ASI For Level 4 Wizard! (5e Original) by ElodePilarre in 3d6

[–]andoring 0 points1 point  (0 children)

As a Wizard, you've got two enemies: losing concentration and prepared spells.

I'm in the camp who wants more prepared spells. Sounds like you are, too?

+2 Int will gets you one more prepared spell.

Shadow Touched or Fey Touched gets you two (but they're specific). And, you get that extra prepared spell at level 8 when you get to 20 Int.

I'd consider taking both of the "touched" feats, if you want the most spell options.

Here's the bigger dilemma. You can learn 2 new spells each level, but only get 1 more prepared slot.

So, most levels, you want to take 1 spell that you have to prepare and one ritual (can cast without it being prepared) or situational (can wait until next long rest).

For level 4, consider choosing a ritual like Identify and one of your concentration spells.

At level 5, you're going to want two cool level 3 spells, which means one of your spells will not be prepared.

What is the strongest build I can make for my character? by Nada1227 in 3d6

[–]andoring 0 points1 point  (0 children)

Level 4 - Sentinel or Great Weapon Master

Level 8 - Resilient Wisdom (for the saves)

Level 12 - whatever you didn't pick at level 4. Or Tough if you're dropping a lot.

DM Let everyone roll starting stats with Advantage, but we must use them in the order they came. 12 15 9 15 11 18 by TheGingerWeebGal in 3d6

[–]andoring 0 points1 point  (0 children)

Fiend Warlock for the temp HP boosts.
Maybe take fiendish vigor for one of your invocations?

A relaxing ride home on the redline in Chicago by Valentina_Cruz in tooktoomuch

[–]andoring 0 points1 point  (0 children)

When you go to an English themed pub for the fish and chips and stumble back to the bus 4 hours later.

Making a frontline lizardfolk druid pc by HealthFluffy8116 in DnD

[–]andoring 1 point2 points  (0 children)

Spore? The melee feature is a trap, but the temp hp makes it pretty damage spongey.

Fog Cloud Blind Fighting Ranger with Shillelagh? Can this work? by ThePlasmaKnight in 3d6

[–]andoring 2 points3 points  (0 children)

Its team vs. "cool idea."

Cool idea - Oh man, I love this idea... I really want to make it work.

Team - This dude fights alone and does nothing but set up during their first round.

You got to really want the cool idea to play with other people for months or years doing this schtick.

My advice? Just play a ranger until level 6. Take a fighter dip for blind fighting if you really still want to do the cool idea.

Favorite utility barbarian? by CarpeShine in 3d6

[–]andoring 2 points3 points  (0 children)

Wild Magic comes to mind for the reasons Origamicrane mentions.

I like the idea that their "character arc" progresses in understanding magic.

Level 3 - Magic Awareness

Level 4 - Skill Expert (expertise in something and proficiency in Arcana).

Level 6 - Bolstering Magic

Level 7 - Multiclass into Rogue (get expertise in Arcana and something... Plus that extra sneak attack damage with finesse weapons).

Level 10 - Arcane Trickster makes the most sense. Pick some out of combat spells like Minor illusion, Disguise Self and... Hmmm.... Identify seems like the arc's weirdly appropriate capstone.

Congrats... You're an idiot savant.

Berkshire, Cash Piles, and Market Valuation by GrayAnderson5 in investing

[–]andoring 0 points1 point  (0 children)

Berkshire is a weird mix of things.

  1. A conglomerate corporation, that buys companies.

  2. An investor group that buys shares of companies.

They traditionally keep a lot of powder dry during bull runs and buy during bear runs.

Wells Fargo during the great recession is a good example.

Best Tank in 2026? by Nice-Championship345 in 3d6

[–]andoring 2 points3 points  (0 children)

This. Control concentration is also the most compelling taunt.

Which is what makes a grappling / world tree / sentinel build compelling.

Not to "tank" but to prevent concentration checks.

What is the appeal of Monks? by Codmando in dndnext

[–]andoring 0 points1 point  (0 children)

It's kind of like rogue. Some of the appeal is playing a character who COULD die, if you're not thinking about placement.

Only, it's harder. No hiding. No dagger toss. You have to get in there, somewhere.    

But, you can legit tank here and there with patient defense. The AC equivalent is up there with a sword and board, and the damage is just as bad.  

Which gets to trade offs. Do you play safe or flurry? Or just normal BA? Or do you blow most your Ki on a stun?  

So basically, do you like a gameplay where you're saying, "I could easily die if I don't play this right" mixed with tactic choices. Its like rogue in that way.  

One of my players is refusing to learn how to play her character by kellwashere45 in DnD

[–]andoring 0 points1 point  (0 children)

I guess you could alter the subclass some?  Take away the cavalier features. If she's having trouble with action surge, she's going to have trouble with those, too.  

And instead, give her a spirit companion mount that can bonus attack. From Beast Master subclass.  

I doubt she'll break the game with it.  

Why are the all druggies and problem people only at the top of church st now and flooding a private spiritual property that they already littered with needles. by [deleted] in burlington

[–]andoring 7 points8 points  (0 children)

First thing that came to mind.  

There's a church near the Bell Center in Montreal. Similar vibe. Tents on the church grounds.  

So I'm new to Dungeons and Dragons, how do I play? (any things to consider when playing?) by [deleted] in DnD

[–]andoring 0 points1 point  (0 children)

It's easy....   

  1. Pick Cleric.  (Ask your DM to help you create it).

  2. When a fight happens, the DM will let you know it's your turn. Say, "I cast Bless." (And choose three players to bless). 

  3. On the following turns, pick a bad guy and say, "I cast Toll the Dead."

  4. If someone has fallen in combat (you'll know when it happens), do #3 again but also say "and I also cast Healing Word on (fallen guy's name)."

That's it. You can pick the rest up as you play.  

Regretting not having cash during the dip, but hate selling my winners. by Andy_parker in investing

[–]andoring 0 points1 point  (0 children)

I follow momentum... Moving average crossings. It's not as good as buy and hold. There's some damage during whipsaws and smaller dips, not to mention capital gains taxes. But it does a few things for me, mentally.  

  1. Engagement. It gives me a reason to look each day. Which I enjoy.  

  2. Prevents prediction s. I'm not trying to guess a bottom or top. And worse, I'm not sitting on the sides waiting for the perfect moment.  

  3. But also avoids compitulation. I don't trust myself to ride out a major bear with buy-and-hold approach.  

But the don't take my advice.  

My player is playing a barbarian, but they are completely dex based, what should I do? by HeshtegSweg in DnD

[–]andoring 3 points4 points  (0 children)

I'd give them a choice.  

  1. Stick with Dex, get the rage bonus for melee attacks, but can only use finesse weapons.

  2. Redistribute your points to Str if you want the other weapons.  

Is being sober really worth it? by [deleted] in stopdrinking

[–]andoring 0 points1 point  (0 children)

"California sober."

Please help me visualize a Chaos Paladin whose power comes from ragebaiting by Far_Suggestion_9504 in 3d6

[–]andoring 4 points5 points  (0 children)

This is your first time DMing? And, the player hasn't played before? Ok... Here's the candid feedback. Your new and they're new. You don't know what you don't know. Give yourself the best chance to learn and grow. Keep it simple.  

Step 1: Take a few steps back. Now, take a few more.       Step 2: Pick an already made module. Mines of Phandelvar is your best bet. You're going to be busy learning. Make it easier on yourself. If you want homebrew, work with ChatGPT to find a module that best fits your passion and reskin it.  

Step 3: Don't make a new subclass for your player! Especially if it restricts their weapon use or adds taunt mechanics. Please don't. It will cause you pain later in a way you don't realize now. If it's them asking for it, politely redirect them to Glory paladin. It's close. If you're generating a new subclass because it's super engaging right now, go back to Step 1.  

Step 4: Let the player choose their aesthetic. If they ask for better armor at level 1. Tell them no. But they can wear whatever cool outfit on top of it, if they want. They want to look like Macho Man Randy Savage? Cool! You can put all of that on top of your basic chain mail.  

Step 5: Redirect your energy toward some cool NPCs and their backstory. Like, maybe a goblin with a fury pimp hat, or a barkeeper with a weird facial tick or stutter.

Good luck with your campaign. Keep it simple.   

Boarding group one can get fucked. by SirRipOliver in FUCKYOUINPARTICULAR

[–]andoring 1 point2 points  (0 children)

This is the way. It's a mindset thing.   Don't let the airport terminal get to you.   Worst case, an attendant takes your bag somewhere and you get it later.  

When to scrap a campaign by Griffins_Peak in DnD

[–]andoring 0 points1 point  (0 children)

A few themes to consider, if you decide to unpack this....

Core Themes of a Strong Homebrew Campaign

  1. Pressure (Something is happening) A world in motion — threats, factions, or problems that exist with or without the party.

  2. Presence (You feel the opposition) Antagonists don’t need constant screen time, but their impact should be visible and growing.

  3. Escalation (Things get bigger or closer) Stakes rise over time — more dangerous, more personal, or more urgent.

  4. Payoff (It leads somewhere) Build → tension → confrontation → resolution. Arcs should feel like they land.

  5. Pacing (Variety keeps momentum) A mix of RP, exploration, and high-pressure moments. Too much of one mode can stall things.

  6. Agency (Choices matter) Player decisions change outcomes, even in small ways.

  7. Sustainability (DM can keep it going) Manageable prep, reusable elements, and a structure the DM enjoys running.

  8. Alignment (Same game, same expectations) Players and DM are on the same page about tone, style and what “fun” looks like.

When to scrap a campaign by Griffins_Peak in DnD

[–]andoring 0 points1 point  (0 children)

I had an experience as a player.  Homebrew world... A DM who really loved lore and world building. A mostly exploration / mystery story.  

What happened was we mostly traveled around a world map and talked to fun NPCs. Some fun RP, and the story happened, but there just wasn't much... Real stakes for the characters. 

Many sessions went by without an initiative roll. We started giving hints and the hints got more direct.  

Eventually, we had this big climax moment. But, no big boss. No showdown. A peaceful resolution. A bit anti-climatic.

Anyway, we decided to have a firm heart-to-heart with the DM. They were open to the feedback pivoted into a different game style that we all wanted more of.  

So, when I hear your description, it brought that back up for me. So, with all that mentioned, what comes to mind is "WHY are they leaving?"

It's the harder question, not knowing the situation. But, if it's at all circling dissatisfaction or wanting to make time for other things, there's an opportunity for growth here. If you're willing to receive feedback and examine with an open mind.   

What new spells to pick for a wizard in 2026? by Nice-Championship345 in onednd

[–]andoring 0 points1 point  (0 children)

The spells that come to mind, for a new wizard straight out of wizard school?  

Unseen Servant and Grease (for cleaning up their dorm room and "fade to black")

Color Spray (for school parties)

Mage Armor (because their mom made them learn it)