5eposting
5eposting
dnd 5e shenanigans
8 posts
character builds, concepts, loopholes, gimmicks, homebrew, and more stupid stuff. i'm just here to have fun and play dnd!
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5eposting · 5 years ago
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Assault On Gumdrop Mountain
TW: You probably shouldn’t look at this one-shot if you’re prone to overly graphic or gross stuff (it’s not really that bad, but just in case)
There’s a really really cool one-shot that I encountered recently. It has the potential to be AMAZING. Its concept is awesome and there are really well thought-out skill checks, exciting challenges, good roleplay scenarios (in the portions that have roleplaying), horrifying scenes, everything. I haven’t DMed it though, because I think I simply lack the DMing skill to bring it to justice.
Here it is. (click to open)
It’s really great. You should check it out.
Just kidding. Here it ACTUALLY is: (not a rickroll)
This is terrible. I’ll just link it now.
https://voidgarlic.files.wordpress.com/1982/07/assault-on-gumdrop-mountain2.pdf
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5eposting · 5 years ago
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Woah! Some custom weapon inspiration, perhaps? Just in case you’re getting bored of always using a Greatsword!
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look. look at this beautiful sword meme. i’m going to cry
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5eposting · 5 years ago
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It’s fun to see this kind if breakdown, even if there’s not much surprising here (other than maybe how drastically preeminent human fighters are when they are such a good race for literally any class).
Obviously I get why certain pairings are more common - I’m currently playing a dwarf fighter for Moradin’s sake - but I find characters that play against type really compelling, and I’ve thought of ideas for quite a few. I think I’ll start sharing some of those concepts here, since there’s basically no way I’ll ever get to play them all myself.
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5eposting · 5 years ago
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keen mind feat + wizard spellbook
• You can accurately recall anything you have seen or heard within the past month.
The Keen Mind feat is mostly useless, except for boosting your Intelligence score. It has the above features along with always knowing which way is north and always knowing the number of hours before sunrise or sunset. So basically, a compass, and a clock. 
But I think the above feature can be used to “memorize” your Wizard spellbook, meaning every time you have to cast a spell, you don’t have to read from your spellbook. Obviously, you’d still need the magic somehow, so you’d still have to have your spellbook on you, but with this feat, I think it’s viable to be wielding a shield while spellcasting, or even replace your spellbook with another magic focus entirely!
Anyway, not too overpowered, but just in case you wanted +2 int in a race that wasn’t Gnome, you can use this with Variant Human. 
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5eposting · 5 years ago
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cool unintended use for Grasp of Hadar!
Okay, so Grasp of Hadar is an Eldritch Invocation for Warlock. It goes like this: 
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What’s the point of this normally? Sure, if you’re a melee warlock and far away from your target, you may want to get them closer to you, but there are just better invocations to take. There’s HAS to be a way to use this how it’s not intended to be used. 
And luckily for us, there is.
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
See what I’m getting at here?
If you’re above your enemy, and you use Eldritch Blast on them with Grasp of Hadar, you’ll pull them 10 ft. upward, and make them take an extra 1d6 bludgeoning and fall prone. Since you can get Grasp of Hadar at 2nd level, this 1d6 damage will do a lot, and your melee allies will enjoy advantage on the prone creature.
But there’s a problem: How will you get above your opponent?
That’s where flying races come in.
Tiefling - Winged Variant (from SCAG):
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Tieflings are perfect for Warlocks, since they get +2 charisma. In battle, all you have to do is fly, and spam Eldritch Blasts on your enemies, knocking them all prone and making them take extra damage.
Imagine a Tiefling leaping into the air, flapping its wings, raining down streaks of crackling energy that fling a group of goblins ten feet into the air before they all fall down, prone. 
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5eposting · 5 years ago
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concept: zealot barbarian / shadow sorcerer / undying warlock
Obviously, they are unorthodox combinations, and you would have to have more levels in barbarian to make it work, but I think it would be cool from a thematic standpoint.
The zealot barbarian never dies while raging, and the shadow sorcerer is trapped in between a state of life and death. They would obviously have to have really good str, dex+con for AC and HP, and at least ok cha. But I think it could be really cool. Imagine a typical barbarian but with shadow sorcerer quirks:
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A hunk of meat that is half dead, never blinks, is icy cold, never bleeds...that’s just terrifying.
Though zealot/sorcerer is definitely cooler from a character standpoint, zealot/warlock makes more sense lorewise - you don’t die, and you made a pact with an undying being to never die. It’s also better ability wise: An Undying Warlock’s 1st level pact ability also doesn’t rely on cha, so you don’t have to have that great cha. Warlocks get supportive melee spells, too, so that’s a boost.
Also, you can take 2 levels for Fiendish Vigor (1d4+4 temp HP at will). Eldritch Sight for detect magic, amd Eyes of the Rune Keeper are fun ones too. That’s crazy.
This is a really cool concept. I’ll probably make a build that’s zealot barbarian / undying warlock soon.
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5eposting · 5 years ago
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Calvin Trieste, Bounty Hunter
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This character is using Ranger (Revised) from UA. Check with your DM to see if they allow it.  Variant Human, Gloomstalker Ranger / Assassin Rogue (Urban Bounty Hunter)
Str 8 (-1), Dex 16 (+3), Con 14 (+2) Int 8 (-1), Wis 16 (+3), Cha 10 (+0) AC: 14 (Leather), Speed 30 +3 and Advantage to Initiative rolls (Natural Explorer) Longbow: +5 to hit, 1d8+3 piercing damage  Shortswords: +5 to hit, 1d6+3 piercing damage, +1d6 bonus action
Proficiencies: Armor: Light, Medium, Shields Weapons: Simple weapons, Martial weapons Tools: Gaming Set, Thieves’ Tools Saving Throws: Str, Dex Skills: Deception, Insight, Perception, Stealth
Level 1: Ranger 1 HP: 12, 1d10 Hit Dice Sharpshooter Feat Favored Enemy: Humanoids, Undead Natural Explorer
Sharpshooter is a super fun feat. You should use it with every attack, unless the target has high AC. Though monsters in 5e usually have low AC and high HP.
Level 2: Ranger 2 HP: 14+1d10 (20), 2d10 Hit Dice Longbow: +7 to hit, 1d8+3 piercing damage (Archery Fighting Style) Spells: Hunter’s Mark, Ensnaring Strike
Hunter’s Mark is the bread and butter of Ranger spells, use it in every encounter you can. Level 3: Gloomstalker Ranger 3 HP: 16+2d10 (28), 3d10 Hit Dice Dread Ambusher Umbral Sight Spells: Disguise Self (from Gloomstalker), Hail of Thorns
Level 4: Gloomstalker Ranger 4 HP: 18+3d10 (36), 4d10 Hit Dice ASI: +2 Dex - 18 Dex (+4) Longbow: +8 to hit, 1d8+4 piercing damage Shortswords: +6 to hit, 1d6+4 piercing damage, +1d6 bonus action
Level 5: Gloomstalker Ranger 5 HP: 20+4d10 (44), 5d10 Hit Dice Proficiency Bonus: +3 Longbow: +9 to hit, 1d8+4 piercing damage Shortswords: +7 to hit, 1d6+4 piercing damage, +1d6 bonus action Extra Attack Spells: Rope Trick (from Gloomstalker), Pass Without Trace
Extra Attack is awesome! Rope Trick is also really fun!
Level 6: Gloomstalker Ranger 5 / Rogue 1 HP: 22+4d10+1d8(51), 5d10+1d8 Hit Dice Skill Proficiency: Sleight of Hand Skill Expertise: Stealth, Sleight of Hand Sneak Attack: 1d6 Thieves’ Cant
Level 7: Gloomstalker Ranger 5 / Rogue 2 HP: 24+4d10+2d8 (58), 5d10+2d8 Hit Dice Cunning Action
Now you can use Cunning Action to run away.
Level 8: Gloomstalker Ranger 5 / Assassin Rogue 3 HP: 26+4d10+3d8 (65), 5d10+3d8 Hit Dice Proficiency with the Disguiser’s Kit and Poisoner’s Kit Assassinate Assassinate is really great, especially because you have advantage in Initiative rolls.
Level 9:  Gloomstalker Ranger 5 / Assassin Rogue 4 HP: 26+4d10+4d8 (72), 5d10+4d8 Hit Dice ASI: +2 Dex - 20 Dex (+5) Longbow: +10 to hit, 1d8+5 piercing damage Shortswords: +8 to hit, 1d6+5 piercing damage, +1d6 bonus action
Level 10: Gloomstalker Ranger 5 / Assassin Rogue 5 HP: 28+4d10+5d8 (79), 5d10+5d8 Hit Dice Uncanny Dodge
I realize Calvin probably should have started off as a Rogue for the extra skill proficiency and thematic reasons, as well as getting Rogue skills earlier on, THEN taken Ranger for the spells, extra attack, and Gloomstalker. But it’s fine as is.
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5eposting · 5 years ago
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Trent Trieste, City Watch Archer
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Variant Human, NG Battlemaster Fighter / Inquisitive Rogue (City Watch)
Str 13 (+1), Dex 16 (+3), Con 14 (+2) Int 10 (+0), Wis 12 (+1), Cha 10 (+0) AC 16 (Chain Mail) or AC 18 with Shield Speed 30, +3 Initiative Longbow: +7 to hit, 1d8+3 piercing damage (Archery Fighting Style) Rapier: +5 to hit, 1d8+3 piercing damage
Proficiencies: Armor: All, Shields Weapons: Simple, Martial Tools: None Saving Throws: Str, Con Skills: Acrobatics, Athletics, Perception, Insight, Investigation Languages: Halfling, Elvish
Level 1: Fighter 1 HP 12, 1d10 Hit Dice Sharpshooter Feat Watcher’s Eye Archery Fighting Style & Second Wind
You should be using Sharpshooter with every attack. Not only is it fun, but monsters in 5e generally have low AC and high HP. 
Level 2: Fighter 2 HP 14+1d10 (20), 2d10 Hit Dice Action Surge Level 3: Battlemaster Fighter 3 HP 16+2d10 (28), 3d10 Hit Dice Martial Archetype: Battlemaster Maneuvers: Goading Attack, Precision Attack, Trip Attack  Maneuver DC: 13 Proficiency with Fletcher’s Tools
Maneuvers are great. Use Goading to give disadvantage to a monster attacking your friend or for that friend to get an AoO if the monster comes for you, use Precision after missing with the Sharpshooter feat, and use Trip on your last attack action to stop monsters from coming toward you and give your friends advantage on attack rolls against that monster.
Level 4: Battlemaster Fighter 4 HP: 18+3d10 (36), 4d10 Hit Dice ASI: +2 Dex - 18 Dex (+4) Longbow: +8 to hit, 1d8+4 piercing damage Rapier: +6 to hit, 1d8+4 piercing damage Maneuver DC: 14
Level 5: Battlemaster Fighter 5 HP: 20+4d10 (44), 5d10 Hit Dice Proficiency Bonus: +3 Longbow: +9 to hit, 1d8+4 piercing damage Rapier: +7 to hit, 1d8+4 piercing damage Maneuver DC: 15 Extra Attack
Mmm, Extra Attack.
Level 6: Battlemaster Fighter 6 HP: 22+5d10 (52), 6d10 Hit Dice ASI: +2 Dex - 20 Dex (+5) Longbow: +10 to hit, 1d8+5 piercing damage Rapier: +8 to hit, 1d8+5 piercing damage
Level 7: Battlemaster Fighter 6 / Rogue 1 HP: 24+5d10+1d8 (59), 6d10+1d8 Hit Dice Tool Proficiency with Thieves’ Tools Skill Proficiency in Persuasion Skill Expertise in Perception and Insight Thieves’ Cant Sneak Attack: 1d6
Rogue is also dex-based, and Sneak Attack is awesome. You invoke it when your melee friend is within 5 feet of it, which also applies when you use Goading Attack. 
Level 8: Battlemaster Fighter 6 / Rogue 2 HP: 26+5d10+2d8 (64), 6d10+2d8 Hit Dice Cunning Action
You can now Disengage as a Bonus Action. Awesome! No more getting cornered by baddies because your party was bad at positioning. 
Level 9: Battlemaster Fighter 6 / Inquisitive Rogue 3 HP: 28+5d10+3d8 (76), 6d10+3d8 Hit Dice Proficiency Bonus: +4 Longbow: +11 to hit, 1d8+5 piercing damage Rapier: +9 to hit, 1d8+5 piercing damage Maneuver DC: 16 Sneak Attack: 2d6 Ear for Deceit Eye for Detail Insightful Fighting
Though Rogue doesn’t fit Trent’s theme, Inquisitive definitely does. It makes him a versatile detective and interrogator while also letting him use Sneak Attack without even fitting the requirements for Sneak Attack.
The point of having 13 Strength is to be able to wear Chain Mail armor (gotten using Fighter starting equipment) to get 16 AC. Otherwise, Trent would have to use Leather armor, giving him 14 AC. This choice becomes completely obsolete when he gets 50 gold and can afford Scale Mail, which would also give him 16 AC. Alternatively, he could buy Plate armor at a higher level, boosting his AC to 18 instead of the potential cap of 17 with Studded Leather or Half Plate.
Trent could take levels 4,5,6 instead of 7,8,9 as Rogue, which would give him Cunning Action at level 5, letting him Disengage as a bonus action and ridding him of the need to use a Rapier. However, this would delay his Fighter level 4 & 6 ASI’s.
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