#D&D 5E
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randomomensandportents · 1 day ago
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what-dnd-class-are-they · 3 days ago
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Hello, everyone!
Have you ever looked at a fictional character and considered what class they might be, if they were a Dungeons & Dragons character?
If the answer to that question is yes, you've come to the right blog.
We will determine the class your blorbo is most likely to be via the greatest method of all, democracy!
You can submit your characters here. Don't submit the same character multiple times! Also, no Harry Potter characters. Check which characters have already been submitted here.
The options on each poll will be as follows:
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
(Unfortunately, I can't include the Artificer as Tumblr polls only have up to 12 options)
You're welcome to discuss your opinions in the notes of each poll, but please stay respectful and friendly!
Tags for reach:
@sexiestpodcastcharacter @haveyouplayedthisttrpg @probablybadrpgideas @jane-john-doe-tournament @haveyouheardthispodcast @cantheywinthehungergames @queerplatonicshipshowdown @clash-of-the-wizards @tournament-announcer [not technically a tournament but still]
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feyd-rautha-apologist · 2 days ago
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Eberron deserves a shit ton of praise for a lot of stuff but specifically props to it for just having the guts to outright say "Yeah magic works like completely differently for non-player characters".
Because like yeah, once you take a step back, memorizing three dozen different spells and being able to fully cast each of them within six seconds is an insane thing to ask of Joe Average who works at the telegraph station and just needs to cast Sending a bunch.
If your job is anything other than getting killed by gnolls for a living you don't fucking need Wizard levels. Just learn the one spell you need to do your job and you're set. The Esoteric Order of Aureon is a scam to sell you 50gp worth of rare inks per spell level
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blissfullyunawares · 3 days ago
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Visual Writing Prompt #002
🖤 “Dragons” 🖤
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If you liked this visual style of writing prompt, please follow along!
Each day I try to post
a dialogue writing prompt
a word of the day graphic
an aesthetic writing prompt (like this one!)
As always, feel free to reblog my posts to play tag games! ✏️
Let’s be moots! <3 <3 <3
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dungeonsanddeeznuts · 2 days ago
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The lineup a year apart
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by @luxclad
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nailsofvecna · 1 day ago
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Ever feel like the trees are watching you? It's probably because they are.
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phoenixmaemind · 1 day ago
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I'm a sorcerer baybeeeeeeeeeee
I'm about to have so much fun
spin this wheel to get a random d&d class. you are instantly transported into the d&d world and have to live as that class
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dndprofessor · 1 month ago
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maximumzombiecreator · 6 months ago
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It's often remarked how D&D 5e's play culture has this sort of disinterest bordering on contempt for actually knowing the rules, often even extending to the DM themselves. I've seen a lot of different ideas for why this is, but one reason I rarely see discussed is that actually, a lot of 5e's rules are not meant to be used.
Encumbrance is a great example of this. 5e contains granular weights for all the items that you might have in your inventory, and rules for how much you can carry based on your strength score, and they've set these carry capacities high enough that you should never actually need to think about them. And that's deliberate, the designers have explicitly said that they've set carrying capacity high enough that it shouldn't come up in normal play. So for a starting DM, you see all these weights, you see all the rules for how much people can carry or drag, and you've played Fallout, you know how this works. And then if you try to actually enforce that, you find that it's insanely tedious, and it basically never actually matters, so you drop it.
Foraging is the example of this that bothers me most. There's a whole system for this! A table of foraging DCs, and math for how much food you can find, and how long you can go without food, etc. But the math is set up so that a person with no survival proficiency and a +0 to WIS, in a hostile environment, will still forage enough food to be fine, and the starvation rules are so generous that even a run of bad luck is unlikely to matter. So a DM who actually tries to use these rules will quickly find that they add nothing but bookkeeping. You're rolling a bunch of checks every day of travel for something that is purpose built not to matter. And that's before you add in all the ways to trivialize or circumvent this.
These rules don't exist to be used, that is not their purpose. These rules exist because the designers were scared of the backlash to 4e, and wanted to make sure that the game had all the rules that D&D "should" have. But they didn't actually want these mechanics. They didn't want the bookkeeping, they didn't care about that style of play, but they couldn't just say, "this game isn't about that" for fear of angering traditionalists. And unfortunately the way they handled this was by putting in rules that are bad, that actively fight anyone who wants to use that style of play and act as a trap to people who take the rules in good faith.
And this means that knowing what rules are not supposed to be used is an actual skill 5e DMs develop. Part of being a good 5e DM is being able to tell the real rules that will improve your game from the fake rules that are there to placate angry forum posters. And that's just an awful position to put DMs in (especially new DMs), but it's pretty unsurprising that it creates a certain contempt for knowing the rules as written.
You should have contempt for some of the rules as written. The designers did.
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probablyfunrpgideas · 3 months ago
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Idea: when fighting a werewolf, cast Invisibility on them!
Possible benefits: if moonlight isn’t shining on them (it would go through without reflecting) they might turn back into a person.
Possible downsides: invisible werewolf.
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agentblizz · 2 days ago
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OK SO
I didn't actually know what a Shade was seeing as it's one of the less discussed additions of a third party D&D 5e expansion, 'Tome Of Heroes' by Kobold Press. But I did the research and OH MY GOD THEYRE SO COOL im gonna do a full breakdown for autism so click the thing if you wanna see that
Most dnd races are pretty limited in racial customization beyond superficial stuff like appearance, but the Shade is really different. I think the original material sums it up better than I could, so I'll just insert that here.
"Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. Fantasy worlds are no strangers to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades."
They're basically ghosts with a more material, undead twist, which, as the discerning reader might have noticed, means they were a different race pre-death. This is the main customization opportunity for Shades, as your previous race, or "Living Origin", will influence things. For the sake of answering this poll, we can assume your Living Origin is Human, exactly as you are now. If you don't like that answer you can spin the wheel again and use that as your Living Origin.
The way a Shade manifests is by having so much willpower/determination/self-confidence/whatever that they sort of spiritually manifest a new body to house that energy and their consciousness after they die. But that energy can run thin, and requires being replenished.
A Shades continued "life" depends on one key factor, memory. In order to continue existing, people, including themselves, must never forget them. They draw power and sustenance from gifts from friends, tokens of gratitude, songs, poems, and arts dedicated to them. These are all examples of a Memento Mori. In order to continue existing and keep a hold of themselves and who they are, A Shade must constantly be producing Mementos. This is what often drives a Shade to adventure, trying to meet as many people and do as many notable things as possible. One fun way to take this would be producing memories and Mementos through terror. You could have a tyrant warlord that takes over kingdoms to ensure they have citizens that know and remember them, or a criminal committing joker-esque nonsensical cruelties and crimes that linger in one's mind. A Shade NEVER operates anonymously or quietly.
Shades do depend on the gifts and memory of others, but their own memory is just as important. Shades will often keep highly detailed journals, write books detailing their adventures, or something else that ensures they remember their journey. Shades also don't need to eat, drink, sleep, breathe, or perform any of the bodily functions a normal living creature would, but they will if by any means possible, because this helps to remind them of their old life.
Shades forget themselves more and more as they age, developing more greedy and self-preserving tendencies along the way. A young Shades alignment is dependent on their personality and who they were pre-death, but as they get older they will tend to grow more towards the evil end of the spectrum. By 500, a Shade will usually have forgotten themselves, reliant on scraps of memory and the memories of others to continue on. By 700, a Shade has almost certainly devolved into a mere monster, most likely no longer resembling themselves or even a humanoid as they forget what they look like. They live to a maximum of around 750 years, at which point they dissipate fully as their last memories held by themselves and others are forgotten.
Mechanically, Shades have 60 feet of Darkvision and get a +1 to Charisma, a +1 to any other stat of your choice, and a +1 to a stat that their Living Origin would get a plus to. That's three +1s or a +2 and a +1 just from your race, making it one of the better spreads starting out. Sadly you can't stack them all, as the chosen +1 does specifically exclude Charisma. Your size category and speed are also those of your Living Origin, and you speak common as well as one language your Living Origin might have spoken. They also have several really interesting racial traits.
Firstly, the most basic of them, Spectral Resilience. A Shade has advantage on saving throws against poison and disease, and resistance to necrotic damage.
Their second, much more interesting trait is Imperfect Undeath. A Shade exists at a point between material life and spectral undead status. This is why, unlike most undead, they can benefit from healing that would usually only affect living creatures (And it would be pretty lame if they weren't able to get standard healing like the rest of the party). Unfortunately, this feature has two sides, and has something of a curse in addition to this boon. Because they are still, at their core, undead, the Shade is vulnerable to all things that affect undead such as silver weapons, spells like Turn Undead and Protection From Good And Evil, and, depending on what kind of campaign you're playing either the most inconsequential or the worst by far, involuntary control by Necromancers.
Next and my personal favorite detail of their kit is Life Drain. When a Shade deals damage, either by spell or attack, they can use Life Drain to deal additional necrotic damage equal to their total level. It has one charge, and you regain use on a short or long rest. What makes this really compelling is that when Life Drain is used on someone of the same race as your Living Origin, you also gain your total level in temporary hitpoints.
Finally, the core of a Shades kit, Ghostly Flesh. This is an unlocked ability but it's pretty low level so, depending on what level you build at, most characters will either start with this feature or get it pretty early on in their career. Starting at third level, as an action a Shade can activate Ghostly Flesh, allowing their physical body to dissipate and take on more ghost-like traits and abilities. The Shades form becomes translucent and devoid of color and the air around them grows cold. This form lasts for one minute (ten rounds) or until it is cancelled as a bonus action. While Ghostly Flesh is activated you gain a thirty foot flying speed complete with hover, resistance to bludgeoning, slashing, and piercing damage (assuming the weapon is nonmagical and not made of silver), and advantage on checks or saves made against being grappled or otherwise restrained. Lastly, and easily the most interestingly, a Shade in this form can travel through solid objects and creatures with a difficult terrain penalty. If you end your turn inside of an object or creature you take 1d10 force damage but remains where you are. It says nothing about what happens if you end Ghostly Flesh as a whole while inside an object or creature, but one would assume you are ejected and take damage as normal. This feature has one charge which is regained on a long rest.
In conclusion: HOLY SHIT THESE THINGS ARE SO FUCKING COOL there are so many opportunities for synergy or contrast in a characters class, it's so fun
tl;dr they're real cool ghost guys but might make you sad cuz ur dead:( you can fly a little, phase a little, and poison/disease doesn't affect you very much so that's a plus! You do mechanically HAVE TO do interesting stuff and meet people who will remember you though so no being a normal chill guy for you i guess
Ok, so you've been isekai'd to the dnd world and may or may not die due to the class you've been assigned. Better question. Are you human? (spinner wheel of all dnd5e species)
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sirobvious · 10 months ago
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“You just wrote your medieval fantasy setting to have medieval gender roles and homophobia and prejudice because you secretly fantasize about being able to be sexist and homophobic in a land with no PoC without any pushback! It’s fantasy, there’s dragons and wizards, it doesn’t have to have prejudice unless you, the writer, want it like that! In *my* D&D setting, there’s no sexism or homophobia, so that gay transgender women of all races can be holy knights fighting to protect the good kingdom from the endless hordes of the evil dark race that has threatened its borders for a thousand years!”
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ttrpg-smash-pass-vs · 4 months ago
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MINOTAUR
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VS DRAGONBORN
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First up, Minotaur! Around 7-9 ft (2.1-2.7 m) tall, impeccable sense of direction, strong as an ox, and typically cover those massive horns in etchings and runes and bands of metal! They actually aren't quick to anger in particular, just passionate in general, they're just as quick to laughter. They value not just power, but wit and cunning, so you can still impress without needing to get rough...but they do usually enjoy getting rough.
Next Dragonborn! So many looks, all without tails. They're tall, averaging about 6-7 ft (1.8-2.1 m), and tend to be strong as a default. They're loyal, proud, hold family highly, and have a similar lifespan to humans (though they mature far faster). They also breathe and resist the element of the dragon they resemble, so you've got some options if temperature play's your thing. Note that their body temperature actually runs a bit hotter than a human's, and apparently they have ridged dicks in the BG3 character creator!
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retrograde-tonic · 6 months ago
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TWST D&D Character Sheets!
Feel free to use them! They started off as a silly project but I got hooked and finished all 7! They’re great for a TWST campaign, or even just to grab for a character that you think would be in that dorm
I only ask you don’t repost them, edit them (aside from adding character/OC information ofc), or crop out my signature
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agentblizz · 9 hours ago
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!!my thing!!
everyone please ask your ttrpg friends about ttrpg regularly, or else we fucking die
gonna go over how this would work as specified in the original post and then break down the subclass as a whole, tl;dr at the end
So Wizards take a subclass at level 2, as opposed to the most common level 3, which means that you're going to be even more squishy than the average participant if you spin a Wizard, but War Magic is a great counterbalance for the Wizards historical ragdollability.
War Magic is described as, at its core, a hybridization of Abjuration and Evocation, which essentially boil down to defensive magic and offensive spellblasting, respectively. a War Mage focuses on bolstering themselves early on to ensure they can keep a continuous stream of high damage throughout an encounter.
Intelligence is a Wizards primary stat, which is why the War Mages level 2 feature Tactical Wit is especially helpful. When rolling initiative, a War Mage may add their Intelligence bonus to their initiative roll. Great feature (as long as you don't roll like ass), ensures you can throw up some defenses before an enemy would have the opportunity to attack you.
Their other level 2 feature, Arcane Deflection, is slightly less useful but still a great asset in a tough spot, with one major drawback. when a War Mage is attacked or forced to make a saving throw, they can use their reaction to add a bonus to their armor class. Arcane Deflection grants a +2 to AC against an attack roll and/or a +4 to a saving throw. Ideally saved for saving throws, as it's a better bonus and you would have presumably already cast Shield by now, but that +2 could be the difference between life and death (In fact it most likely will be, as you likely have 14-16 HP as of level two). The drawback of using this feature, however, besides the obvious expense of your reaction, is that until the end of your next turn, you cannot use leveled spells, only cantrips. This is a pretty flat ability at level 2 as with limited spell slots you would be relying on cantrips pretty heavily, but at higher levels when you need to spend some slots to keep up with your party, it could be detrimental. The ideal situation to use this feature in would be when you are already out of spell slots, as you receive no penalty and you don't have the option to cast a reaction spell instead of using this feature.
Throwing defined mechanics out the window in favor of the in-universe feel and use of the subclass, a War Mage is always trying to get the jump on an opponent. The typical strategy is to throw up a Shield or comparable spell and start blasting. War Mages are usually highly trained, respected individuals who would have no need to hide their power, and even if they did, a wizard does not need to perform magic to live, so you could easily hide yourself by simply not using your powers. It would be, IMO, a pretty ideal setup.
Ok now we talk about the rest of the subclass cuz they're rlly interesting!!
At level 6 the War Magic Wizard unlocks a feature called Power Surge, a pool of charges (aptly called "Power Surges") that can be used to deal some free extra damage. Once per turn when they deal damage to a creature with a spell from the wizard spell list, a War Mage can expend a Power Surge to deal additional force damage equal to half of their wizard level. at the time you get this feature that's only 3 damage and it doesn't get much better, scaling to a maximum of 10 if you put all 20 levels in wizard. The reason this isn't completely useless is that Power Surges are incredibly easy to generate, and the feature itself requires no use of action economy. A War Mage can store a number of Power Surges equal to their Intelligence modifier with a minimum of one. You gain one Power Surge whenever you successfully end a spell using Dispel Magic or Counterspell, as you siphon the lingering magic from the spell you end. When you complete a short rest with zero Power Surges, you gain one. When you complete a long rest, your Power Surges are reset to one automatically.
At level 10 they unlock Durable Magic, which grants them a +2 bonus to AC and all saving throws when maintaining concentration on a spell. This incentivizes a War Mage to always keep a concentration spell going, ideally something defensive to maximize protection.
And finally at 14th level a War Mage acquires their final feature, Deflecting Shroud. A majorly needed upgrade to Arcane Deflection, when you activate Arcane Deflection as a reaction you automatically deal force damage equal to half your Wizard level to up to three creatures you can see within 60 feet.
War Mages have a lot more self-defense options than other Wizards, but they still have a low health pool, and benefit majorly from martial support.
tl;dr much safer a position to be in than most wizards but still pretty squishy, if you stick to civilian life or keep an escort of tanky adventurers you'll be fine. Plus magic is pretty convenient even when you're not out doing shit, and having no patron or sorcerous genetics means no drawbacks to using it besides maybe being a little tired.
Spin this dang wheel of every 5e subclass. You are hit by a truck and end up on the Sword Coast as that class, at the level you select that subclass.
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