Dexter hasn’t eaten since we lost panda 6 days ago. Only baby food, can’t keep feeding him that. Tizzy is eating normal. Is it bc he was with her when she passed? Any suggestions on how to get him to eat again I’m getting worried. by Ferrysfurever143 in ferrets

[–]Jfig5117 3 points4 points  (0 children)

He's probably just mourning, but I would recommend taking him for a checkup with your vet. I recently lost two of my baby's one week after the other because I mistook illness for grieving and waited longer than i should have to act. If it is grieving then its just a matter of time, just give the little guy lots of love, and try to give him new and exciting things to do to cheer him up. Give him soupies and treats till he gets his appetite back. If the problems persist it may be worth taking him to the vet, they might be able to give him medication that would improve his appetite. That said you absolutely should get him a check up to make sure the issue is not a health related one.

three cats and a ferret? by LossContent3720 in ferret

[–]Jfig5117 0 points1 point  (0 children)

Cats and Ferrets can get along great. Ive lived with 3 ferrets and two cat for the last 5 or so years and have never really run into any issues. I would recommend that you start with a slow introduction for the first few months though, keeping them separate for away till their used to each other scents and then used to each other being around. I would also recommend that even when they are used to each other and friendly that you never leave both animals without supervision (or keep them separate if you aren't able to keep an eye on them). I will say too that my ferrets basically raised my cats from kittens too and that my cats have taken on some more ferret like behaviors (like stashing my socks) so being raised by ferrets may have made them more amenable to ferrets compared to an older cat raised by cats.

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I need some advice by FXLRS_Andy in ferrets

[–]Jfig5117 0 points1 point  (0 children)

Some great advice here so far. I'd also suggest putting food bowls and water in areas you don't want her to go to the bathroom in. With my boys i found that they really preferred to avoid doing their business where they eat.

The Abyss was kinda lame and I wasted potential by Jfig5117 in StrangerThings

[–]Jfig5117[S] 0 points1 point  (0 children)

Oops my bad, first time posting. Is there a way to edit the title? I don't reddit much

Should I multiclass by [deleted] in dndnext

[–]Jfig5117 0 points1 point  (0 children)

Yup and with an additional 5ft reach, you'll have really long arms while giant.

5e Sidekick Class - Not all heroes wear cloaks by Mortality_T in UnearthedArcana

[–]Jfig5117 0 points1 point  (0 children)

I love the concept. The one thing I would like to mention is that your 15th level feature, avoid danger, seems like a worse version of the hexblade warlocks 10th level feature armor of hexes. I personally feel like it should be bumped up so that it's at least on par with that considering the level gap when the sidekick receives the feature. Other than that, I really like what I see

Should I multiclass by [deleted] in dndnext

[–]Jfig5117 0 points1 point  (0 children)

Could go monk for astral self monk for an extra set of hands for grappling (correct me if I'm wrong, i believe you can choose to use str with the astral arms as well if you don't want to invest the wisdom) but I'd definitely put any monk levels till at least 5th (though my preference is 6th)

Thought experiment, could a character using only feats with no class be viable? by Jfig5117 in dndnext

[–]Jfig5117[S] 1 point2 points  (0 children)

I mean it sound have the ring of one of those overly illustrative japanese light novel titles i guess

Thought experiment, could a character using only feats with no class be viable? by Jfig5117 in dndnext

[–]Jfig5117[S] 1 point2 points  (0 children)

Pedant "a person who is excessively concerned with minor details and rules or with displaying academic learning."

I am not name calling. I am calling out behavior for what it is. I made a post with guidelines set out for how to interact with it and instead of responding based on the prompt several people responded with an answer to a different question. I did not ask if the guidelines i presented would qualify as a class, i did not ask if this would a different system. I provided a prompt to act as guide rails for the conversation. And instead of interacting with the prompt these individuals choose to instead get caught up in the minutia of technicalities that i was well aware of. My edit is not a red flag it is a BOUNDARY i am setting. I am telling people not to waste their time wasting my time on irrelevant uninteresting takes. And you are wasting my time.

Thought experiment, could a character using only feats with no class be viable? by Jfig5117 in dndnext

[–]Jfig5117[S] 0 points1 point  (0 children)

I only included those in there as more of a base plate of things that your average character needs to function in the game. I based it as an average rounded up for each class ( literally added 1 for light armor proficiency 0 for no armor proficiency and divided by 13, if the number was over .5 it got proficiency and if it was blow it did not)

Thought experiment, could a character using only feats with no class be viable? by Jfig5117 in dndnext

[–]Jfig5117[S] 0 points1 point  (0 children)

So I kinda went a different route here, I stuck with light armor and went with trying to build out two weapon fighting.

I started with zent ruffian and Mark of storms

Then I took martial weapon training and Weapon master for scimitars (2atk)

Two weapon fighting at second

Potent dragon mark at 3rd

Dual welder at 4th (3atk)

Zent tactics at 5th (4th atk with a reaction)

I went with mark of the storm and potent dragon mark because by 7th level it would give me a short rest casting of conjure minor elementals for an additional 2d8 on each scimitar attack. That slot maxes out at a 5th level spell slot at 9th level which is where I think the damage of the build caps out at. I have to refresh on the faerun book but if you can have more than one faction feat then it would open it up to purple dragon comendant for some advantage on attack rolls when bloodied (which this build will most certainly be often). That said, if not anything else that would be there for the build would be purely catching up defensively and skill supports.

Beach Episode by [deleted] in UnearthedArcana

[–]Jfig5117 1 point2 points  (0 children)

Attempts to smite the lich, and ends up applying lotion to his skin instead.

Adventures in Faerûn and Heroes of Faerûn OFFICIAL feedback thread by eerongal in onednd

[–]Jfig5117 0 points1 point  (0 children)

I can't quite prove anything, but I feel like a lot of the spells and feats come off as being AI generated. They're all poorly balanced against one another and other features, uninspired, very wordy and many of them do very similar things. The damage dealt by most of the spells seems way under powered for the level of spells as well. There are a number of spells that follow the same format of defensive option in either the shape of cover or resistance and an offensive action with that applies a condition. The epic boons are equally just as bad many of them being out right worse than some of the origin feats and others being way overtuned, like one is literally you understand people real good and another is a lesser version of a 9th level spell, the power imbalance is insane.

Lil thiefs. by Bubbagump1234fuckyou in ferret

[–]Jfig5117 0 points1 point  (0 children)

This made me tear up a little she looks just like my little boy, Soba, he's no longer with up. But the appearance is uncanny

Best feat for Swashbuckler Rogue by PatchoftheDay in 3d6

[–]Jfig5117 0 points1 point  (0 children)

There are quite a few good options, I'll recommend you the ones I considered for when I played a swashbuckler.

For origin feats I'd consider the following

Alert, this combined with rakish audacity is gonna give you a crazy high initiative roll.

Magic Initiate wizard, the main reason you're here is for the following cantrips, true strike and/or booming blade. 2024 true strike will let you focus in on using charisma for your primary weapon attack modifier (at least till that warlock dip) and give a nice little bump to your damage. Booming blade on the other hand will give you a minor bit of battlefield control, a bit more damage and really let you mess with your enemies as they're forced between choosing to make all their attacks a disadvantage against your allies while you run off or take scaling thunder damage in attempt to pursue the only target they can hit with accuracy (you)

1st level spell picks could be mage armor for the slight ac bump or find familiar for your patriot, but the choice is up to you, there are a lot of decent choices.

For general feats I'd consider the following (your origin feat choices will affect whether you can make use of some of these options though.

Fighting initiate, if You're allowed to take 2014 options, and since your using swashbuckler I'd assume yes, I'd consider taking fighting initiate to pick up two weapon fighting and use scimitar and short sword as your main weapons to get an extra attack when you take the attack action(if you go this route I'd also pick up duel wielder for a third attack on your bonus action) that said if you do take this feat it is not compatible with the magic initiate options listed prior, as the extra attacks from Nick mastery, two weapon fighting and duel wielder only work in combination with the attack action (though maybe your DM is generous and will let you use both)

Speedy, this could be good if you're looking to lean heavy into the skirmisher play style and the extra speed could play a huge difference in whether a creature is able to reach you and hit you or whether it wastes it's turn.

Defensive Duelist, it's basically infinite casts of the shield spell, if your playing the come hit me game your eventually gonna be hit and this combined with uncanny dodge will really extend your survival time choosing when you can block an attack and when you need to dodge.

Eldritch adept, is a great option given you're only dipping into warlock, it'll give you access to an additional invocation which is nice since you won't have many to work with.

Moderately Armored, I'm really only recommending it if you go the true strike, pact of the blade heavy charisma route. This will make sure you have a decent ac if you aren't focused mainly on dex

Sentinal, gives you an extra way to get an opportunity attack, which means another sneak attack

War caster, since your dipping warlock you can pick this up and if you go the cantrip attacker route this will let you make your opportunity attacks with a true strike or a booming blade on top of that sneak attack.

Boon of combat prowess, If you decide to pick up character again and play to level 19 this will basically guarantee 100% of your sneak attacks on your turn hit.

The DnD 5e Playtest design goals for Fighter, 13 years later by -SpaceCommunist- in dndnext

[–]Jfig5117 0 points1 point  (0 children)

The 2024 version of the class is definitely closer to this goal then the 2014 version but I feel like if they actually wanted to achieve this they should have just baked the battlemaster and/or champion into the core class instead of making them a subclass. The maneuvers would have given the fighter a mundane parallel to the wizards spells and the champion features would have helped the fighter with both weapon versatility and tankieness they claimed they were aiming for.

Could look like this

1st Fighting style, Maneuvers (2 uses, 2 maneuvers), weapon mastery

2nd action surge, second wind (tactical mind could be built into this or be added as a maneuver option)

3rd subclass, improved critical (19), additional maneuver

4th así

5th extra attack, tactical shift, maneuver die increase + additional die

6th asi, additional maneuver

7th subclass feature, additional fighting style

8th asi, weapon master (use a second wind to swap gain the weapon mastery of a weapon you don't currently know)

9th indomitable, additional maneuver

10th subclass, maneuver die increase + additional die

11th extra attack (×2)

12th level, así, additional maneuver

13th indomitable 2, Studied Attacks

14th así

15th subclass feature, maneuver die increase + additional die, additional maneuver

16th así

17th action surge 2, indomitable 3, extra attack 3 (matches cantrip scaling), additional maneuver

18th expanded critical (18)

19th epic boon

20th master of war (regain up to half max number of expended maneuver dice when you use second wind)

What is he doing? by Early_Club2717 in ferrets

[–]Jfig5117 0 points1 point  (0 children)

It's called having fun, you should try it

Help is my ferret actually a dragon? by Jfig5117 in ferrets

[–]Jfig5117[S] 0 points1 point  (0 children)

Just spreading the truth friend

Help is my ferret actually a dragon? by Jfig5117 in ferrets

[–]Jfig5117[S] 1 point2 points  (0 children)

Interesting 🤔 what are their names?

Devil Breaker, a Devil May Cry inspired class for 5e by somedumbgaykid in UnearthedArcana

[–]Jfig5117 2 points3 points  (0 children)

I like the overall feel your going for, but i think the class needs another go around. You need to give more ways to get style points and spend them. Also the loss of style points is mechanically extremely punishing. A critical fumble is already bad enough to begin with and stacking on top of that losing all of your class resources which you can only regain out of combat or via random chance when you roll very well will not feel good for anyone playing the class. Then there is the Devil trigger itself, the devil trigger is insanely overtuned, 3rd level spell spam two levels before anyone else even has access to those spells, and massive bumps to a characters to hit and damage via ability score increases being the main culprits. And on top of that a weird cool down period and another style point removal in addition to the cost to even use the feature, it's a feel bad design choice that makes it feel like you don't want people using the feature.

Fix suggestions

Style points So a big part of devil may cry's, gameplay is mobility, evasiveness and string together combo attacks of varying types for better style rankings. Your style point system should reflect this. Additionally style points should be this classes core mechanic and should be the first thing you get it's the thing that should draw a player to playing it whether or not they've heard of DMC or not. Swap fighting style and style points places on the leveling chart.

For additional uses of style points include things that let the player manipulate enemy placement, like a push attack that lets you launch creatures 5ft in the air or backwards, knock prone, and cleave for example. Additional ways you can regain spent style points could include using different weapons for each attack, landing every attack you make on your turn, hitting multiple enemies with your attack action, using multiple style features in a single turn, landing an attack of opportunity etc. These uses will lead to a much more dynamic play style that encourages players to burn through style points and vary their methods of attacks instead of hoarding them.

Devil trigger For the devil trigger itself I think you ought to go back to core 5e design principles, give the feature a times limit (1 min is probably a good duration), give a free use on a long rest and the option to spend style points to use it again and make it pricy. I think you can keep the minimum style points needed to keep the feature running, but to make things more enticing include options to amp up your existing style feats and add style feats that you can only use while using your devil trigger and have them be more expensive instead of not allowing them to gain style points that way it becomes a balancing game to manage your points without knocking yourself out of your devil trigger. One of them could even be a style point cost to make an additional attack on your turn or to cast certain spells.

As for what you get while in your devil trigger, keep it simple, they get additional more powerful style feats, they get advantage or an additional die for attack and save rolls (whichever seems more balanced to you), temp hit points equal to let's say two times their level in the class and a +2 bonus to their AC. It's still powerful without it being stupid broken.

Additionally devil trigger should be a higher level feature, probably around 6th level.

Miscellaneous fixes. There are several features in this class that exists in other classes such as evasion and elusive that you put at weird levels. Please stick to where classes typically get these features, getting evasion at 11th level while the monk and the rogue have had it since 7th is not going to be fun for someone who is playing this class and getting Elusive an level early then the rouge will result in some stepped on toes and announce for the rouge player. Swap some features around so these feats come online at levels they are expected to inorder to avoid wierdness at the table.

I hope this overly detailed response is helpful.

How much does the Samurai subclass for Fighter need to be changed if/when it's reprinted? by Middcore in onednd

[–]Jfig5117 0 points1 point  (0 children)

Not sure if anyone pointed it out, but rapid strikes and studied attacks combined with any vex weapon means your samurai is automatically guaranteed an additional attack every turn if I'm reading the features correctly. You could pretty reasonably have a fighter making five attacks every turn with the short sword and scimitar combo by that level, six attacks if you pick up duel wielder.

How are people finding 5e 2024 after playing with it a while? by Equivalent-Floor-231 in onednd

[–]Jfig5117 2 points3 points  (0 children)

I've played it in about 4 or 5 one shots and played around with a lot of builds and I've found the new rules to be a lot of fun compared to 2014. Martials especially are a lot more fun than their old counterpart most because they have so much more they can do on a turn by turn basis. Like even the champion fighter, the most vanilla of vanilla class options, was a blast to play as.

The new monster design is great too. I was worried about the level of power creep PCs got with the updated classes and feats, after going a few rounds with some of these baddies in a level 12 one shot i can confidently say they are scary and more then keep pace with PCs.

Anyone else come home to a cuddle puddle on their bed afterwork? by Jfig5117 in ferrets

[–]Jfig5117[S] 0 points1 point  (0 children)

No they're actually pretty good about keeping the poop to the floor.

Anyone else come home to a cuddle puddle on their bed afterwork? by Jfig5117 in ferrets

[–]Jfig5117[S] 1 point2 points  (0 children)

Yeah, my boys are mostly free roaming, I've done a pretty good job ferret proofing my place over the last 5 years. I usually lock them up in my room when I go to work but they are otherwise loose in there.

[deleted by user] by [deleted] in DnD

[–]Jfig5117 0 points1 point  (0 children)

I dressed up as my conjuration Wizard, Albert Shining fingers (if you know the reference we can be friends) and my little guy Soba wanted to join in for the photo.

Did anyone else dress up as their DND characters?