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SleepyBoy-

Okay, I go up from level 2 to level 3. I needed 900 exp to get to level 2. I need 2700 exp to be at level 3. Do I now have 900 exp and need to get 1800 exp more. Or, did I consume the 900 exp to level up, and need to collect 2700 for the next level?


Ripper1337

You need 1800


lasalle202

your XP keeps adding up. it doesnt go away. but just use milestone leveling.


Pixied_Hp

Magic Stone You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by your previous casting. I just saw a “guide” which claims that Magic Stone is a bonus action attack cantrip, so my question is pretty straightforward, can you use magic stone to make use of your bonus action to make attacks?


multinillionaire

The only way that could be even the tiniest bit true is if you have something like a homunculus, which isn't barred from attacking and doesn't need an action from you to do so, but lacks a worthwhile attack of its own--so you're spending your bonus action and it results in an attack. But even then it would remain simply untrue to call it a "bonus action attack" cantrip


Pixied_Hp

Agreed, and generally seeing a guide for 5E with “new” tech like this is warning flag, which is why I asked here


WubWubThumpomancer

No. It's a Bonus Action to *cast* the spell on the pebbles, then you need to use your action to make a ranged spell attack with the pebbles.


Pixied_Hp

Right?? And thank you for the quick reply!


testiclekid

Banish spells says > You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. __If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.__ Does the marked section apply also to creatures native to the plane you're on? Basically can you permanently banish whatever creature if you wait 1 minute without breaking concentration?


Ripper1337

The bolded section only applies to creatures not native to the plane you are on currently.


lavy-vi

working on my first campaign right now and am thinking up ideas for a bbeg i really like the builds of dev soul sorcerer but im not sure if it'll be good as a bbeg?


lasalle202

Dont use PLAYER character builds from PHB, Tashas, Xanathars etc for NON player characters. PHB CLASS builds for players are meant to face 6 to 8 encounters per long rest. Enemy combatants should be designed to last 3 to 5 Rounds of combat because combats that last longer than 5 rounds quickly turn from “challenging/interesting/fun!” to “fucking boring slog” and no matter how it started out, it is the ending’s “fucking boring slog” taste that will linger in the memory. PC builds have LOTS of choices that a DM must look through when playing in combat – and nothing makes combat less interesting than stopping the flow while the DM scours through multiple pages of text to make their next move. And given that a combat is typically only going to last 3 to 5 rounds, the NPC only has a couple of chances to make their signature feel known, you only need 2 or three action options to choose from. When its not a Player run character, use an NPC statblock, (until MOTM, they were at the end of each monster book) to use as models. If you want more or different flavor, add a new Action option or a Bonus Action and Reaction. * Spy https://www.dndbeyond.com/monsters/spy * Priest https://www.dndbeyond.com/monsters/priest * Knight https://www.dndbeyond.com/monsters/knight * Archmage https://www.dndbeyond.com/monsters/archmage * by the NPC tag https://www.dndbeyond.com/monsters?filter-type=0&filter-search=&filter-cr-min=&filter-cr-max=&filter-armor-class-min=&filter-armor-class-max=&filter-average-hp-min=&filter-average-hp-max=&filter-is-legendary=&filter-is-mythic=&filter-has-lair=&filter-tags=52 Also make all your spell casters easier to run and more effective with these tips from Green GM  https://www.youtube.com/watch?v=ZcjYC2yn9ns


Ripper1337

It will not no. Player classes are not meant to fight other PCs. I recommend checking out Outclassed NPC Compendium for NPCs based on palyer classes/ subclasses.


SPACKlick

In general Player stat blocks do not make good enemy statblocks.


[deleted]

working on my first campaign right now and am thinking up ideas for a bbeg i really like the builds of dev soul sorcerer but im not sure if it'll be good as a bbeg?


lasalle202

you ended up posting twice. the other has multiple responses.


Dr_Dickbutt

Good race and level 1 feat for Twilight Cleric? Thinking a Mark of The Sentinel Human and a half feat to start with 18 wisdom


Barfazoid

>Question that should have its own post: "What are the best feats to take for a Grappler? If you are looking for advice on character creation you could make your own post or check out /r/3d6


HerEntropicHighness

r/3d6 might be the worst sub for character creation, you'll get better advice out of any generic DnD sub (such as this one)


Kuirem

It's literally a sub for character creation?


nasada19

It's fine unless you don't care about mechanics at all and just want narrative help.


Ripper1337

Usually DMs won't let you use Mark of the blah blah because those are very specific to Eberron.


Dr_Dickbutt

Ah yeah I know but my DM is good with it!


Ripper1337

Then hell yeah go with a marked race and a half feat. Bumping wisdom to 18 is a great thing at level 1.


FitzTheBastard_

I'm playing on a table of three, and one of the other player is a warlock.They weren't telling us who it was to, but one battle its patron intervened and with a history check we knew it was a VERY evil god. We asked questions about it because our characters are (rightfully so) uneased with it, but the player in question refuse to answer the questions, refuse to say it's indeed this god at all (and our characters know so). My fellow and I are in the idea that our characters lost any confidence towards this player, and we want to act accordingly to it. We gave them warnings, and if they are still not truthful we have the Idea it's going to have consequences at the end of the game. Is it a good approach or too punishing? I don't want to be "punishing", but I feel like it's logical to react this way when one of your fellow companion has never been truthful, have connections to evil entities and you know it.


Ripper1337

This is the moment you all step back and talk out of character about it. "Hey \[Warlock\] our characters are highly distrustful of your character due to them being so secretive about serving an evil god. If they don't start sharing stuff then there's no reason we'd continue to work and journey with them."


FitzTheBastard_

Good thanks!! I'll do that next session :)


lasalle202

this is the point where OUT OF GAME you all as a table talk about how you all want to handle Player v Player and Player vs Party content. and since D&D is a COLLABORATIVE game, a good basis is "PvP content auto fails unless the 'target' says "YES! that is an interesting story line i want to play out! Let the Dice Roll!" and that consent can be revoked at any time.


SPACKlick

This probably needs some out of character discussion. To establish what the table view is on PVP. It's perfectly reasonable to say to the player and DM that your characters wouldn't feel comfortable continuing to travel and work with the warlock and may even want to attack the warlock but how it plays out will vary based on the expectations of the table.


sbufish

Can you learn to be a DM in 5e if you've never played a ttrpg before, what's the best way to learn? Do I just memorize the whole players handbook?


lasalle202

>Can you learn to be a DM in 5e if you've never played a ttrpg before? absolutely! >what's the best way to learn? by doing it > Do I just memorize the whole players handbook? nope! D&D Starter Vids * D&D in 5 Minutes (and 4 other 5 minute videos diving into specific aspects of the game) https://www.youtube.com/watch?v=BgvHNlgmKro&list=PLJ8NFdSXujAJitUvKoA0EFc-WpGK2Dnzh&index=2&t=0s * Welcome to D&D (25 minutes) https://www.youtube.com/watch?v=Eo_oR7YO-Bw * D&D in bite size bits by pretty people https://www.youtube.com/playlist?list=PL1tiwbzkOjQyr6-gqJ8r29j_rJkR49uDN * Ginny Di for first time players https://www.youtube.com/watch?v=QD_b8SZ7h2Y * Peak D&D: Six steps for fun games https://www.youtube.com/watch?v=vxFgpgN3gms * Not a video but the basic How to Play from WOTC’s D&D Beyond website https://www.dndbeyond.com/how-to-play-dnd DM specific resources * Dungeon Dudes with a reading list for new DMs – the importantest bits from the official WOTC products https://www.youtube.com/watch?v=Lx8tEAYB5Q0 and while presented as “for neurodivergent Dms” – this is just a great set of advice / tools for any and all DMs https://www.youtube.com/watch?v=Oyh_ALgjyCo * Sly Flourish’s 8 Steps to Session Prep from Return of the Lazy Dungeon Master https://www.youtube.com/playlist?list=PLb39x-29puapg3APswE8JXskxiUpLttgg how to use the 8 steps https://youtu.be/GXlH15ut9x4?t=2259 * Arcane Library “Keep track of stuff in notebook with 2-Page Spreads” https://www.youtube.com/watch?v=2-uU5FWYYSU * Sly Flourish reiterates Dungeonworld – Be on the players side https://www.youtube.com/watch?v=E2z4ZECoYvE * Ginny Di – on being the best Dungeon Master https://www.youtube.com/watch?v=7LyvKfWFdMk * Luboffin - How to prep a campaign created by others https://www.youtube.com/watch?v=OH3viivB9uc * Dungeon Dudes: These are NOT problems! https://www.youtube.com/watch?v=eN34N6_7qw8 * Chris Perkins on A Dungeon Master and their Roles https://www.youtube.com/watch?v=sPXTyApVTj4 * Learn from other systems that actually have GOOD instructions for game masters in their “core” materials https://www.youtube.com/watch?v=YD06aKOf_ok * This looks like it is going to be a thorough soup to nuts collection of DM tips from Greatwyrm Games https://www.youtube.com/watch?v=o6K4bvVHywY&list=PLSb8mGAISb2Cvli1wEWyeqGlHJ3BQD1aI&index=14 * Questing Beast’s Old School Essentials live play with DM commentary as captions (I havent found anything similar for 5e play, so “the rules” will be different, but insight to the DM thought process is very helpful) https://www.youtube.com/watch?v=DkZRQHdPaYc


SPACKlick

Just reformatting for readability on Old Reddit. D&D Starter Vids * [D&D in 5 Minutes](https://www.youtube.com/watch?v=BgvHNlgmKro&list=PLJ8NFdSXujAJitUvKoA0EFc-WpGK2Dnzh&index=2) (and 4 other 5 minute videos diving into specific aspects of the game) * [Welcome to D&D](https://www.youtube.com/watch?v=Eo_oR7YO-Bw) (25 minutes) * [D&D in bite size bits by pretty people](https://www.youtube.com/playlist?list=PL1tiwbzkOjQyr6-gqJ8r29j_rJkR49uDN) * [Ginny Di for first time players](https://www.youtube.com/watch?v=QD_b8SZ7h2Y) * [Peak D&D: Six steps for fun games](https://www.youtube.com/watch?v=vxFgpgN3gms) * Not a video but the basic [How to Play from WOTC’s D&D Beyond website](https://www.dndbeyond.com/how-to-play-dnd) DM specific resources * [Dungeon Dudes with a reading list for new DMs](https://www.youtube.com/watch?v=Lx8tEAYB5Q0) – the importantest bits from the official WOTC products * and while presented as “for neurodivergent Dms” – [this is just a great set of advice / tools for any and all DMs]( https://www.youtube.com/watch?v=Oyh_ALgjyCo) * Sly Flourish’s [8 Steps to Session Prep](https://www.youtube.com/playlist?list=PLb39x-29puapg3APswE8JXskxiUpLttgg) from Return of the Lazy Dungeon Master * [how to use the 8 steps](https://youtu.be/GXlH15ut9x4?t=2259) *I'm not sure if this time stamp is relevant* * Arcane Library “[Keep track of stuff in notebook with 2-Page Spreads](https://www.youtube.com/watch?v=2-uU5FWYYSU)” * Sly Flourish reiterates Dungeonworld – [Be on the players side](https://www.youtube.com/watch?v=E2z4ZECoYvE) * Ginny Di – on [being the best Dungeon Master](https://www.youtube.com/watch?v=7LyvKfWFdMk) * Luboffin - [How to prep a campaign created by others](https://www.youtube.com/watch?v=OH3viivB9uc) * Dungeon Dudes: [These are NOT problems!](https://www.youtube.com/watch?v=eN34N6_7qw8) * Chris Perkins on [A Dungeon Master and their Roles](https://www.youtube.com/watch?v=sPXTyApVTj4) * Learn from [other systems that actually have GOOD instructions for game masters](https://www.youtube.com/watch?v=YD06aKOf_ok) in their “core” materials * This looks like it is going to be a thorough soup to nuts collection of [DM tips from Greatwyrm Games](https://www.youtube.com/watch?v=o6K4bvVHywY&list=PLSb8mGAISb2Cvli1wEWyeqGlHJ3BQD1aI&index=14) * [Questing Beast’s Old School Essentials live play](https://www.youtube.com/watch?v=DkZRQHdPaYc) with DM commentary as captions (I havent found anything similar for 5e play, so “the rules” will be different, but insight to the DM thought process is very helpful)


SPACKlick

Read the Player's HandBook and the Dungeon Master's Guide (Part 1 isn't overly useful, Part 2 has some interesting information that I find myself coming back to but isn't necessary. Part 3 is pretty essential reading). You don't need to memorise everything and some of it you will definitely skim. This will just give you a sense of what there are rules for, how the game is meant to run and feel. If possible by a version of the PHB and DMG that is or comes with a digital copy. Being able to Ctrl+F will help greatly when you're going back to look for detail, the index is better than some games but not perfect. Then get an adventure module. Lot's of people will recommend Lost Mines of Phandelver (It runs about 50 pages covering character levels 1-4 and a couple of other published adventures can piggy back off it). Or Dragon's of IceSpire Peak from the Essentials kit (Also 50 pages, levels 1-5 or 6, Directly linked to lots of adventures) Read the adventure start to finish. The publishers have an annoying habit of making them like novels so sometimes information you need isn't exactly where it's most useful. All of that prep means you can run the adventure and it's only really by running that you learn to DM. There are lots of youtube videos on DM prep for session by session. But basically, you will prep too much, every DM Does. But that's not a problem as long as you're enjoying it.


Special_opps

You don't need to memorize the whole player's handbook (PHB for short), you just need to know the basic mechanics. Players should be responsible for what their own character can do. The best way to learn to DM is truly to be a DM and try your best while getting player feedback regularly. Some basics of what you should know: - Chapter's 7-9 of the PHB has details of the basics for making ability checks, the general ideas of the adventuring day, and the flow of combat. This is what I would say is the "bare minimum" you should know for sure, since these are all core mechanics of the game as a whole. - Chapter 10 and 11 of the PHB has the rules on Spellcasting and the various spells that are available in the base game. Unless you're putting your players against a spellcaster, you don't need this, but magic is also a core part of the game. Players should know what their own spells do, and you only need to know what the spells do that you're using against the party. - If you're running a premade adventure (officially publish or 3rd party), make sure to read over the whole thing *at least* once to understand where the story is supposed to lead. You don't need to memorize it, or even plan *everything* in advance, but it's best to have some idea of how things connect before they come up. - Remember that it isn't necessarily you against the players. The DM is more of a referee and narrator than an adversary. Some people play adversarial games, but they may not always be fun for the players since the DM isn't constricted by the same rules as the players. - Level 1 for players is especially deadly regardless of the combat encounters you throw at them. Be rewarding for non-combat solutions to problems (e.g. negotiating rather than fighting) and try not to linger below level 3 for too long. Level 3 is typically when all classes come into their own identity, and you can be more flexible with encounter design the higher-level they are. I recommend that, for a first-time DM, running a low-level premade introductory adventure like Lost Mines of Phandelver, Dragon of Icespire Peak, or Phandelver and Below is a good place to start. If you want to try to make things easier to manage, you can also ask that players stick with just options in the Player's Handbook until you're comfortable enough with DMing to account for a lot more player options. I would say that you don't necessarily need to do this, but it will especially be helpful if you're also running for new players so they aren't overwhelmed by having too many options right when they start.


nasada19

The best way to learn is read through the players handbook, buy a premade campaign, prepare that for your players and learn how that works, then you just run sessions and talk to other DMs about how to improve. Memorizing the rules makes games run smoother, but it doesn't make you good at dming. It's like memorizing the rules of chess doesn't make you a pro chess player.


WubWubThumpomancer

Yes.


Ill_Investigator9664

Does Vecna Eye of Ruin release for preorders today?


sirjonsnow

[Here's your answer](https://www.google.com/search?q=eye+of+vecna+preorder+date&sca_esv=4d50ecf86976fd48&ei=OVk6Zq3cKsWgptQPwPOMqAI&ved=0ahUKEwjt3OKf_fuFAxVFkIkEHcA5AyUQ4dUDCBA&uact=5&oq=eye+of+vecna+preorder+date&gs_lp=Egxnd3Mtd2l6LXNlcnAiGmV5ZSBvZiB2ZWNuYSBwcmVvcmRlciBkYXRlMggQIRigARjDBDIIECEYoAEYwwRIyw5Q1QhYkA1wAXgBkAEAmAGGAaABjQSqAQMyLjO4AQPIAQD4AQGYAgSgAroCwgIKEAAYsAMY1gQYR8ICChAhGKABGMMEGAqYAwCIBgGQBgiSBwMyLjKgB7wR&sclient=gws-wiz-serp)


AMA_GRIM_FANDANGO

One of my players got upset last game because something happened that wouldn't have happened if either he had seen a sneaking person, or that sneaking person had seen them. Essentially, ranger with hide in plain sight rolls amazingly on stealth and rolls perceptions checks to see what happens. My NPC is terrified and hiding from danger. Hears movement below and casts invisibility on herself to sneak down and see what's happening. If she had seen the PC, she would have been elated, knowing he was here to save her. They are friends. But, her stealth (with invisible) beat his perception, and his stealth beat her perception, so they just walked by each other, yada yada yada, she is maybe in danger now. Anyway. Is this all buttoned up? Is there something I'm not seeing here in how I ruled?


multinillionaire

I don't see any error. What's the player's argument?


AMA_GRIM_FANDANGO

He was specifically looking for her, he would have come out if he thought she was there, she knows his disguise, she would have said his name if she heard something, I didn't specifically announce she was going invisible because they didn't know she was there until she revealed herself Multiple arguments


nasada19

You could have given advantage which gives +5 to passive perceptions. From a meta perspective, I kinda get where the player is coming from. When you as the DM decide to use invisibility and rolled high on the stealth it very much FEELS like you wanted to screw over the player and have the thing happen. It feels like the PC really cares about the NPC and was trying to do everything they could do and the DM feels like they were doing everything they could do to prevent the PC. Maybe that's completely false, but might just be how it feels to the PC. Not saying you're wrong though if this is just the classic way this NPC always rolls though. If you invented this to screw the PCs plan, then that's bad.


multinillionaire

If the NPC knew the PC might be there and has seen him use that ability before, I'd maybe give her advantage on the check, but I wouldn't feel obligated to.. and the rest doesn't really have any merit at all Also... it's a possible L for the characters but it's also the dice telling a good, arguably great, story. Two concealed protagonists sneaking past one another is like something from a fairy tale or Shakespeare. Way more memorable than everything going according to plan once again


[deleted]

[удалено]


Ripper1337

You made a top level comment to the thread. You didn’t reply to the person.


jojoxDLudwig

\[5e\] The description of Aura of Life says: "Each non-hostile creature in the aura has resistance to necrotic damage, and its hit point maximum can’t be reduced." Does that mean that the aura removes/supresses hit point maximum reductions that already happened, or does it just prevent future ones?


Ripper1337

Just prevent future reductions while it’s active.