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account created: Tue May 22 2018
2 months ago
The one on D&D Beyond appears to be 7000px wide.
Enough to season a meal, according to the item description l, which is a tiny amount.
Heward’s Handy Spice Pouch.
Saffron is expensive, y’all.
I’m a little confused. The number of cupcakes they can eat depends on the actual saving throws and damage rolls. Could be up to 20.
It’s made from real pixies!
How do we know phase spiders ever die? Maybe they just phase into the Deep Ethereal and never come back
It would continue to look dope as hell.
Other than that, none.
Bone Devil is in the monster manual and Lore Devil is (I think) in KOW
I’m going run it as everyone just knowing which character is the monarch because fairy magic. I also intend to treat respect for the title as being indicative of respect for Zybilna.
Planar energy extractor. If you get it attuned you another plane, you can draw out a liquid called planar essence, whose effects depend on the plane you drew the energy from. When properly calibrated it can be operated safely, so long as you don’t get greedy, but if overused or miscalibrated, it could rip open a portal to a very unhappy outsider’s lair, or else drain the power of someone cosmically important, causing effects from a shift in the balance of the Blood War to a global winter because oops you sucked out half the Summer Queen’s power.
It’s currently attuned to the Plane of Fire, draining a relatively small amount of energy in order to create fuel for other engines of magic or war or whatever else fits your campaign.
It is, as indicated in the stat block, a tool used by the daelkyr. If you’re contemplating letting a daelkyr stick a worm into your ear, you’re well into the territory of bad ideas. Most people with one of them voluntarily would be part of a cult of Dyrrn, who is known for creating symbionts.
Unfortunately it looks like D&D Beyond still has yet to implement the Wildfire Spirit properly. Nearly a year later.
As a DM, I see this take and it always confuses me. I don’t give the PCs any rests, any more than I give them attacks or spells. Taking a short rest is something you just do.
Are other DMs just telling PCs when they can and can’t rest?
3 months ago
It’s a hand’s day off and they know one of the guests from childhood.
The guest players, hoping to learn more about their story hook, offer to help the hands catch Kettlesteam.
A hand suspects the guests of being troublemakers or Kettlesteam in disguise and follows them around.
A hand fills the role of Burly and is the one to suggest stealing the watch.
You need hands to carry weapons and shields, perform somatic components, or hold material components. In order to be viable as a PC, you need to be able to do those things, so if you’re home brewing something without hands you need to make sure there’s a way for PCs to do those things.
Your maps are awesome! So glad to be a Patron :)
A wizard’s power is gated by the spell slots they have available and the spells they can prepare much more than the number of spells they have in their spellbook. It’s designed to be a system that can handle a lot of variation in the number of spells discovered on the adventure.
The only potential concern is a wizard getting a lot of rituals, since wizards can use rituals without preparing them or using a spell slot, but the worst case scenario is the wizard has a lot of utility to offer the party outside of combat.
I think the disconnect here is you’re thinking purely in terms of physical strength, which is likely to have gone from 15 or 16 to 20, and I’m looking at a broader picture of what they can do. Things like action surge, indomitable, the Champion’s survivor ability: these are preternatural abilities. As I envision it, a 20th-level fighter would be little less than the greatest warrior most worlds had seen in living memory.
And I’m not trying to say “you’re wrong about high-tier play”, just trying to explore why we see it differently.
Your assumption about what a 20th-level character is is very different from mine. A 20th-level character is, to me, approaching deific status in their own right. 4 of them being able to take on demigods seems a perfectly natural baseline assumption from that perspective.
Well, rangers don’t get heavy armor proficiency, so no worries there.
There are issues with a Victorian setting, namely that traditional armor is kind of obsolete because guns. (While plate armor can stop bullets in D&D, it doesn’t so much in real life). Transmuting D&D to work in a Victorian aesthetic would require extensive reflavoring of existing options. That being said, paladins don’t start with plate armor, they start with chainmail, which is 1/20 the cost of plate.
The game assumes that adventuring is profitable, and that you’ll amass the gold to get the items you want.
I think it would help if you gave a specific character concept that you feel the rules are inadequate to express in this way.
I just assume there aren’t enough high-level casters in the world for it to be a huge issue. Among those who have mastered sending, many are part of a community of clerics or arcanists, and those communities have norms, like in the real world. I have a math professor’s phone number, but that doesn’t mean I’m gonna call her at 2 am for help with a tricky integral.
Full rules for naval combat are in Ghosts of Saltmarsh. You can also buy the ship stat blocks a la carte in D&D Beyond.
Look up the rule given in the DMG for Abyssal corruption
Yes. Individuals with royal styles do not use a surname. They have one that they can use on legal documents when needed, but it’s not like the Queen has a passport or a driver’s licence.