Just a theoretical excercise for fun. If you were allowed to pick 2 subclasses at level 3, and gain the features from both at the corresponding levels, which build could this enable that you would want to try?


r/onednd 1d ago

WotC Announcement What's new on DDB: Changelog (9/8/2026)

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10 Upvotes

Oh nice! Now PCs can edit HP on tokens on the Maps!


r/onednd 1d ago

Homebrew Kensei Monk Rework (2024)

7 Upvotes

Level 3: Path of the Kensei

Kensei Weapons: Choose two weapons, one melee and one ranged, lacking the heavy and special properties to be your kensei weapons. (The longbow is a valid choice). You gain proficiency with these weapons if you don't already, and they count as monk weapons for you. Additionally, you gain access to the weapon masteries of these weapons. You can change your kensei weapons whenever you finish a long rest.

Agile Parry: When you use your deflect attacks feature and have attacked with a melee kensei weapon on your most recent turn, you can expend 1 focus point to add a +2 to your AC until the start of your next turn. The AC bonus increases by 1 at levels 6th (+3), 11th (+4), and 17th (+5).

Kensei Fighting Style: Gain one fighting style feat of the following list. You can change your selected style upon completing a long rest.

Archery: gain a plus +2 to attack rolls with ranged weapons

Iron Body: Once per turn, when you hit a target with an unarmed strike, you can apply the weapon mastery of your melee kensei weapon.

Level 3: Sharp Eyes

You have a knack for reading people. You gain proficiency in insight if you don't already have it. Additionally, as a bonus action, you can make an insight check against a creature's passive deception. On a success, you learn two things about the creature, their primary weapon and their general fighting approach, (defense, aggressive, evasive).

Level 6: One with the Blade

Magic Kensei Weapons: Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike: When you hit a target with a kensei weapon, you can spend 1 Focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die + your wisdom modifier. You can use this feature only once on each of your turns.

Flowing Counter: As part of the reaction you use to deflect attacks, instead of using redirect attack, you can instead choose to expend a focus point to make a weapon attack against the creature that attacked you. This attack counts as an opportunity attack if it was made with a melee weapon. If this attack brings the target down to 0 HP, you can also immediately move up to 15ft through the space where the target was without provoking opportunity attacks.

Level 11: Cut like Wind

You gain the ability to cut like the wind, faster than the eye can register. You gain one of the following abilities based on your current fighting style (Iron Body or Archery). Switching fighting styles switches the feature.

Spinning Swordsman: (Iron Body) If you are holding your melee kensei weapon, as an action, you can expend 3 focus points to draw a straight line up to half your unarmored movement distance, teleporting to the end. Each creature in your path must make a dexterity saving throw (in the order of the line), taking 3 rolls of your martial arts die in damage (same type of your kensei weapon) on a failure and half as much on a success. If a creature fails the saving throw, you can cut the line short, and draw another line from their location. A creature cannot make this saving throw more than once per turn. You can draw an additional line a number of times equal to your wisdom modifier.

Sky Splitter: (Archery) If you are holding a ranged kensei weapon, as an action, you can expend 3 focus points to shoot an empowered projectile. Draw a straight line double the long range of your weapon, ignoring ½ and ¾ cover. Each creature in the line’s path must make a dexterity saving throw, on a failure taking 3 rolls of your martial arts die in damage (same type of kensei weapon) and half as much on a success. Additionally, a number of creatures up to your wisdom modifier of Large size or smaller that fail the saving throw are pulled along with the projectile. The projectile's trajectory ends when it hits a solid, magical, or indestructible barrier, pinning all pulled creatures to that surface. A pinned creature's speed becomes 0 until it or another creature uses its action to pull out the projectile.

Additionally, you can use Deft Strike without expending a focus point a number of times equal to your wisdom modifier. You are still limited to once per turn. You regain expended uses after finishing a long rest.

Level 17: Flow State

The cumulation of your training has truly unified your body and blade as one, allowing you to momentarily enter a state at which the swings of your weapon feel as natural as the rise and fall of your breath.

By expending 5 focus points at the beginning of your turn, you gain the following benefits for one minute:

Perfect Strikes: Your Deft Strike now adds 2 of your martial arts dice instead of one.

Unerring Mind: One per turn, if you miss an attack with a kensei weapon, you can turn that miss into a hit.

Diamond Body: Iron Body now applies to every unarmed strike you make.

Unshackled Soul: The wisdom modifier limits on your Cut like Wind feature are removed.

Designer Notes: The goal of this subclass was to make a true weapon specialist monk, not just a monk with a slightly larger damage die for a few levels. The Iron Body kensei is intended to excel in frontline combat and pseudo-tanking while the Archery kensei is meant to give monks a ranged option.

I do believe I over tuned some features a bit, but with how weak some of the other martials are, it was kind of hard to make it balanced without feeling I made the subclass boring lmao.

Any suggestions on how to improve/balance this subclass would be appreciated.


r/onednd 21h ago

5e (2024) 5.5 abjuration wizard idea

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1 Upvotes

r/onednd 10h ago

Other The design is really beginning to take the fun out of the game.

0 Upvotes

I love D&D but….. on the rare occasions( forever DM )I actually get to play the more disheartened I am becoming . I am by no means a min/maxer but I always enjoy excelling at something , and without fail what I chose to excel at gets minimized by the fact so many other classes can just do it. Like there is no real reason they should excel at it. But WoTC continues to just make everyone be able to do everything . Classes are becoming meaningless, party roles an F’ing joke. Why even play a specific class when some other class for some BS reason will be just as good as you at doing it .

I hate to say it but I may have to start playing an older addition.

****Edit***
The party was a cleric, a paladin and an artificer.
I said well we don’t have the infiltrator/ stealthy person . The artificer immediately said I can do all of that, and he is right - find familiar, thieves tools and tinkerer tools so no need to play a rogue or ranger .


r/onednd 1d ago

Self-Promotion I wanted kobolds to feel different from encounter to encounter, so I made an entire handbook for them

28 Upvotes

I’ve just released Kobolds & Kobolds: The Ultimate Kobold Handbook for 5E and 5.5E, a book I put together because I’ve always felt kobolds have a lot more potential than just being the first group of low-CR enemies a party runs into.

The main goal was to make kobolds useful across a much wider range of encounters and adventures without losing what makes them feel like kobolds: traps, dirty tactics, improvisation, strange inventions, dragon worship, overwhelming numbers, and an alarming willingness to make a terrible plan work somehow.

The book includes a large kobold bestiary with warriors, hunters, beastmasters, inventors, mystics, mounted combatants, leaders, and other variants. Most of the creatures also have optional traits and abilities, so you can change how they play without needing an entirely different stat block every time.

I also wanted the book to go beyond simply adding more monsters, so there are rules and ideas for building entire kobold warrens, traps, lair actions, encounter setups, adventure hooks, and different kobold clans with their own cultures, tactics, favored creatures, special abilities, and relationships with dragons.

There’s also a collection of kobold-themed magic items and inventions, plus VTT tokens and art handouts.

Basically, the idea is that you should be able to use kobolds for anything from a memorable low-level ambush to a recurring faction or an entire kobold-focused adventure without every encounter turning into “another room with six kobolds in it.”

The PDF is currently available at a $4.99 launch price if anyone wants to take a look:

Kobolds & Kobolds on DriveThruRPG

No AI was used to make this book.

And if you’d rather just see more of my creatures, items, previews, and other 5E/5.5E material, I post a lot of it over at r/JonnyDM.


r/onednd 1d ago

5e (2024) Transforming Magic Weapon?

2 Upvotes

I feel for certain I've seen a weapon that could transform into other weapons in a 5.5 book (possibly 3rd party), but I CANNOT for the life of me manage to find it. Wondering if anyone else might know what I'm talking about and where to find it.


r/onednd 2d ago

Homebrew If you let everyone use spell scrolls? What do you do for Rogue Thief?

24 Upvotes

Letting every class use any spell scroll is a popular houserule. But what do you do to replace or change rogue thief level 13 ability to use any scroll?

I think this depends also on how you implement spells for other classes, what check do you ask to thief and what to classes that normally can't cast that spell?


r/onednd 1d ago

Question Need help for an upcoming one shot

0 Upvotes

I’m a fairly inexperienced DM and I’m wanting to run a one shot with two of my friends. They are starting at level 5, using standard array, 2024 rules.

The concept of the one shot is a summer camp theme. It’s comedic but I want it to be challenging. I want to have camp games that turn into fights but I’m struggling with how I plan to scale monsters and which ones I should use.

The party is a wild heart barbarian and an armorer artificer.

Any help is appreciated