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Heroes Community > Bards Glade Pyre (RPG) > Thread: Demonborn: Arise (D&D 5e OoC)
Thread: Demonborn: Arise (D&D 5e OoC) This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
Geny
Geny


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What if Elvin was female?
posted June 06, 2019 09:29 PM

Classes in D&D have no affinity to good or evil. (Except maybe Paladin and even there, you can be a champion o evil)

There are, however, spells from the school of necromancy which you can learn.
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B-E-T-A
B-E-T-A


Promising
Legendary Hero
Guess Who is Back?
posted June 06, 2019 09:30 PM

The closest you get to "Evil Classes" are the "Villanous Options" from the Dungeon Master's Guide. And those are just subclasses. And only 2 of them.
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Oddball13579
Oddball13579


Supreme Hero
Thread Destroyer
posted June 06, 2019 09:31 PM
Edited by Oddball13579 at 21:36, 06 Jun 2019.

Ah okay it's a school not a class. Gotcha!

Edit: Also what does meta-magic do?
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CountBezuhoff
CountBezuhoff


Famous Hero
Master of the merchant's guild
posted June 06, 2019 09:37 PM

Sir Robin wants to know: "How do I run away take a break from fighting so that I may be able to strategize the enemy's inevitable defeat?"

The Count
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B-E-T-A
B-E-T-A


Promising
Legendary Hero
Guess Who is Back?
posted June 06, 2019 09:38 PM

You take the Disengage action.
The Disengage action allows you to move without provoking opportunity attacks from leaving the enemy's threat range.
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Geny
Geny


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What if Elvin was female?
posted June 06, 2019 09:39 PM
Edited by Geny at 21:39, 06 Jun 2019.

Quote:
Edit: Also what does meta-magic do?


Changes the effect of your spells a bit.

I looked over the spell list and the best necromancy options, including stuff like animate dead and create undead (on higher levels), are available to cleric and wizard.
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CountBezuhoff
CountBezuhoff


Famous Hero
Master of the merchant's guild
posted June 06, 2019 09:45 PM

Any modifiers that improve one's ability to F off?

The Count
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B-E-T-A
B-E-T-A


Promising
Legendary Hero
Guess Who is Back?
posted June 06, 2019 09:56 PM

Rogues can disengage and dash (double movement) in the same turns.

Monks can do the same, but it costs Ki.

There are some spells which increases movement/gives you the ability to dash & disengage in the same turn.
There are also teleport spells.

Monks & Barbarians also get passive movement increases at certain levels.

There is also the Mobile Feat, which increases your movement by 10 feet, and which makes it so that as long as you've attacked someone, they can't take an opportunity attack against you.

All in all, there are options if you want to run away.
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Oddball13579
Oddball13579


Supreme Hero
Thread Destroyer
posted June 06, 2019 09:58 PM

Yeah I was leaning towards Wizard as well.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted June 07, 2019 01:04 AM

Alright, I HAVE FINISHED THE RACES! Now. Onto GENERAL MAGIC RULES... because Undead and souls work differently from default here.

1. Magic, where do come from?
Well, magic is made up of the excess life force of particular beings that just gets kinda trapped between them and the ever-hungering veil between life and death. Different people draw upon different sources of LIFE JUICE, but the three general sources are the following:

-Inborn magic: Or magic that the spellcaster’s own soul produces like a kid in an industrial era sweatshop. This magic tends to be arcane in nature, and fuels those who have inborn magic like Sorcerers, Arcane Tricksters and Eldritch Knights. This os also the same source of Ki, though ki is the harmozation of the body and mind with this energy to empower and channel it inward instead of chucking around fireballs. Usually. [i*Looks at the way of the Sun-Soul.*
Despite this being the primary source of power for the classes listed above, every spellcaster has at least a little bit of this kind of magic, though the other spellcasters typically use their inborn magic to protect them from the feedback of the powers they call upon instead of using to to fuel all of their spells.

-Invoking a particular entity: Bards, clerics, paladins and warlocks all fall under this category. Paladins and clerics and bards tend to call upon deities or ancestral champions, which empower them with potent magics. Warlocks... well, they signed the blood contract, they shouldn’t worry about it. More seriously, while clerics and paladins have some control over the spells they cast, shaping the energy they are given into the form desired, Warlocks are much more at the whims of their patrons, and their selection is more limited because of it.

-Invoking the World Spirit: The world itself is alive, and being alive it generates immense wells of power that those who are attuned to it can feel and call upon. Druids, rangers and wizards all use this variety of magic, druids and rangers through communion with the world and wizards through looking at books until the world taking pity on them for being GIANT NERDS through mastering and memorizing words and invocations of power.

Technically there is a fourth source of magic, magic that comes from the Veil itself, which is called Dragon magic... but that would be covered by the Mystic class, which is not released yet. So the closest you can get is being a warlock with a dragon as your patron.

2. Necromancy
Outside of Finger of Death (and spells of that level), there is no way for a mortal to create permanent undead. For spells like Animate Dead, treat them like they were a Conjure X spell of the same level, but instead they create the specified undead og the appropriate CR for the duration instead of elementals/ fey/ puppers, etc.

3. Healing and resurrection
All magic comes from life force, and as such all magic can be used to heal. To nail this point home, every single class gets the following spells added to their class lists:
-Cure wounds
-Lesser Restoration
-Greater Restoration
-Regeneration
Note, just because a spell is on a class list does not mean that it is known or prepared at all times. It just means that every class has the option to learn and prepare these spells.

As far as resurrection is concerned, once a soul actually leaves its body the veil immediately takes a hold of it and begins ripping away memories, personality and essence so that new souls may be crafted from everything the person had been. As such, the only resurrection spells that work are Revivify (because it stops the soul from leaving the body in the first place) and Wish (because it has the power to REMAKE THE SOUL FROM SCRATCH).

4. Teleportation and extra-planar travel
Magic costs life force. Life force is a form of energy. Teleporting matter from one place to another requires a LOT of energy. As such, teleportation spells that cover more distance than Dimension Door do not exist. Which is... basically a restriction on Teleportation Circle and the spell Teleport.

As far as extra-planar travel is concerned, well, to travel to other planes you would need to immerse yourself within the veil first. Which, if you read the Resurrection section, you would know is a BAD IDEA. It could very well be developed, after all Mutal Ramd, the dragon and the Creator seemed to be able to do it all the time, but a normal mortal would need to take immense precautions and use stupid amounts of protection in order to survive the journey. The spell Etherealness still works, as you are only skimming the ethereal realm, the farthest edge of the Veil, but Planeshift is effectively just an overly complicated suicide note.

ON THE SUBJECT OF CLASS CHANGES!!!
I want to leave it mostly alone, but two classes in particular have glaring flaws that need to be addressed. Specifically, mid-late game fighters and rangers. On that subject...

Fighters
-You get a second use of second wind at level 11.
-Indomidable also grants proficiency in a saving throw of your choice each time you get a use of this feature.
-Champion fighters’ Remarkable Athlete feature allows them to add half of their proficiency bonus to Strength, Dexterity and Constitution checks, including checks they are already proficient in.
-Battlemasters’ Relentless ability gives them a superiority die whenever they start their turn without and available superiority dice.
-Eldritch Knights can choose any two wizard schools as their two schools to learn from (so something like Abjuration/ Divination, or Illusion/ Necromancy instead of Abjuration/ Evocation.)

Rangers
-Primeval Awareness also passively grants you 30 feet of Darkvision, or increases any Darkvision you already have by 30 feet.
-The bonuses from hide in plain sight lasts until you leave the environment, take a short rest, or are dealt 20 or more damage since you applied it.
-Foe Slayer applies to every single attack you make. Be it against favored enemies or not, and regardless of how many attacks you make. If you attack a favored enemy, you gain advantage on the attack roll.
-Beast master doesn’t exist. Just... don’t even look at it.
-Hunter gets the following spells as spells known at the specified character levels. They don’t count against total spells known:
•Level 3: Hunter’s mark.
•Level 5: Spider Climb
•Level 9: Meld into Stone
•Level 13: Polymorph
•Level 17: Swift Quiver

And those are all of the patch notes, which will be added to post 3 since character sheets don’t need to go there now! Woo.

Your characters should be buildable now.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted June 07, 2019 01:05 AM

I’ll be a bit busy for the next 3-4 hours, but I’ll be back as soon as I can to handle any questions you guys might have!
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DagothGares
DagothGares


Responsible
Undefeatable Hero
No gods or kings
posted June 07, 2019 01:37 AM

I will be joining this, if we are still looking for people. Realistically, I will be able to dedicate two big posts a week to this and may be frequent small posts, if I can post on this snow via cell phone.
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Oddball13579
Oddball13579


Supreme Hero
Thread Destroyer
posted June 07, 2019 02:27 AM

So I just was thinking about how Wizard's prepare spells via learning them and keeping them in their spellbook instead of having certain "slots".

Does this mean that a Wizard could technically learn every spell that is available to them and have them on hand ready to use? Or do they also have a limit to how many they can use before a long rest is needed? Like the other magic users.
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DagothGares
DagothGares


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Undefeatable Hero
No gods or kings
posted June 07, 2019 02:39 AM

Okay, so some questions:

Are the subclasses from Xanathar's allowed, because I don't see anything for the samurai in your suggested fighter changes.

Samurai is pretty strong (for a fighter), I agree, but I suggest either or both of these changes:
- You regain one use of warrior spirit per short rest, always, as soon as you get the feature.
- Warrior spirit does not require a bonus action when not wielding a two-handed weapon.

Is multiclassing allowed?
Is the Oath of Tyranny allowed?
Is a sorcadin allowed?

The story is like very dense and poetic in its wording, so I'm going to try to do a TL; DR and correct me where I am wrong:
Quote:
There was a great Creator God who wanted to cleanse the world of sin. An immortal race sacrificed itself to save the mortal races.

A great war erupted, it's essentially the post-apocalypse out there and there are scheming dragons. One of them is called Behris the Iron, he created us, the players from souls of great and powerful mortals. Do we remember who we used to be or not? Are we essentially constructs? Do we come from a kiln or a forge or did he like metaphorically create us and we just come from families?

Anyway, turns out, we are colonists to reconstruct the wasteland. The northern world, the civilised world had a big war and now it kind of looks like Mad Max over there too. The colonies where we are look all right though. But there is a giant army coming from somewhere and only the dragon who created us and his favoured know about it.

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DagothGares
DagothGares


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Undefeatable Hero
No gods or kings
posted June 07, 2019 02:44 AM
Edited by DagothGares at 03:08, 07 Jun 2019.

Oddball13579 said:
So I just was thinking about how Wizard's prepare spells via learning them and keeping them in their spellbook instead of having certain "slots".

Does this mean that a Wizard could technically learn every spell that is available to them and have them on hand ready to use? Or do they also have a limit to how many they can use before a long rest is needed? Like the other magic users.
They have spell slots too. they can only use a certain amount of spells before they get tired.

So a level 3 wizard, as per the player's handbook, has 4 level 1 spell slots and 2 level 2 slots. This means he can cast 4 level 1 spells and 2 level 2 spells and then he's out, unless he uses his arcane recovery feature.

Keep in mind, you can use a level 2 spell slot to cast an improved version of a level 1 spell, sometimes. Not all spells are improved by casting them through a higher level spell slot, but a lot of them are. And sometimes you may wish to cast a lower level spell through a higher level slot when you're out of lower level slots and you really need to cast that lower level spell.

EDIT: I am considering a Grey Paladin with the oath of Conquest. Also, I intend the character to be religious, but the RAW in 5E says that paladins derive their power from their oath, somehow.
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Oddball13579
Oddball13579


Supreme Hero
Thread Destroyer
posted June 07, 2019 02:58 AM

@Dagoth Got it, thanks!
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Geny
Geny


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Undefeatable Hero
What if Elvin was female?
posted June 07, 2019 06:10 AM
Edited by Geny at 06:13, 07 Jun 2019.

Just because I already took the time to make a working character sheet:
Dibs on Reborn Ahmit Fighter.

Edit: so if dagoth goes for the Oath of Conquest, we'll have a fighter that behaves like a Paladin and a Paladin that behaves sort of like a fighter.
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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted June 07, 2019 07:33 AM

DagothGares said:
Okay, so some questions:

Are the subclasses from Xanathar's allowed, because I don't see anything for the samurai in your suggested fighter changes.

Samurai is pretty strong (for a fighter), I agree, but I suggest either or both of these changes:
- You regain one use of warrior spirit per short rest, always, as soon as you get the feature.
- Warrior spirit does not require a bonus action when not wielding a two-handed weapon.

Is multiclassing allowed?
Is the Oath of Tyranny allowed?
Is a sorcadin allowed?


Yup, I'm allowing Xanathar's Guide subclasses, specifically because Ranger should have more than 1 option.

I'd say that the suggestion that Samuri get 1 use back at the end of a short rest is fair. I'll add that to the fighter section, and in a similar vein Cavalier's Vigilant Defender will just be rewritten to, "Opportunity attacks no longer require your reaction. You may still only make a single opportunity attack each turn." I'll also that arcane archers don't exist because yeaaaaah... that's a very similar situation to the Beast Master there.

Multiclassing will be something we skip right now, just to keep things a little simpler for newer players. If we have newer players. Also to keep things a little simpler on me since I'm running two games, and tracking how many resources everyone has would be just... all kinds of madness.

If by Oath of Tyranny you mean the Oath of Conquest, then yes, it is allowed. If you mean the Oathbreaker subclass in the DMG, then no, that was not held to nearly the same standard as the Xanathar's Guide subclasses or the PHB classes (then again, neither was Beastmaster.. then again and again, I diiiiid ban beastmaster as well) and they are not designed to work with your "typical" D&D party.

DagothGares said:
The story is like very dense and poetic in its wording, so I'm going to try to do a TL; DR and correct me where I am wrong:
Quote:
There was a great Creator God who wanted to cleanse the world of sin. An immortal race sacrificed itself to save the mortal races.

The Creator grew to hate his creation. The gods murdered the race he'd made to inherit the world, and Iras killed one of the five dragons (as vengeance for destroying an entire kingdom and cursing theirr souls to linger, so the dragon had it coming, but still... a major affront to the Creator.) So he was trying to wipe it clean and start over. The Djinn objected to this.

A great war erupted, it's essentially the post-apocalypse out there and there are scheming dragons. One of them is called Behris the Iron, he created us, the players from souls of great and powerful mortals. Do we remember who we used to be or not? Are we essentially constructs? Do we come from a kiln or a forge or did he like metaphorically create us and we just come from families?

It's been post-apocalypse for a long time, long enough that everywhere but ground-zero has effectively recovered, and even ground zero can finally be re-tamed and colonized again, though no one really knows that because of the giant snow-off mountain ranges crafted from tectonic plates sealing it away. Well... no one but your characters, the sul-sharen and some intrepid merchants from Duranos.

As for the dragons, the only one out there still is Behris, and oh boi is he a-scheming. He's effectively created his own nation of both reborn souls (the reborn race choice) and mortal followers (everyone else), and that's who you are. The Reborn were originally birthed from humans, believe it or not, though now that they exist as their own race, they can breed true like any normal people (their souls just come from recycled soldiers/ heroes/ priests that happened to cross undead Ahmit's path).

The Reborn have snipits of memories of who they were in their previous lives, mostly of the people who mattered to them and their magical and martial talents (if any).


Anyway, turns out, we are colonists to reconstruct the wasteland. The northern world, the civilised world had a big war and now it kind of looks like Mad Max over there too. The colonies where we are look all right though. But there is a giant army coming from somewhere and only the dragon who created us and his favoured know about it.

Pretty accurate, though civilization does still exist enough that no one is crying to be witnessed while wielding twin stick-bombs. To make visualizing this a bit easier, here, have a map of the area. Each of the northern nations is listed in its general geographic location, their borders are drawn, and YOU are waaaaay down at the bottom. Surimos is located right next to the equator, The islands you are in are located, effectively, in Canada, comparatively.

The oceans of this world are incredibly dangerous, because within them there be C'thulu. So much C'thulu. Like... 900,000% C'thulu. So while the straightest path would absolutely be to just go from their island to Duranos, it would also leave their fleets in absolute shambles and completely incapable of launching a successful invasion. So they will be following those unclaimed islands to the north, and will be landing their invasion in Surimos.

Given the distance you have to travel, you will not be arriving in time to stop or contest the landing. You and your companions are marching to a proper war that no one else is prepared for... and you're going to have to march through those nations to get there. Which... well... might get just a little bit awkward.




DagothGares said:
EDIT: I am considering a Grey Paladin with the oath of Conquest. Also, I intend the character to be religious, but the RAW in 5E says that paladins derive their power from their oath, somehow.

A Grey Paladin with the Oath of Tyranny likely follows the example/ ethos of Magir and Torin, the former known for his unyielding sense of justice, and the later for his quest to find martial perfection. While not actual deities, these two ascended to the point where their souls can survive within the Veil itself, and their power can be called upon by those faithful to their tenants. The Oath would effectively just be where those tenants intersected, along with a bit of personal interpretation on what cause you as an individual choose to uphold.

Magir is a Champion who expects his followers to uphold their own sense of right and wrong, and to stay faithful to it. His strictures demand courage, honor and control over one's self and actions. A fully devout follower would never let their emotions overwhelm them, as it would be a crack in their stoic armor.

Torin is an easier Champion to exemplify. He simply expects his followers to always be seeking the next test, whether that be combat, a test of skill, or a contest of some kind. He's a patron of the sports and games for this reason as well. As long as you are always striving to be the best you can be at whatever you chose to be, Torin is happy.

So yeah. That totally works for me. That work for you?

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted June 07, 2019 07:54 AM

Hey @Geny, make sure you spend some of that extra 1,100 gold you got on STUFF! Like... I don't know... a suit of full plate or a +1 weapon or something. *Shrugs*

Also just going to make the decision right now that EVERYONE GETS MAX HP FOR LEVEL 1-3! You can roll for the rest of them. But I don't want to crit the fighter only to find out he has less HP than the wizard.

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted June 07, 2019 09:05 AM

Yeah, yeah, it was getting late, so I stopped once I inputted all the mechanics and basic stuff. I still need to spend my money and add, well... character to my character. On that note, could you edit my char on roll20 to only appear in my journal and only be edited by me? You would still always be able to do that, because GMs get power over all, but there's no reason for the rest of the players to see my background and stuff.


I'm assuming that Banneret (Purple Knight) from Swords of the Coast is legal? 'Cause that's what I made. Going full support fighter here.

And thank God GM for that ruling on starting HP. I did put my highest stat in CON to tank as much as possible, but rolling 4 on a 2d10 was still painful.
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