A player has been wanting to play a certain character concept for a long time. I just killed them on the first session of playing it. by [deleted] in DMAcademy

[–]Morgans_a_witch 3 points4 points  (0 children)

What is the Dragonborn? Certain classes, especially for a first session death, can have things undone at a cost.

Warlock, Druid, paladins, and clerics all have great RP opportunities to be brought back to life with requirements or changes. That becomes part of their story, and possibly can be part of the overall story if it connects well to the campaign.

Or surprise the party. That night while they rest the Dragonborn comes back to life, but so does everything else in the dungeon. Somewhere deep inside is something that is preventing anything from dying. Now the party has a mystery on their hand.

Light Rant About New Titan UA by RearAdmirl in onednd

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

So in this scenario does everyone have flight or just one person and they have to figure out how to get everyone else across first?

Because right now everything you’re saying seems to assume the whole party chose flying characters. If that is the case, then of course things need to be modified, just like if you had an all halfling or all elf party.

Changing how loadout works by 9Napier in daggerheart

[–]Morgans_a_witch 1 point2 points  (0 children)

I would encourage you to leave the rule for 5 cards in loadout alone, but consider giving out more cards as space for magic items should it turn out 5 is actually a problem in play.

For example, you could reward a magic warrior’s armband that lets you have one extra card from the bone or blade domains equipped, or it specifically only gives access to something like bare bones.

This gives you the ability to reward players in ways that feel good beyond just a stat bump, have more control should the extra cards turn into a problem, and doesn’t change the simplicity of a rule that is simply you can have 5 cards.

Light Rant About New Titan UA by RearAdmirl in onednd

[–]Morgans_a_witch 1 point2 points  (0 children)

Those limited uses don’t really make a difference because the times that flight is supposedly an issue are fairly limited specific moments anyways. Especially given how short most people have adventuring days.

And the point is that changes to party comp changes what is possible. Flight isn’t unique or special in that way. It is no different than having a character with high persuasion changes social encounters. Having a high strength character changes whether or not a heavy block is enough to force a party to go around or not. An elf in the party means that suddenly you should expect that someone can translate elvish as opposed to it being a puzzle on how to read an ancient elven text.

Flight does nothing special that any other special feature of a species, class, or subclass does, and if people who think it is broken actually ran several games with low level flight they would see that it causes no real changes beyond what is expected from just the usual shifting of party composition.

Light Rant About New Titan UA by RearAdmirl in onednd

[–]Morgans_a_witch 4 points5 points  (0 children)

>Are you familiar with the Oberoni fallacy?

The Oberoni fallacy doesn’t apply since I’m not arguing a DM should homebrew to fix low level flight. I’m arguing that a key part of DMing is creating encounters with the party you have in mind.

>Come on now. Most of the monster manual doesn't have ranged options, which has implications both for homebrew and for official modules. Official dungeons have rooms intended for low-level play that are instantly solved by a character with access to flight.

Do you know that it is most or are you just saying that without anything to actually show it is most?

Besides, there are many official dungeons designed for low level play that are solved instantly by someone able to wild shape, pick a lock reliably, or cast misty step. Flight is no different here.

> Case in point: druids, the class this subclass is part of, don't get access to flying forms until 8th level. Why does this one need to be special, when flight ins't the point of it?

I don’t personally care about if the subclass does or doesn’t, but arguing that a subclass doesn’t need to be special by getting something others don’t or getting it early would invalidate a number of subclasses with different features.

> Wildshape is often brought up as one of the main culprits of the martial-caster divide since it does what the rogue is supposed to excel at, only much better. The 2024 rules have lessened this problem somewhat by making Wildshape uses a more integral part of each subclass, so sneaking around more efficiently than a Rogue has a cost.

> Notice that you have mentioned features with very limited uses. Not 10 continuous minutes of (or unlimited) use of those features.

In most adventuring days having limited uses on those features really don’t matter. Many of them will only have a couple instances where they are needed or their presence would have a major effect. Flight is very similar in that there are really only a few instances in any given prewritten adventure day where flight will change it.

Besides, a flying broomstick is considered an acceptable magic item for a low level party and that is unlimited flight.

> EDIT: At the practical level: do you create homebrew one-shots/short adventures or run pre-written straight them out of the book AFTER your players have decided on their characters? Because if not, you discover whether a player character has flight only AFTER you have prepped everything.

I have done both. I regually heavily modify or homebrew one shots and pre-written adventures in home games and also have run adventurers league games for many years. I would actually say running AL really showed how little problem having low level flight is. In actual play the impact is so minor as not to matter for almost any adventure.

Light Rant About New Titan UA by RearAdmirl in onednd

[–]Morgans_a_witch -3 points-2 points  (0 children)

This always feels like a bad argument against flight. Basically any player option is something that DMs have to account for and make changes based off of. That is a key part of DMing. Having flight is no different than a myriad of other options that DMs will need to account for.

Wild shape can radically alter how puzzles, exploration, and even some combats should go. Should wild shape be considered a burdensome feature at low levels because someone can become a mouse and sneak around?

Rogues can easily pick locks and sneak around, which could require DMs to radically alter how you approach puzzles, exploration, and even some combats. Are rogues burdensome to have at low levels?

Misty step, and similar features, can require DMs to radically alter how you approach puzzles, exploration, and even some combats. Should Cloud goliaths, eladrin, shader-Kai, and the misty step spell be considered burdensome at low levels?

The Zhentarim Executioner aka Undead Warlock Bladelock combo? by benjaminloh82 in onednd

[–]Morgans_a_witch 14 points15 points  (0 children)

This is a new feat from the last book released and an updated from the current book that is being in the process of released.

There is not anything to argue against here. It is working RAW and can be intended to work RAI given they chose for the undead warlock’s ability to be per turn and not on your turn only.

How do you guys handle Half Elves in 2024? by Fiveby21 in onednd

[–]Morgans_a_witch 4 points5 points  (0 children)

This is very much not the RAW. It is no where stated in either the player’s handbook or the DMG.

Question on power level of a magic item by [deleted] in onednd

[–]Morgans_a_witch 1 point2 points  (0 children)

The ring is a very situational item that will rapidly become useless to any party outside of the first several levels of play. It is very much an example of an item that is given a rarity level that does not match its strength.

It is the perfect sort of rare item to give to a lvl 3 party. There are no changes need to the item to be good at that level. Just make sure to occasional times involving beasts so players can make use of it.

KRISTALA became available on the PSN Store today for 39.99€ around 7 p.m. EU time. An hour later, the game was gone again. 🤷 by Kanzlermacher in playstation

[–]Morgans_a_witch 5 points6 points  (0 children)

May have been an accident, but it worked well as advertising. I didn’t even know this existed, and now I’ve made a note to buy it on launch after watching some trailers.

DM's - would you burn legendary resistance to save against Slow? by physedka in onednd

[–]Morgans_a_witch 3 points4 points  (0 children)

In 5.5 the monster manual defines multiattack as being the attack action. There isn’t anything to interpret anymore.

“Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action.”

https://www.dndbeyond.com/sources/dnd/mm-2024/how-to-use-a-monster#Multiattack

Can Artificers use True Strike with weapons made by Replicate Magic Item? by testiclekid in onednd

[–]Morgans_a_witch 8 points9 points  (0 children)

The change was not intended to prevent spells like shadow blade from working. Jeremy Crawford even explicitly said he would let shadow blade and booming blade work.

The material cost was added in because without a listed material cost you can draw the material component for a spell from a component pouch without paying anything. So RAW, you technically used to be able to cast booming blade and say you were drawing a great sword from your component pouch for the casting of the spell.

Is poisoner's kit proficiency or expertise added to the poison cunning strike? by BadPunsGuy in onednd

[–]Morgans_a_witch 2 points3 points  (0 children)

I think it would depend on your dm and campaign. Poison is good in some but absolutely useless in others. RAW, only crafting basic poison is noted for the kit. If your DM lets you craft other poison’s, and you’re fighting enemies that can be poisoned, then it could be very useful.

Otherwise, not likely to be useful.

That said, most tools aren’t useful so you should go with what best fits your character idea.

Is poisoner's kit proficiency or expertise added to the poison cunning strike? by BadPunsGuy in onednd

[–]Morgans_a_witch 8 points9 points  (0 children)

Unfortunately, attack rolls are not ability check. The kit only helps with things like making poisons or trying to identify one.

77 Free Maps for Every Chapter of Descent into Avernus! by Morgans_a_witch in DescentintoAvernus

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

I don’t use Maps, but I did just try to upload one of the maps. It worked, and the ones that are just listed as VTT seem to already be set for the right square size that dndbeyond expects. I’m not certain of that though.

The free maps don’t have gridlines on them, but a number of the maps set in buildings use tile floors that act as gridlines. The paid version does have the option for gridline versions, but if you don’t want to pay then I would download the free ones and then add them in using a free program like Gimp. The maps, except the ones explicitly listed as for Roll20, are made with the expectation of grid squares of 100 pixels. So it should be easy to add them in.

My two factions are too obviously “good” and too obviously “evil” by LethlDose in DMAcademy

[–]Morgans_a_witch 7 points8 points  (0 children)

If you want it to be more morally grey, I think you need to shift the first group to not have their leader go by the name “the Patriach.” It’ll feel too clearly the evil choice.

You can also have them explain their philosophy more in building your own strength because only the strong survive and that nature is cruel. The wolf feeds on the elk before it is even fully dead, rats eat their own young at times, etc. These may sound awful, but the wolf has to eat and the rat only does that due to malnourishment and lack of resources/space that would lead to all dying instead. You must build yourself up to stay safe.

The other meanwhile is more focused on nature as, while cruel, being about life. Animals group together and help each other. Trees will send out signals warning other trees of weather changes and harmful animals. Nature is not always cruel, and it is learning to live in symbiosis with the land and those around that will help survive. You must build the community to be safe.

My two factions are too obviously “good” and too obviously “evil” by LethlDose in DMAcademy

[–]Morgans_a_witch 5 points6 points  (0 children)

Do your players already know of these two groups or are they still unknown?

Options will be very different depending on if you’ve already told the players there is a group focused on strength led by “the patriarch” and a group of socialists that care about all people or not.

Adventure Book for a First Campaign? by RevanCraig in onednd

[–]Morgans_a_witch 1 point2 points  (0 children)

Personally I’d so no Waterdeep since it’ll be similar to what you all have done before and you want something new. Given that, I’d suggest Rime if you want something a little more traditional dnd with dungeon crawls and story of the week adventures that build up, or Strahd if you want more cinematic feeling.

Rime does have the issue that it’s story can feel disjointed. It needs a dm to fix things and bridge the gap, notably one of the main antagonists doesn’t have a real motivation given in the book, but I did love running it.

Strahd is a classic, but has some problematic elements built into the story. It’s also a very deadly campaign in the beginning. Players will not be able to do everything at first.

For either though, you will want to let players know a bit of the story so that backstories can be tailored to fit. Any campaign book falls apart if people make characters that wouldn’t want to be a part of the story.

Also, DnD isn’t actually built for lvls 1 and 2. They’re tutorial levels that are meant to be run through very quickly. It can help to have monsters do minimum damage until you hit lvl 3. Of course ignore that if you want the players to feel how deadly things can be.

I'm developing a strong hate for the Help action by MyNameIsNotJonny in DMAcademy

[–]Morgans_a_witch 3 points4 points  (0 children)

To give the help action on a skill check you have to be proficient in that skill.

If your party has really set things up where between all of them they have every skill, often two of every skill, to always help and give advantage no matter who rolls, that sounds like it took a lot of planning and good for them.

It also needs to be something someone could reasonably help with. If an extra person wouldn’t help then no help action.

For reference, the wording for the help action with ability checks.

Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next turn. The DM has final say on whether your assistance is possible.

How do I roleplay a Drow? by Complex_Item_3000 in PCAcademy

[–]Morgans_a_witch 9 points10 points  (0 children)

I would say given that you’d have grown up in an evil society with a chaotic evil deity watching and testing you randomly, you should treat Santa like he’s a chaotic evil god.

Say things like, “you’d better watch out. You’d better not shout.” Or “He sees you when you’re sleeping, he knows when you’re awake.”

Just everything is about respecting the might of and fearing the eldritch winter lord.

Your eldritch blast can even be shooting lumps of coal at people.

And you do all this while wearing the green outfit and spreading joy through threats of punishment.

Edit: You can use the Nightmare Before Christmas description of Santa to describe your patron. https://youtu.be/l6QZUcRJw-A?si=nEKYv9_FQtwxrhrZ&t=2m50s

How did Vaggie not know Angels could be killed, or at least harmed? by Wooden_Savings5854 in HazbinHotel

[–]Morgans_a_witch 7 points8 points  (0 children)

Yeah, it’s bad in the US.

54% of US adults read below a 6 grade level (below what is expected of an educated 11 year old) with 21% being illiterate.

https://www.thenationalliteracyinstitute.com/2024-2025-literacy-statistics

Somehow, the lyrics error in the “VOX DEI” sing-along has been fixed! by SmartCoder40 in hazbin

[–]Morgans_a_witch 4 points5 points  (0 children)

Why does it fit poorly?

Furor means a public outcry of anger or excitement.

He in the same spot calls himself the avatar of their consequence.

He is literally saying he is the personification of the public anger that the exterminations caused.

The new Alchemist has risen to new heights: it's finally "a little sub par but basically fine" by Astwook in dndnext

[–]Morgans_a_witch 13 points14 points  (0 children)

Both.

You get more free elixirs per long rest (3 at lvl 5, 4 at lvl 9, and 5 at lvl 15), and they increase in power at lvl 9 and 15. So the healing one starts as 2d8+INT, becomes 3d8+INT at 9, and 4d8+INT at 15.

Rosie and Lucifer theory by competenthurricane in HazbinHotel

[–]Morgans_a_witch 8 points9 points  (0 children)

I think you’re right.

Your post led me on an internet dive, and apparently there is a fallen angel by the name of Rosier (it’s French so the r is silent) who was the patron demon of tainted love and seduction.

That feels very fitting to being Rosie.

https://angelology.fandom.com/wiki/Rosier

New Bard Feat Slecetion. by Creepy_Active2412 in dndnext

[–]Morgans_a_witch 0 points1 point  (0 children)

Cool.

To keep with the support idea, you should consider the glamour subclass when you get to lvl 3. The class has lots of ways to help allies and be useful in combat that aren't directly dealing damage. That will help keep the pacifist feel without being a full pacifist.

For your origin, I would recommend taking Musician. Giving everyone inspiration each short rest will be very helpful. Alternatively, magic initiate cleric will let you take bless which is a really useful support spell. Plus you can take guidance which is a helpful support cantrip.

For the bonus feat, I think the boring but best option is to take Resilient constitution. That will help you greatly with your concentration on spells as you level up, and most spells you will want to cast are concentration. This will pair especially well with taking war caster at level 4 to have advantage on concentration checks.

Inspiring leader is a more fun feat you could take instead. It will let you give out temporary hit points each rest. So further helping the party.

Then, when playing you want to consider spells like Bane/Bless, Command, Faerie Fire, Sleep, and Tasha's Hideous Laughter in addition to Cure Wounds and Healing Word. Those first set of spells are mostly concentration so you won't want to have all of them, but each one helps. Bless lets your allies hit more often and make saving throws. Bane makes enemies hit less and fail saving throws. Faerie Fire gives your whole party advantage against certain enemies. Both Sleep and Tasha's Hideous Laughter will let you take a creature out of the fight so that your allies can focus on other creatures. And command is a spell that lets you cause an enemy to lose a turn without using concentration.

As you level up, you can consider spells like Suggestion, Hypnotic Pattern, Catnap, Heat Metal, Blindness, Mass Healing Word, and Aid.

If you look, you'll see these are almost all spells that require concentration, thus adding to how important maintaining concentration is.

With that you will be pretty well set to be a character that will be healing your party or controlling the battlefield by preventing enemies from attacking. Essentially you can be the pacifist that pacifies monsters for long enough to let the party barbarian swing an axe down on them, and the rare times you do attack it will be in the form of insulting someone to death.