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Cake day: July 13th, 2023

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  • My setting has technology more-or-less equivalent to Earth’s 17th century, and a big chunk of my inspiration is Neal Stephenson’s Baroque Cycle. The books detail the steps that led to the industrial revolution so my setting also has similar early tech, aided by magic of course.

    (Airships, for example, use magic derived from Resilient Sphere to make their balloons supernaturally rigid and impermeable, then instead of filling it with a lifting gas they just evacuate all air from it. Their hulls look like solid wood but they are instead a honeycomb structure made of giant spider silk sandwiched between thin wooden veneers to keep the cold air out, and reinforced with the occasional mithral spar. The propulsion is purely magic though, the props are powered by aetherosiphon engines. There are some secret military projects aimed at creating a fully-pressurized heavier-than-air skyship that can actually fly over the taller mountain ranges; since their passenger compartment is not pressurized, a standard skyship’s maximal cruising altitude is 3-3.5 kilometers while a trained military crew can maybe get up to 4.5 km.)


  • The Forgotten Realms setting is the “default” D&D setting. Most published adventures take place in it, specifically a small part of it (planet: Toril, continent: Faerun, region: Sword Coast, the west coast of Faerun; this region has a number of famous cities like Waterdeep, Baldur’s Gate, Candlekeep, Neverwinter, etc…). The vast majority of lore that you can find in books like the Monster Manual specifically relate to this setting (Volo, Mordenkainen, Tasha, Xanathar, etc… all live there anyway). It also has many famous characters and deities (e.g. Corellon, Gruumsh, Moradin…), countries, cultures, even some languages. And it also includes things like the Kenku curse.

    But of course if you’re running a homebrew setting like I do, you can feel free to cherry-pick it or just straight-up ignore it.




  • I have my own language mappings in my homebrew. Most of them only appear as names since most people speak Common, but I did include some people in my game who don’t. (I make sure that they are some who speak a language that I speak too.) So the mappings are:

    1. Common - English. We’re playing in English, duh. (Before contact with Elves, humans spoke “proto-Common” which would be mapped to German if I had to use it. Many humans still have German names.)
    2. (High) Elvish - French. Yes, in-universe the Common language has plenty of Elvish influence. (Classical Elvish is Latin.)
    3. (Wood) Elvish - Greek. Most Wood Elves speak High Elvish, but their names are Greek and many of them still speak their own language as well. The continents and seas are often named in Ancient Wood-Elvish (i.e., classical Greek) because they used to be the primary explorers before the rise of the High Elves.
    4. Dwarvish - modern Dwarvish is Norwegian, old Dwarvish is Icelandic.
    5. Halfling - Frisian. (Fortunately I haven’t had to say anything in Halfling so far.)
    6. Gnomish - Welsh. (Again, fortunately I haven’t had to say anything in Gnomish yet.)
    7. Orc - Russian.
    8. Goblin - Mongolian.
    9. Tellurian (not a species, but an influential country) - Spanish. Many people alongside the Bay of Luria speak Tellurian as their native language instead of Common or their racial language.
    10. Sylvan - Finnish. (My go-to for weirder names as well. Many Fey-related creatures have Finnish names, as well as those who live near Fey portals.)
    11. Giant - Hungarian. (They feature a lot in Hungarian folk tales.)
    12. Draconic - Hindi.
    13. Hashiman (not a species, but a group of eight islands - though they are also the Kenku homeland so most Kenku speak this as their native language) - Japanese-ish. The language comes in two dialects, Hanego which is used primarily by Kenku but also Aaracokra, Owlin, Tortles, and other creatures with hard beaks that have difficulty pronouncing M and N, and Hadago which is used by the rest. They are identical in writing, differ mostly in pronouncing those sounds.

  • Hiring monodrones is usually cheaper. They are the simplest Modrons, and they would be perfectly willing to work for a Lawful king (the evil-good axis doesn’t come into play) because it increases the amount of order in the multiverse. But every modron has Truesight.

    Hell, maybe hire a whole team of modrons. Monodrones to stand watch at all ingresses, with orders of “raise an alarm if you see any disguised shapeshifter enter through that window / door / arrowslit / whatever”, and duodrones with orders of “patrol the castle and raise an alarm if you see any disguised shapeshifter”.





  • Read the spell description.

    Sure, 4d8 in itself is not much, of course. 4d8 per round as a bonus action for 10 rounds with a single spell slot, however, is a lot, especially at a level where a paladin only has second level smite slots. Which is why upcasting heat metal can be extremely powerful. (And it gives disadvantage for those 10 rounds, and there’s no saving throw or attack roll involved. If you’re wearing metal armor, it will fuck you up. And if you happen to be resistant or immune to fire, well, that bard 3 / sorc 4 might have transmuted spell.)



  • TBF the only class that gets more than one extra attack is the fighter.

    Now of course it would make sense to sum up the levels you have in classes that get multiattack, and if you have >=5, you get an extra attack. But since attack progression is far less regular than spell slot progression, getting something approaching regularity beyond that would be difficult.

    Now if OneD&D wanted to boost martials and introduce some sort of a multiattack scaling across multiclassing, here is how that could work:

    1. Introduce features called Special Attack and Signature Attack. (Simply because just stacking extra attacks in a way that gives a bunch of half-casters extra attack at level 5-6 would give full martials a ridiculous number of attacks per turn at higher levels.) Special Attack is an attack that deals double weapon damage (which stacks with crits), but other extra damage sources like smites don’t get doubled. Signature Attack is a Special Attack that can also force a save, either a STR save vs. being disarmed, a DEX save vs. being knocked prone, or a CON save vs. being dazed. You pick which one when you get the feature, and you can change it on level up.
    2. Introduce an attack progression table which details how many regular and special attacks you get per warrior level. (IDK if Lemmy’s MD syntax allows tables in lists, so see the table below.)
    3. Like for spell slots, some classes (fighter, barbarian, monk) count as whole classes, others (paladin, ranger, artificer) count as half, and some caster subclasses (bladesinger, swords bard, hexblade, etc…) count as third.

    The table:

    Warrior Level Normal attack Special attack Signature Attack
    0 1 - -
    3 2 - -
    6 1 1 -
    9 2 1 -
    12 1 1 1
    15 2 1 1
    18 1 2 1

    So:

    • A level 12 single class fighter gets 1 normal, 1 special, and 1 signature attacks.
    • So does a fighter 6 / barbarian 6.
    • A level 12 paladin counts as a level 6 warrior so they get a normal and a special attack. (Also, in OneD&D the divine smite is a bonus action spell like every other smite, so the level 18 paladin can’t go too nuclear with 3 smites per turn.)
    • A fighter 6 / paladin 6 counts as a level 9 warrior, 2 normal attacks and 1 special attack.

    Of course this could be refined a bit further, e.g., instead of a generic “special attack” they could pick power attack (must be a strength-based attack), precise strike (must be a dexterity-based melee attack), or pinpoint shot (must be a dexterity-based ranged attack) and they could swap this one on level-ups too. But I think this should be a start.



  • That’s only for the blaster-caster subclasses though. The subclasses that are more likely going to go into melee (mostly the ones who get heavy armor proficiency: Forge, Life, Tempest, Twilight, War, and many other subclasses) get Divine Strike instead. So a cleric build that takes 8 levels of the subclasses that get Potent Spellcasting would be unlikely to use True Strike by then, they’d likely hang back and spam Toll the Dead or Sacred Flame (or a ranged spell).

    (Even with a heavy crossbow (that most blaster clerics aren’t proficient with, but they can gain proficiency from racial features or multiclassing), at level 8: True Strike + 20 WIS + Potent Spellcasting = 1d10 + 1d6 + 5 + 5 = 19 average damage with +8 to hit; Toll the Dead + 20 WIS + Potent Spellcasting = 2d8/2d12 + 5 = 14/18 average damage with a save DC of 16. Not very much more powerful. And then you get to level 11 where TTD with Potent Spellcasting jumps to 3d8/3d12 + 5 = 18.5 / 24.5 average while True Strike with the heavy crossbow is 1d10 + 2d6 + 10 = 22.5. The cleric will more than likely spend the first turn setting up a buff/debuff/control spell, so the d12 damage dice will apply most of the time.)





  • Not really, it replaces the attack stat with the spellcasting stat, kind of like shillelagh but only for a single attack, and then stacks some radiant damage on it at higher levels (+1d6 from level 5 then cantrip leveling). It can also replace the damage type with radiant. Useful for any weapon-using caster class that doesn’t get multiattack:

    • Clerics would be a great target audience for this, except it’s not on their spell list. *sigh* Magic Initiate (Druid) it is.
    • It could be useful for non-hexblade warlocks too.
    • It’s a great damaging cantrip for bards who severely lack those.
    • It’s good for even a sorcerer or a wizard, it turns the light crossbow into a long-range radiant-damage cantrip.
    • Arcane tricksters: could be useful depending on the build, probably pairs really well with a headband of intellect. (Edit: Or an extremely INT-focused Arcane Trickster with a 2-level wizard dip for the bladesong.)
    • Eldritch knights: really useful at levels 1-4 if you’re running into some monster that resists or is straight-up immune to nonmagical damage. Markedly decreases in usefulness once you get multiattack and/or a magic weapon.
    • Probably good for artillerist artificers (they are not in the UA so it’s unknown whether they’ll get this cantrip), might be good for alchemists, OK for battlesmiths until they get multiattack, and redundant for armorers.

    How I’d improve it further:

    1. Make its casting time 1 attack and limit it to once per turn in the fluff. That way it stays useful for eldritch knights, bladesingers (scratch that, bladesingers can cast this in place of an attack already), valor and swords bards, and the two multiattacking artificers (less so for the armorers, but even then, it gets them a good ranged attack in a guardian suit or a good melee attack in the infiltrator).
    2. Add it to the cleric spell list. They are the full casters most likely to go into melee even without the multiattack.


  • gerusz@ttrpg.networktoRPGMemes @ttrpg.networkI am stealth
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    1 year ago

    A typical person not looking for the paladin, yes, they wouldn’t notice that person. (Passive perception.)

    Guards who are actively looking for infiltrators? They might very well do that, especially if there are multiple guards. (Rolled perception checks.)

    Guards EV of highest roll (no mods)
    1 10.5
    2 13.7
    3 15.25
    4 16.2