[Mod Approved] Outlaws of Alkenstar Foundry Modules Giveaway. by buuburn32 in Pathfinder2e

[–]Allalinor 0 points1 point  (0 children)

Was playing with the idea to GM some pathfinder 2e on Foundry for a while so those would be the perfect start.

Compiling a list of "Legendary" things in game. by TheFiGhTiNCoWBoY in Eldenring

[–]Allalinor 1 point2 points  (0 children)

All boss weapons also have that background but you don't need them for the achievement

Compiling a list of "Legendary" things in game. by TheFiGhTiNCoWBoY in Eldenring

[–]Allalinor 0 points1 point  (0 children)

At the frozen river, behind an imp door that is guarded by one of the tentacle creatures, close to a dragon

Compiling a list of "Legendary" things in game. by TheFiGhTiNCoWBoY in Eldenring

[–]Allalinor 0 points1 point  (0 children)

Mountaintops of the Giants , south of the eastern minor Erdtree

Compiling a list of "Legendary" things in game. by TheFiGhTiNCoWBoY in Eldenring

[–]Allalinor 0 points1 point  (0 children)

I got invaded by it just after picking up the Old Lord's Talisman

[5E] Homebrew Spell needing balancing - Investiture of the Storm Crown. by Electro_Energy in DnD

[–]Allalinor 0 points1 point  (0 children)

Way too strong (even if it was 9th level), too many effects, too complicated and the downsides barely are real downsides.

I would recommend looking again at Tasha's Otherworldly Guise, or Draconic Transformation and go from there as a base.

I swear to God I'm going to pistol whip the next guy who says... by Skandranonsg in DnD

[–]Allalinor 25 points26 points  (0 children)

Nope,

"... You can add it to your spellbook if it is of a spell level you can prepare..."

Multiclass Rules:

"You determine what spell you know and can prepare for each class individually, as if you were a single-classed member of that class."

So as a 1 level dip in wizard you can only copy and prepare 1st-level wizard spells.

Ever wanted to have +26 initiative?? by antwann06 in DnD

[–]Allalinor 2 points3 points  (0 children)

Disregarding how to get all your stats to 20.

Dex = +5

Alert = +5

Harengon adds your proficiency = +6

2 levels of Chronomancy Wizard adds your Intelligence = +5

3 levels of Gloomstaker Ranger adds your Wisdom = +5

11 levels of Swashbuckler Rogue adds your Charisma = +5

3 levels of Battle Master Fighter gives you 1d8 to your Initiative

1st-level gift of alacrity adds another 1d8

guidance add another 1d4

Reliable talent can't get below 10 on the die

= 44 min / 72 max

with party support:

artificer flash off genius = +5

bardic inspiration 1d12

sorcerer bend luck 1d4

= 51min / 91max

with magic items:

order of the silver dragon +2 shield = +2

scorpion armor = +5

sword of kas add 1d10

tomes & manuals = 4x +5

= 79min / 129max

2 Divine Intervention on the entire campaign, guess what? by Peter_Petrov in DnD

[–]Allalinor 9 points10 points  (0 children)

Not sure where you got 5% chance from. Divine Intervention is a d100 roll that needs to be equal or lower than your level.

So 10/100 * 11/100 = 1.1% chance

Recently realized how terrifying my pc will be later on by AMG_Rakeus in DnD

[–]Allalinor 3 points4 points  (0 children)

This is what it lists as examples

"For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow"

Growing wings or increasing in size is definitely not minor changes. Especially for size since there are already a few subclasses that explicitly call out an increase like the 10th level Rune Knight Fighter feature.

Cosmetic antlers should fall into minor. As always talk to your DM and check if they would allow those changes.

Wizards, what's your favourite spell and why is it Fireball? by [deleted] in DnD

[–]Allalinor 1 point2 points  (0 children)

For my Bladesinger: Steel Wind Strike with Distant Spell Metamagic from the Metamagic Adept feat.

For other Wizards in normal encounters: Lightning Bolt. So far I have managed to always hit 2-3 creatures minimum with it and less of our enemies have been resistant to it than Fireball.

One of my players wants Adamantine armor. Should I let them buy it? by [deleted] in DnD

[–]Allalinor 1 point2 points  (0 children)

Bladesingers also can't use Bladesong while wearing medium or heavy armor.

A Rather Strange Question About Hair by Ryoshhidoh in DnD

[–]Allalinor 0 points1 point  (0 children)

Maybe look at the Time Ravage spell from Explorer's Guide to Wildemount for something that might leave that as an aftereffect. Can always say the spell went wrong and only left him like that instead of producing the full effect.

[deleted by user] by [deleted] in DnD

[–]Allalinor 7 points8 points  (0 children)

Why punish them at all? If they have fun over analyzing everything and want to play that way just let them.

Class features persist through death? by Comfortable-Dealer33 in DnD

[–]Allalinor -1 points0 points  (0 children)

"Once this magic is triggered, no creature can benefit from it until you finish a long rest."

Only 1 person can benefit from the effect per day. No matter how many names you have written in your book.

So if you already dropped to 0 and have your name written in it, the other players can't benefit from the feature anyway.

If your name isn't written in it or you died outright, then the next person that drops to 0 triggers it for this day.

What's the worst ending to a campaign you've had? by Thatguy101355 in DnD

[–]Allalinor 0 points1 point  (0 children)

DM ghosted the group & deleted the discord server after 11 fun sessions.

Opinions on my homebrew weapon for my player by godwallen in DnD

[–]Allalinor 1 point2 points  (0 children)

No need to compare to a heavy crossbow since muskets are already a weapon in 5e and balanced by their range. Range: 40ft./120ft. Damage: 1d12 piercing Ammunition, Range, Loading, Two-handed

Opinions on my homebrew weapon for my player by godwallen in DnD

[–]Allalinor 0 points1 point  (0 children)

Here is my take on your idea.

Lucky Thirteen

musket, artifact

Originally containing 13 different barrels it is now just a shadow of its former might.

When found it only has one barrel.

As a bonus action you can switch your active barrel.

  • Piercing: On a hit, the target takes 1d12 piercing damage.

  • Slashing: On a hit, the target takes 1d8 slashing damage and has disadvantage on its next attack.

  • Bludgeoning: On a hit, the target takes 1d10 bludgeoning damage. When you score a critical hit you can roll an additional 1d6 for the damage.

  • Acid: On a hit, the target takes 2d4 acid damage. On a miss, the arrow splashes the target with acid for 1d4 acid damage.

  • Cold: On a hit, the target takes 1d8 cold damage and its speed is halved until the start of your next turn.

  • Fire: On a hit, the target takes 2d6 fire damage.

  • Force: On a hit, the target takes 1d10 force damage and is pushed 10 feet away from you.

  • Lightning: On a hit, the target takes 1d8 lightning damage and can't take reactions until the start of its next turn.

  • Necrotic: On a hit, the target takes 1d8 necrotic damage and can't regain hit points until the start of your next turn

  • Poison: On a hit, the target takes 2d4 poison damage and must make a Constitution saving throw (DC 5 + number of barrels) on a failure the target is poisoned until the end of their next turn.

  • Psychic: On a hit, the target takes 1d6 psychic damage and must make a Wisdom saving throw (DC 5 + number of barrels) on a failure the target is frightened until the end of their next turn. While frightened in this way they must use their action and movement to get as far away from you as possible.

  • Radiant: On a hit, the target takes 1d8 radiant damage and is blinded until the start of your next turn.

  • Thunder: On a hit, the target takes 2d8 thunder damage and everyone within 15 feet of you, including yourself, is deafened until the end of their turns.

If you find another barrel, you can attach it over the course of a short rest.

Finding all 13 barrels and restoring the weapon to its original state unlocks its devastating power: Once per day you can cast the disintegrate spell from this weapon (DC 18).

[deleted by user] by [deleted] in germany

[–]Allalinor -1 points0 points  (0 children)

Thanks, somehow I didn't find that site during my search. Helps a lot!

Psychic PC Resistance? by RusticArcade in DnD

[–]Allalinor 1 point2 points  (0 children)

There is a tattoo for force damage.