r/onednd • • 21d ago

Moderator Announcement MODERATOR ANNOUNCEMENT: Wizards of the Coast Unionization Efforts.

354 Upvotes

Some of you may already be aware that employees at Wizards of the Coast are pursuing unionization efforts. There is also a petition circulating for those who wish to express their support.

For anyone interested in learning more or supporting the effort, you can find the petition here:

https://actionnetwork.org/forms/uwotcpetition/

Sharing this information should not be interpreted as an endorsement or opposition by the r/onednd moderation team. We're simply making the information available to members who may be interested.

Unfortunately, previous discussions surrounding this topic have repeatedly devolved into personal attacks, hostility, and violations of our community rules. We've had to remove multiple posts and comments, shut down discussions, and issue bans as a result.

We recognize that people have strong opinions about this subject, and they're entitled to those opinions. However, disagreement does not excuse treating other members disrespectfully.

For the time being, we will not be hosting further discussions about this topic in r/onednd. This announcement is being provided for informational purposes, and comments will be locked. Additional posts attempting to restart the discussion will be removed.

This is not a judgment on the merits of unionization or anyone's position on the issue. It's a moderation decision based on the conduct we've encountered and our responsibility to maintain a civil community.

Thank you for understanding.

The r/onednd Moderation Team


r/onednd • • 7h ago

Discussion So the mods have decided that posting YouTube videos of content that WOTC authorized for release is “encouraging” piracy?

391 Upvotes

are we supposed to avoid mentioning youtube? these content creators are under under contract with WOTC. They are only releasing content that WOTC says they can. So why the aggressive self censorship of content that WOTC has approved?

Update -I spoke with the moderator who said he will reach out to WOTC for confirmation on what they consider acceptable and look at changing the policy, which seems wholly reasonable and I appreciate them for reviewing it. I feel like maybe they should have asked WOTC before jumping the gun in the first place but I understand these rules are old and were inherited by the current mod staff. They have restored the posts and are going forward assuming content from people who were given early release copies are authorized unless WOTC indicates otherwise.


r/onednd • • 1h ago

5e (2024) WoW what a video

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• Upvotes

A video going over the player options from the upcoming World of Warcraft book from WotC


r/onednd • • 3h ago

Self-Promotion Why D&D Has So Many Rules for Fighting and So Few for Everything Else

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42 Upvotes

I know a number of people, mostly those who are at the start of the hobby and equate ttrpgs with D&D that play D&D almost without any combat, mainly just RP-ing and doing various skill checks. I always thought it weird, I mean, most of the game is centered around combat, if we look at the rules, that's where the vast majority of the width of them are.

But why is that? Now why people play it with a focus on RP, but rather why does the game allocate so many pages to combat, to the detriment of... well, literally every other pillar of play?

Sure, there is the historical legacy, the game being born out of wargaming, the fact that combat is still very popular, but still, there are more and more people who come to D&D for the RP aspect, so some mechanics to better cater to them should be an obvious choice, right?

One would think so, but maybe there is no need, people seem to do fine and after all, you can even make the case that social mechanics are trickier to handle.

Again, maybe, this is all a tl;dr, but in the article we get more analytical about the whole thing, we look into how the game handled this issue across editions and even at how some other games do so! If it's something that seems to be up your alley, by all means, give it a read and tell us what the ideal solution would be for you!

Cheers!


r/onednd • • 9h ago

5e (2024) The NEW Demon Hunter Ranger is Holding onto Old Designs Spoiler

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55 Upvotes

I think it's pretty decent and fun with the new spells, even if it’s not exceptionally strong.


r/onednd • • 8h ago

Question Number of feats in the new wow book

21 Upvotes

Im trying to stay away from spoilers until I can read the new book physically.

But it’s hard and I want to know what to expect and from my little careful research I’ve found that the new book only includes 6 new feats. Is that right? Only 6? We get 60+ spells but only 6 feats?

Can anyone confirm?


r/onednd • • 3h ago

5e (2024) Is Spell Resistance a trap feat in 2024, or just campaign-dependent?

7 Upvotes

Spell Resistant seems very thematic, and I like the idea of a character who is particularly resistant to hostile spellcasting. But how useful is it in practice under the 2024 rules?

My concern is the distinction between spells and other monster abilities. Many attacks and abilities that feel magical aren’t actually spells (e.g., dragon breath), so protection specifically against spells wouldn’t apply. If relatively few enemies cast actual spells, does that make the feat too narrow for its cost?

Would you consider it a trap, or simply a niche option that becomes worthwhile in campaigns with lots of enemy spellcasters? For anyone who has taken it, how often has it helped—and did it feel worth choosing over another feat?


r/onednd • • 10h ago

Character Building Help picking a Race for Sorrow Knight

12 Upvotes

I am starting a campaign in the next weeks and I am thinkering a bit with the Sorrow Knight since he seems interesting.

My main idea is a figther that has been cursed by the god they worship, which is how he gets access to the powers of the Sorrow Knight. The way he is cursed makes him kind of go mad, as all of his weapons are cursed to make him insane, and in exchange make others go insane too (the debuffs).

I don't know what to pick for the race, since there are a lot of incredible options. I asked my DM if there was anything specific for the campaign that he would like if I played, but he told me anything is fine, so now I am kind of in an empass.

Which races do you recommend I should play? I am still deciding on the specifics of the build, so any recommendation for that would help aswell (I, along with another guy are kind of beginners to Dnd, I played one small xampaign before and he had never played, so the campaign won't be as hard. I value roleplaying as much as actually doing stuff, so I don't mind choosing a race that is less optimal).

P.S. Even though I played one game, I am still pretty new, so any help or extra tip would be appreciated since I kind of still don't really know what I'm doing😅


r/onednd • • 6h ago

Character Building Rogue Pirate Swashbuckler build/backstory

4 Upvotes

Hello guys, since I heard the swashbuckler is getting a reprint in the new WoW book I was thinking of playing one in the next campaign. The book is not out yet, so there’s no way for me to know the new features so I’m using the old one for now, but I’m excited to see what the changes are.

I was thinking of making a human or kobold, putting most points into DEX and CHA. Defensive Duelist to protect myself from attacks and just sort of going into combat.

For the backstory I’m imagining him as having a story of random unfortunate events leading up to him sailing the high seas and engaging in rapier duels. He used to be a town crier in a small coastal village, and was doing some advertising work for the royal wizard’s print shop - they had a new manuscript in the works, so my guy was chosen as a mouthpiece and was handed an early copy. He sang high praises of the new work in the town square, showing off bits and pieces of this new fantastic thing to the community to excite them and to attract them to the royal printery.

In a wicked twist, he was ruled a pirate, thief and criminal by the local mercenary company that protected the village. He had to make a swift escape when words didn’t work, and now he’s on the run, acting just like the roguish character from the manuscript he was given.

Does that sound fine for a level 1 backstory? It gives the DM some knives to work with and a reason for adventure (escape, changing identity etc.)

Is this too much? Let me know. I was thinking of using a rapier for the vex mastery. Would nick and dual wielding be better?


r/onednd • • 12h ago

Homebrew HBing Craftable Resources for Martials

10 Upvotes

A caster can feasible make scrolls to use in downtime; meanwhile, say a figther can't craft a stored use of Action Surge. They can potentially craft our extract poison, but that just isn't the same.

Say that we wanted to implement something of the sort, how would you flavor it? A potion of action surge? Doesn't that sound like something a caster would make anyway, rather than a weapon specialist?


r/onednd • • 6h ago

Character Building Help optimizing around dim light/darkness for Warrior of Shadow Monk

3 Upvotes

Hello all, I am hoping for some input on optimal ways to really get the most out of creating and benefiting off of the Shadow Monk’s already existing mechanics that utilize dim light/darkness. Here’s what I have planned so far:

Race: Teetering between Mabaran Aasimar from Exploring Eberron 2024 for the Inner Darkness Celestial Revelation option and Radiance resistance, or Dhampir for dragging grappled creatures up walls and bonus movement speed (the bat theme is also a plus)

Origin feat: Shadow Pact. Thematically appropriate and greatly beneficial for it’s Shroud of Shadows feature that gives an extra source of dim light (moreso to escape bright light for features that end when you end your turn outside of dim light/darkness). Shadow Blood is not particularly useful, but slightly more useful if I go Mabaran Aasimar if we use Healing Hands on ourselves.

Other Feats: Since positioning will be important for keeping enemies disadvantaged and allies FROM being disadvantaged from our reduced light, I’ll be utilizing grappling and thus taking Grappler. The other benefit from taking Shadow Pact is so I can then take Shadow Trapper to not only get advantage against enemies in my Shroud of Shadows feature but also potentially deal extra psychic damage against creatures grappled by me. Taking the Boon of the Night Spirit is the obvious choice for my Epic Boon.

Magic Items: The only one I’ve found so far that specifically synergizes with dim light/darkness is Cloak of the Bat, which gives you a 40ft fly speed and lets you polymorph into a bat once a day in dim light/darkness. The advantage on stealth checks is also nice. Hopefully there’s at least one more magic item that works this way that I just don’t know about yet 😭

That’s all I’ve got so far; any suggestions that can help strategize, synergize, or optimize from the onednd hive mind would be greatly appreciated!


r/onednd • • 1d ago

Discussion The new WoW Shaman Barbarian has Totems as a new 3rd level feature, and it seems legitimately strong

147 Upvotes

It replaces Primal Knowledge as a 3rd level feature, but I think it's stronger. Finally martials get to have something nice and strong :,D

You can plant a Totem (small object, 1HP, 10AC) within 10ft of yourself as a Bonus Action. It lasts 1 minute or until you plant a new Totem. Unless otherwise stated, you have unlimited uses of this feature.

There are 4 types of totems, each of which emits a 30ft radius emanation with different effects on creatures inside:

  • Earthbind: Slows enemies by 10ft without a save
  • Wind Rush: Allies speed increase by 10ft
  • Tremor: Allies are immune to Fear and Charm
  • Primal Knowledge (1/LR, can expend Rage for additional uses): Allies get the Primal Knowledge feature

Earthbind and Tremor are the standout ones here IMO. Totems do cost a BA to place down, but they're largely an unlimited resource (like Echo Knight echoes) that you can use repeatedly.


r/onednd • • 4h ago

Character Building [D&D 5.5] How to build an effective Vestige Patron Petlock?

0 Upvotes

'Sup, guys! I would like some feats suggestions for my Vestige Patron warlock. I want to have as many minions on the battlefield as possible, so I'm considering picking up PoTChain and Investiment of the Chain Master as my invocations and, when needed, utilize a summon spell like Summon Fey, Battle Familiar, etc.

With that in mind, which feats do you think would be better for this character? For the record, I'm considering picking Conjuration Adept (CHA) + Resilient (CON) to make sure my Concentration is almost unbreakable and round the stats with other useful general or origin feats. I don't want to battle on melee.


r/onednd • • 1d ago

Discussion The WoW book makes Scribes an incredible blaster

100 Upvotes

The WoW book gives us two nice feats that care about damage types (source: Pack Tactics video):

  • Hot Streak: When a spell you cast deals Fire damage to a creature, the target starts burning. When you deal Fire damage to a creature that is already burning, the flames become more severe, increasing the burning damage by 1d4.
  • Fingers of Frost: When you deal Cold damage to a creature that has the Restrained condition, the creature takes extra Cold damage. To determine the extra damage, roll a number of d4s equal to your Proficiency Bonus and add them together.

A Scribes Wizard can change the damage type of Magic Missile to Fire or Cold, to trigger Hot Streak or Fingers of Frost three times, respectively. That’s a lot of guaranteed damage with a 1st-level spell.

Not sure which feat is better. Fingers of Frost deals far more damage but requires setup. Luckily, Wizards already want to cast Web to restrain their targets. Hot Streak could be amazing in long boss fights.

Note: As mentioned in the video, Fingers of Frost could be insane on an Elements Monk. Have your Wizard friend restrain enemies with Web, then unleash a flurry of blows d4s.


r/onednd • • 1d ago

5e (2024) A review of the Mystic Brew monk compared to UA

24 Upvotes

I've been playing the UA of this subclass for the past couple levels. It's good, janky fun.

While I think the jank needed fixing, I don't think that it was overpowered.

Information is sourced from this video.

Level 3 - Bonus Proficiencies

2014: Performance and Brewers' Supplies.

UA: Performance and Brewers' Supplies, replacing if you already had performance proficiency.

New: Performance or another monk skill, and Brewer's Supplies.

A definite improvement. Performance is the worst skill in the game, and this allows you to instead take a heavy hitter like Insight or Stealth.

Level 3 - Drunken Technique

Old: Improves Flurry of Blows with +10 feet of movement and no opportunity attacks on use.

New: Improves Focused Patient Defense with +10 feet of movement and an unarmed strike immediately after use.

I see the vision, it definitely fits the Drunken Master, but I'm not a big fan of this change.

The old feature enabled you to do some pretty major shit.

  • Flurry of Blows, grapple two allies, and move them to a more advantageous position.
  • Flurry just for movement to close the gap and get punching.
  • Flurry to do a full round of monk damage and then leave untouched, dipping in and out of melee like a Monk should.

The new one isn't terrible... but I see no reason why we couldn't just have both of them.

As it stands, any UA Drunken Monks (or 2014 Drunken Monks playing 2024) are gonna lose the core mechanic of the old subclass, and in order to make use of the new one they're going to wind up doing strictly worse damage than every other monk since they can't dip out of the frontline if they're using Flurry.

Level 6 - Tipsy Sway

Old: Standing up from prone only costs 5 feet of movement. You can spend 1 FP as a reaction to make a melee attack that misses you hit another creature within 5 feet.

New: Standing up from prone only costs 5 feet of movement. You can spend 1 FP as a reaction to make an attack that misses you hit another creature within 5 feet.

This feature was nearly useless. With the old Drunken Technique, it was rare for multiple enemies to end their turn next to you, so you just wouldn't get the opportunity for this to trigger.

Now that it can redirect ranged attacks (that is, assuming the omission of melee in the video is intentional), that's a pretty good power boost.

Level 6 - Mystic Brew

Old: On a short or long rest, give yourself a 1 hour buff (or 8 hours if you spend 1 Focus).

New: You can only have one buff active at a time and you cannot save brews.

The UA Mystic Brews were extremely janky, turning the game into a sort of timetable management to maintain as much buff duration as you could. You would be chaining short rests before and after long rests, hoarding extra brews, and drinking at the tail end of a rest so you can maximize the duration of a hoarded drink before you spawned a new one. Cool on paper, annoying at the table.

It got to the point where on any day with a significant amount of downtime/travel, we would just handwave it and say the monk just had all the buffs, and you know what? Even with all the buffs at his disposal at all times, they weren't overpowered, it's just that it was annoying to track.

They were all just super niche, so if we're being forced into one brew at a time, the brews are gonna have to be a lot better to compensate... and unfortunately, most of them aren't. Out of the basic three, only Heavenly Spirit received improvements. Cinnamon Dragon is exactly the same and Refreshing Dip was nerfed.

As it stands, you're just gonna be using Heavenly Spirit at all times for Necrotic resistance.

Cinnamon Dragon

4 monk dice of fire damage in a cone with a dex save for half, poisoned on a failed save (no changes afaik).

This takes the place of your attack action, and whether it's better than your attack action depends entirely on things you can't usually predict when you're resting.

  • What's my target's AC?
  • What's my target's dex save? Do they have evasion?
  • Does the target have fire resist?
  • Is the target immune to poisoned?
  • Am I going to be hit with penalties to my attack rolls in the next 8 hours?
  • How many targets can I feasibly hit with this without baking my team? Is using fire going to be a bad idea for a particular battlefield.

This feature has been a lifesaver when the DM whips out a statblock that dumps two levels of exhaustion on you and suddenly I can't hit with anything.

Heavenly Spirit

Old: Gain resistance to Psychic and Radiant damage.

New: Gain resistance to two damage types from the following; Cold, Necrotic, Psychic, or Radiant.

Even with 100% uptime on this buff, the old version came up exactly once in 11 sessions. Granted, it saved us from a TPK, but still.

Psychic is an uncommon damage type unless the campaign centers abberations, and Radiant almost never comes up except by players and allies.

Being able to resist Necrotic instead of Radiant is a massive boon, that shit comes up constantly.

Refreshing Dip

Old: Add your martial arts die to every instance of healing received.

New: Now limited by a dice pool.

It's unclear from the video how this works exactly, as I don't know how the dice pool refreshes. Is it on short rest? Long rest? On consuming a new Refreshing Dip?

This is a good change, since before it was far too good when combined with a table of Munchkins, particularly if those Munchkins had access to Lay on Hands or Goodberry, but it just doesn't feel good to take.

Level 11 - Wizened Brewer (was Master Brewer)

Old: Gives access to Blue Lightning and Drunkard's Luck as Brew options.

New: Now also gives Stumbling Monk as a brew option.

More options is neat, but you're only choosing one brew, so you can only benefit from one of your six brew options at any given time and you have no ability to change that on the fly. The UA would also make you choose the brews, since it was just completely impractical to rest spam enough to have more than three brews or so active at a time, but the new version feels too strict.

As it stands, even though all three of these are super cool, you're just going to take Stumbling Monk every time because the new Drunken Technique demands you take it to unlock your kit.

Blue Lightning

(Unchanged) When you take a reaction that isn't making an Opportunity Attack or casting a spell, you can make one Unarmed Strike as part of that reaction

A very solid brew when paired with Deflect Attacks, Tipsy Sway, or the new monk feats.

Drunkard's Luck

Old: Gain Heroic Inspiration if you don't have it. Gain it again if you roll initiative without it.

New: Gain Heroic Inspiration if you don't have it. Gain it again if you make an ability check or saving throw without it.

A massive improvement, allowing you to basically always have a re-roll in your back pocket.

Stumbling Monk

When you take a Bonus Action other than Patient Defense, you can also use Patient Defense immediately after that bonus action.

OK so here we have a problem.

This being a brew in a one-brew system means none of the other brews exist anymore. At the cost of spending FP faster, you get to benefit from both Flurry of Blows and Patient defense every turn, which combines with the new Drunken Technique for six attacks per turn plus the dodge action and renewing temp HP from Patient Defense.

Level 17: Master Brewer

Your Brews now choose two options.

This is an insult.

The UA monk was running around with three brews at once at level 6. Getting a fraction of that returned at level 17 is a slap in the face.

Level 17: Intoxicated Frenzy

Old: Your Flurry of Blows now gains an additional 3 attacks, but only if each attack targets a different enemy.

New: When you use patient defense, you can unarmed strike every creature you move within 5 feet of once this turn. On a hit, the target must succeed on a dex save or fall prone.

This is amazing. A massive improvement over the old one, and almost perfect... almost.

I think we can push this a bit further; make Frenzy last until the start of your next turn, and make it apply to enemies that approach you during that time.


TL;DR Drunken Technique shouldn't have lost the old functionality, and the new brews are too restrictive for what they do. This isn't a subclass that has ever even come close to being a balance problem, don't hamstring it by being afraid of it. Since I doubt we'll be getting buffs before this thing releases fully, I'll probably be asking my DM if I can homebrew it to keep the fun parts of what my character has been able to do up until the point.

Recommended Changes/Homebrew

  • Drunken Technique now grants both Drunken Flurry (2014/UA Drunken Technique) and Drunken Defense (5.5e Drunken Technique). You can only trigger Drunken Technique once per turn.
  • Brews now always last 8 hours and always cost FP. You can use a number of brew effects equal to your proficiency bonus. The cost of a brew is a number of Focus Points equal to the number of options chosen. Resting or using Uncanny Metabolism will not recover these Focus Points so long as the brew effect they paid for is active. The monk can "sober up" once on each of their turns as a free action, ending one effect from your brew in exchange for recovering one focus point. FP spent on brew effects are also restored if the brew expires naturally or it is removed by overwriting the old brew with a new one.
  • Master Brewer reworked entirely. When you create a brew, you can serve drinks to allies, giving each of them one Brew effect of your choice for one hour. You may give different allies different brews. If a brew references martial arts dice, use the brewer's dice. If a brew allows the use of a monk feature, it can only be granted to a creature that has that feature.
  • Intoxicated Frenzy now also triggers attacks when creatures enter a space within 5 feet of you before the start of your next turn.

Edit: This is what I've settled on for homebrew fixes after a bit of iterating.


r/onednd • • 9h ago

Character Building Soulknife Build

1 Upvotes

Hi All! I need some advice on how to build out a SoulKnife Rogue.

My rolled stats are 17, 16, 16, 13, 11, 8.

We will be starting at level 3 and I want to go for SoulKnife, I'm currently thinking about getting my Dex up to 19 with the +2 from Charlatan and grabbing a bunch of proficiencies to use with my class features. DM says I can use feats like Elven accuracy if I go elf and has said the updated Sharpshooter is fine to use if I want.

Does anyone have any experience playing the class that could advise on how the damage is and if I should look to multiclass for extra attack etc? (DM allows using the Blades with extra attack.)

Also, is getting my Dex up to 19 a bad idea if there's potential I go for half feats that boost Dex?


r/onednd • • 19h ago

Question Boon of Magic School Mastery and Divine Shield

5 Upvotes

IIRC, you can use boon of magic school mastery to get spells from other classes spell lists. Does this mean that for basically all casters at level 19 they effectively become completely immune to damage at all times by taking Boon of Magic School Mastery to get Divine Shield? If so, it seems kinda dumb given that wizards seems to have been publishing more high level adventures recently.


r/onednd • • 1h ago

Homebrew A bold idea for fixing Rogues

• Upvotes

I've seen many propositions for fixing Rogues lately. Most of them focus on increasing damage or giving them extra attack, but I don't think damage is the only issue. I feel that Rogue subclasses lack diversity. Playing a Battlemaster feels very different from playing a Champion Fighter, much like playing a Berserker feels a lot different than playing a Wild Heart Barbarian. Different Rogues should feel just as different.

Since in the past WoTC fixed the Ranger by giving them an overpowered subclass (Gloom Stalker) to make up for a weak class, that made me think overpowering the subclasses would make up for a lackluster class while at the same time, increase diversity.

So that's the way I went. Inspired by a Dungeon Dudes video where they mention taking 5 levels of Fighter or Ranger fixes many of the Rogues issue, I decided to sprinkle levels of other classes along 20 levels of Rogue, at a rate of 1 level of another class for every 3 levels in Rogue. I think the result is a much more balanced class, able to compete with a Fighter or Barbarian with subclass, not always for Damage, but in contribution both in and out of combat. Subclasses were changed as follows:

Arcane Trickster: added levels in Wizard, making it a half-caster (spell progression from 1st to 5th level spells), upgraded the number of Cantrips to three at 3rd level, four at 9th and 5 at 17th. Also gave it the Wizard's Scholar feature at level 6 and access to one of four Arcane Traditions at level 9th: Enchanter, Illusionist, Conjurer or Transmuter. The Rogue gainst that tradition's class features at level 9 and it's 6th level features at level 17.

Assassin: Mixed the Assassin with the Gloomstalker Ranger, changing the spellcasting ability modifier for Intelligence and the spell list from Ranger to Warlock for flavor. So, in addition to everything the Assassin Rogue gains at third level, they would also gain Favored Enemy (which I called Assassin's Mark), access to first level Warlock spells (with slight spell progression equivalent to 1/6th of a full caster) and proficiency with Martial Weapons (doesn't seem very assassin-like to get proficiency with medium armors and shields). At 6th level the assassin gains another Expertise and a Fighting Style and at 9th level, the Gloomstalker's Dread Ambusher and Umbral Sight features. At 13th level they finally get Extra Attack and at 17th level, Roving (+10 move speed plus Climb and Swim speed). Not an amazing capstone, but Death Strike is already the actual capstone.

Swashbuckler: Mixed the Swashbuckler with the Battlemaster Fighter. That gives this Rogue a lot more options. At 3rd level the Swashbuckler gains proficiency in medium armor (Breastplate a classic Swashbuckler armor) and Shields (don't forget bucklers and rondels are swashbuckling shields), proficiency in Martial Weapons, 3 extra weapon masteries and 1 Fighting Style an Second Wind, all in addition to Fancy Footwork. Right away this is a much "tankier" Rogue. At 6th level grants them Action Surge and Tactical Mind and at 9th level they gain level access to Combat Superiority and Combat Maneuvers, which means a Rogue that fences like a Fighter. I imagine Riposte will be a favorite. At level 13, they also gain Extra Attack and at level 17th comes an extra feat in addition to Master Duelist.

Thief: Mixed the thief with levels in Warrior of the Open Hand Monk. Wait, wait, hear me out. I think it makes send for the Thief, of all other Rogues, to not wear armor at all. And by reflavoring Martial Arts as Dirty Fighting, replacing Monk Weapons for improvised weapons, I think we get the feeling of a Rogue that is not interested in being part of combat but will do anything to get out of it alive, while helping the party by delivering stuns, trips, pushes and grapples. It looks like this: At 3rd level, in addition to everything else, the Thief also gains Unarmored Defense (Intelligence) and Dirty Fighting (they may make an unarmed attack that deals 1d6+dexterity damage as a bonus action and use improvised weapons as if they had the Finesse Property). At 6th level they would gain +10 movement speed and a pool of resources called Cunning instead of Focus, equal to their Proficiency Bonus, which they can use to make two dirty fighting attacks, make use of two Cunning Actions with the same Bonus Action or take the Dodge action along with another Cunning Action. The resource is far more limited than a Monk's Focus, so it reflects a somewhat desperate act by the Thief. They also gain a sort of Quick Recover to regain all Cunning and 1d6+Proficiency Bonus once per Long Rest Rest. At 9th level, their sneak attack can also deliver impose the effects of Open Hand Technique (Addle, Push or Trip). It's hard to defend deflect attacks for a class that already got Uncanny Dodge at 5th level, but I guess it could be something like "When you use Uncanny Dodge, you may roll 1d6+Dexterity Bonus + Proficiency Bonus. If your roll exceeds the damage dealt, you take no damage instead and another creature within range of your attacker must make a Dexterity saving throw or take 2d6 damage. At 13th level, you also gain Extra Attack, all d6s in this subclass' features turn into d8s and they can deliver Stuning Strike when attacking with Dirty Fighting or an Improvised Weapon. At 17th level, they are able to use Quick Recover as a Bonus Action a number of times per Long Rest equal to Intelligence Modifier. The DC of all abilities would be Intelligence based.

Does it all sound like something worth writing down? Does it need to be tuned down?


r/onednd • • 4h ago

Question Do your spells/abilities benefit from soothing familiars wording?

0 Upvotes

Trying to figure out if the allys being referenced are the allies of the familiar or your own allies cause if it's your own you don't benefit from the feature of soothing familar.

The emination originates from the familiar but it never references the familiars allies

So I am unsure if spells or abilities of the person with soothing familiar benefit while within the emination or not.


r/onednd • • 36m ago

5e (2024) All 16 D&D World of Warcraft Species Revealed

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• Upvotes

I received an early review copy from WotC and put together this guide.


r/onednd • • 18h ago

Character Building Trickery Cleric vs Archfey Warlock

0 Upvotes

Starting another campaign soon. I’ve been tinkering with two builds that I think I’d enjoy playing but wanted to hear from folks who’ve been there done that. We’re starting at level 1 expecting to go 10+

Human Trickery Cleric: A renegade, gambler type who tried to cheat a god and got a dagger through his hand and blessed for his hubris.

I want to lean into the illusion/deception/controller route with this character.

Eladrin (Spring prob) Archfey Warlock: basically a nightcrawler character, but charming and a flirt. Really want to spam the bamf, teleport around and blast folks. Also like the idea of telekinetic/thorn whip/repelling blast for some forced movement

I don’t plan of using a weapon for either. Any and all feedback would be helpful and appreciated, homies

EDIT: clarified only focused on illusion with trickery build


r/onednd • • 1d ago

Discussion How do you use old adventures in 5.5e campaigns?

7 Upvotes

I'm a new DM and new to DnD and TTRPGS altogether and I've been thinking about how cool it is that there's just a smorgasbord of well-designed adventures over the course of several decades but how do I tap into them if they're from previous editions?


r/onednd • • 6h ago

Moderator Announcement Reinstated Posts

0 Upvotes

After a few conversations and some additional clarification, I've reinstated a couple of posts that were previously removed. I appreciate everyone who took the time to discuss the situation with me and help clear things up.

Ultimately, the issue came down to my not having all the information necessary to make a fully informed decision. I don't participate in the agreements between WotC and individual content creators, nor do I have access to the specific terms of those agreements. As a moderator, I can only work with the information available to me, and sometimes that information is incomplete.

Going forward, we'll operate under the assumption that videos released by these creators are authorized by WotC unless we receive information indicating otherwise. If WotC provides additional clarification or updates its policies, I'll share that information with the community, and we'll adjust our approach as necessary.

I know everyone here loves D&D, and I certainly share that enthusiasm. My goal has never been to prevent people from enjoying or sharing content. I'm simply trying to help maintain a positive community while applying the rules as fairly and consistently as possible.

I also recognize that moderation decisions aren't always going to be perfect, especially when the circumstances aren't entirely clear. When new information becomes available, I'm happy to reconsider a decision and make corrections where appropriate.

Thanks again to everyone who helped clarify the situation. I appreciate your patience and understanding.


r/onednd • • 2d ago

5e (2024) Death Knight, Demon Hunter, Evoker and Druid spell revealed

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161 Upvotes

A lot of spell for Paladin (Death Knight), Ranger (Hunter), Druid and Sorcerer

I especially like that Sorcerer get healing spell and unique spell. I still hope that the new Draconic Sorcery variation for Devastation/Preservation/Augmentation will make those spell shine a little more.

Metamorphosis and Demon Spikes seem very good for ranger.


r/onednd • • 2d ago

Hot Take Mike Mearls - Why 4e Failed

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84 Upvotes

Fairly related to 5e because it really explains why they made 5e the way it is.

But it's also a very interesting reminder that the discussions we have here and the complaints here are very much NOT reflective of the majority. And just because we care about something in the game it may not be the norm.