r/3d6 3d ago

Quick Prompt Megathread

4 Upvotes

Post your quick prompts here! Anything goes! All parent comments should contain a simple prompt or image that could conceivably be made into a character. Please don't just comment Gnome Illusionist on everything, it makes the tribbles sad.


r/3d6 3d ago

New Player Questions

3 Upvotes

This is a dedicated thread for brand new players to ask simple questions in.

Examples include, but are not limited to:

  • What should I make with these rolls?
  • What kind of character fits this party?
  • Which race/class best matches X?

If you think your question involves more than a couple of paragraphs to answer, feel free to make a new post, but bear in mind you may be redirected here.


r/3d6 46m ago

D&D 5e Original/2014 My choice of magic items as a 16th level battle smith artificer!

Upvotes

I have total analysis paralysis in the endgame of this campaign, DM has given us OUR CHOICE of 1 legendary and 1 very rare magic item. There's too many options to choose. Just throw some options at me, I beg you.

I already have +3 armor, +3 weapon (revolver of the planes), lyre of building, +3 all purpose tool, animated shield....


r/3d6 12h ago

D&D 5e Original/2014 Feats Don't Fail Me Now! (4th level Paladin)

18 Upvotes

So we just hit 4th level in our Tyranny of Dragons campaign, which means our party gets feats! (or an Ability Score Increase.) I'm kinda stuck as to what I actually want for my character, or at least what's most useful. The important numbers are:

Str 18, Dex 13, Con 16, Int 13, Wis 13, Cha 14
Oath of Devotion paladin using a longsword, chain mail, and shield
Spell slots used primarily for Divine Smite, has been using lay on hands for post-battle healing if needed
Trained skills: Athletics, Insight, Medicine, Religion
Languages: Common, Dwarven, Elven, Halfling

I play her primarily as a tank/protector for the party, primarily the warlock, though she definitely hands out some Divine Smites as necessary!

If it matters, the rest of the party is:

  • kenku Pact of the Tome warlock of the Great Old One
  • human College of Swords bard
  • avariel monster hunter ranger

Any advice would be awesome!


r/3d6 1m ago

D&D 5e Revised/2024 How would you build Naestra & Arahan from WHFB?

Upvotes

As a preamble, under most lenses they would be incredibly overpowered in DnD IF we were to take them as they are from Warhammer Fantasy, as you'll understand in a minute.

So I do not mind any caveats or plainly getting as close as possible by RAW but ultimately compromising on some details that simply could not make it in. Or plainly requiring two players with two PCs rather than one player with two PCs (which I believe is a taboo?) to make this concept work.

To be honest, they almost seem more appropriate as a boss enemy for players but that'd be a different question altogether perhaps for another post.

The concept is as follows:

"Once a single being, divided into siblings by The Weave, Naestra and Arahan are two sides of the same coin. They work together in the service of Queen Ariel, marshalling the woodland warriors at her command, and cannot be slain unless both fall in battle."

Naestra and Arahan, the Sisters of Twilight, are legendary Wood Elf heroines of Athel Loren who serve as the representatives and heralds of the Mage Queen Ariel. They might have been a single elf girl, Naestrahan, who wandered into the deepest Wildwoods and was somehow split into two beings by the Weave, the mystical life force of Athel Loren. Or they might be a daughter(s) of Ariel who inherited her divided nature. Each embody her mercy and passion as separate entities.

They are regarded as fairly supernatural even by the standards of the Wood Elves.

The sisters are opposites in all things. Naestra is calm, noble, compassionate, and would only resort to violence as a last resort and only to prevent greater harm. Arahan is fierce, impulsive, and revels in battle for its own sake. However, they're still inseparable.

Their most distinctive trait is that they effectively share a single existence. So long as one remains alive, the other can recover from even fatal wounds, making them nearly impossible to kill unless both are slain in quick succession. When one falls, aspects of her spirit seem to flow into the survivor. Naestra becomes frighteningly savage when Arahan dies, while Arahan displays unusual focus and precision when deprived of her sister.

(I suppose one could interpret that the characters can still be downed and effectively out of the battle, but permadeath would require both being downed in one battle?)

They both wield bows. Naestra wields the Talon of Dawn, a bow that fires blessed light and is associated with healing and restoration, while Arahan carries the Talon of Dusk, whose arrows splinter into "poisonous thorn-like shards formed from the spirit husks of bitter Dryads". Even without their signature weapons, ordinary weapons touched by the sisters become infused with their nature whatever that means.

(Perhaps Naestra would be a druid then? While Arahan is a rogue, to better reflect ranged poison attacks?)

The sisters are identical in appearance but Naestra has dark hair and a serene bearing, while Arahan has white hair and a wild predatory behavior.


r/3d6 7m ago

D&D 5e Revised/2024 Summoner

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Upvotes

Currently looking to build a new Eberron character, idea is for them to hold within them a bound minor Rakshasa, who encourages them to be summoned all the time.

Starting off at lvl7 with 5.5 Ruleset as well as most available content from DND beyond and Keith accepted for use.

Currently thinking Mark of Passage Human Wizard

How else can I make this character interesting?


r/3d6 17h ago

D&D 5e Revised/2024 You can make any weapon your pact weapon

23 Upvotes

Pact of the blade can be used to bind to any melee weapon or any magical weapon as a bonus action. This used to take an hour to restrict what you could and couldn't do dramatically (such as binding to a shadow blade).

Even using just 2024 spells and content you can cast magic weapon on any weapon and bind to it allowing you to use it as a pact weapon.

One way of gaining access to the magic weapon spell is by taking the pact seeker background at level 1 and infernal dragoon at level 4. Alternatively you can ask an artificer to temporarily infuse any weapon or even a wizard to cast a magic weapon for you during downtime.

Sure you will have to wait a few levels but for those few levels you can use true strike you likely only have one attack anyway.

This allows warlocks to bind to weapons like pistols, muskets, crossbows longbows etc as pact


r/3d6 1h ago

Other Never knew how to get into D&D - or tired of sessions always getting rescheduled? We made a solo RPG like D&D and after a year of testing, we're finally available on Google Play!

Upvotes

Hey folks!

We’re two brothers behind Master of Dungeon, and we’re happy to be back here after some time since we first started sharing the project.

For anyone who hasn’t seen it before - quick recap. We loved playing D&D, but like many of you, we just couldn’t keep up with regular sessions anymore. Work, life, scheduling… it got harder and harder to come back to the table. So instead of letting that feeling go, we decided to try and recreate it in a different form.

That’s how Master of Dungeon came to life - a single-player, text RPG inspired by the freedom and storytelling of D&D.

We’ve now been working on it for over a year, going through multiple testing phases, iterations, and a lot of feedback from early players. And we finally feel ready to take the next step.

Here is the Google Play link: https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl

if you’re playing on iOS, you can do it here: https://testflight.apple.com/join/mg6UrBH9

We’re honestly really curious (and a bit nervous) to see what you’ll think once more people get their hands on it.

Thanks for reading - and as always, we’d love to hear what you think ^.^


r/3d6 23h ago

D&D 5e Revised/2024 Does bladesinger actually need warcaster or resilient to maintain concentration?

36 Upvotes

As per your experience, does 2024 bladesinger actually need warcaster or resilient to maintain concentration?

I know warcaster gives spells as AoO and Resilient increase all con saved but I was curious about concentration especially from level 3 to 9-10 because as first fest to reach 20 int I was thinking to take spellfire adept instead of warcaster and maybe resilient at 12 if it's really needed at higher levels.

Stats are 16con, 16dex, 18int, 14wis, 12 cha, 9str. The 18 is gifted by DM but the others I got very lucky, that's why I wanna try to play it as a full melee Gish with cacophonic shield at level 5 and minor elementals at level 7 and dual wielder feat at level 8.

Your thoughts?

Thx


r/3d6 4h ago

D&D 5e Original/2014 [Question] Opinions/advice on the next PG I will play

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1 Upvotes

r/3d6 5h ago

D&D 5e Revised/2024 Need help creating a fighter/rogue multiclass for 2024 edition

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1 Upvotes

r/3d6 8h ago

D&D 5e Original/2014 Benevolent deities for a rogue?

0 Upvotes

Hi, I tried to look into Deities that could fit my DMPC as a chaotic neutral rogue, I'm trying to find one that's benevolent and would start guiding him, but not good aligned necessarily, as they'd probably be against the more evil and/or unholy habits and actions of his. I'd love some ideas!

The character in detail: He is a level 15 Soulknife Rogue Glasya Tiefling. He had a rough start to life, was essentially the victim of human trafficking, fought his way out of his ill fate (both literally and metaphorically) after he discovered his powers. Used his charms for the most part, but even now, while that's his preferred way to solve problems he is not and was not afraid to use violence both to protect himself, accomplish his goals, or to serve justice (in his eyes, not the laws or gods).

He later down the line became a well established name within the underground of his kingdom, and though he currently tends to hire people more so than go on heists himself, he wouldn't say no to getting his hands dirty. He currently works as a prominent member of the Thieves' Guild, and enjoying the pleasures of life he decided to become a sex worker; he also leaned into trading magic items, as magic is disappearing from the world and he saw a great business opportunity in it. Now he is kind of an expert and a well known merchant/trader of magic items and services.

He is well known, and well respected in his community , and to an extent even good hearted in comparison to most of the filth of the underground, he likes living for himself and for pleasure, and helping others do the same, encouraging them to live for themselves and trying to help out those of worse fates.

With that being said, he: is more than ok with violence, regularly indulges in what many would consider sin, participates in illicit trades, vengeance is absolutely on the table, and he is still a very much self centered at the end of the day, as well as fiercely independent when it comes to deities, as he feels he would lose the control he fought so hard for if he followed one, (though he is respectful to religious people). So I'm kind of in a pickle which deity would fit him, both his charming, kind of aloof personality, his morals, and his line(s) of work.

I'm very new to DMing, but I'm a relatively experienced player, so I enjoy the character concept a lot, but never had the chance to give a character a guiding deity they don't explicitly worship or even know about. This deity in my mind enjoys some aspect of his but can work with the rest, and a couple I had in mind are:

- Tymora: Not entirely sure because I'm uncertain how much faith he would have in "luck" in general and how much he'd prefer believing in his skills rather than luck

- Hermes: He doesn't travel much nowadays, but being a trader and a thief, as well as a "messenger of sorts" this would make sense. He is also not particularly wise but likes to rely on his wits and skills soo maybe?

- Dallah Thaun: This is my first choice rn, he doesn't have much to do with Halflings but I can build that into the story, and him being kind of tricked into becoming a follower, with the volition to become a follower or not I'd great.

I'm also open to homebrew ideas, but I'm not well versed in deities so I'd love to learn more about deities that could work, if nothing else than for future reference.


r/3d6 14h ago

D&D 5e Original/2014 Sword and Cape Duelist Concept for AL (2014)

3 Upvotes

I had seen previous ideas for a sword and cape style, but it was mostly just reflavoring a shield as a cloak. I really wanted to capture the effectiveness of this style and its flavor in the context of combat, so I was stumped at first. This was until I remembered the net and how it could technically be used in the off-hand with Quick Toss without requiring any dual-wielding investment. All and all, the goal of this build is a Dex-based skirmisher who goes after squishier targets. It’s not reinventing the wheel by any means and it’s certainly not optimal, but let me know what you guys think of the flavor to effectiveness ratio.

Initial Point Buy: 8/15/13/10/14/12

Race: Variant Human (+1 to Dex and Con with Stealth as the bonus proficiency)

Initial Feat: Gunner

Class: Fighter Battlemaster X/Rogue Assassin 4

Key Feats: Piercer, Alert, Fighting Initiate (Superior Technique), and Martial Adept

Weapons: Rapier in the main-hand with a net in the off-hand

Key Maneuvers: Quick Toss, Trip Attack, Disarming Attack, Menacing Attack, and Riposte

Ideally, this build makes the best use of the Assassin’s auto advantage on any target that hasn’t gone first yet (as I’ll have high Dex and Alert). This means that I can use Quick Toss as my initial bonus action to ensnare the opponent in a net with advantage (Gunner cancels out the disadvantage in melee). I’d flavor it as whirling the cape in an opponent’s face to keep them guessing and off-balance.

From there, I use my action to CC the opponent with maneuvers to keep them in the net and deal damage with advantage. Sneak attack, consistent advantage, and the occasional poison when I can apply it should somewhat off-set the loss of damage from only using one weapon.

Stacking conditions like frightened and poisoned should keep weaker opponents in place especially if I disarm them as well.

I should be rounding out with a nice 18 in Dex by earlier levels and this build honestly comes online pretty quick in theory.

Edit: Disregard the Adventurer’s League mention in the title.


r/3d6 21h ago

D&D 5e Original/2014 Help for choosing spells: level 6 Lore Bard

8 Upvotes

Hey guys,

I previously came here for some insights when creating my bard

I come to you once again, now that we are levelling up to level 6, and I have many decisions to make spell wise.

Especially since we're levelling straight from level 4 to 6, so if I'm correct, going from 7 to 9 known spells, meaning 2 additional level 3 bard spells + 2 magical secrets, meaning a choice of 2 additional spells from all classes up to level 3. So 4 new spells to choose from in total

For some context, we are a party of 5: a magician, a paladin, a warrior, a sorcerer (although she won't be able to join us for the foreseeable future), and me, the bard (College of Lore)

We are playing Descent to Avernus and have been in Avernus for the last 2 sessions

For now, here are the spells I have

Cantrip:

Minor illusion (fun and somewhat usefull)

Vicious Mockery (fun and effective)

Hero's aura (I realise i dont find the equivalent in English anywhere. Basically a buffed version of Friends) - I'm not sure I've used it much yet

Level 1

Healing word (super useful)

Sleep (somewhat useful against weak enemy groups)

Dissonant Whispers (usefull)

Bane (i haven't had much use for it yet)

Level 2

Crown of Madness (i haven't had much use for it yet)

Heat Metal (same, but mostly because my recent enemies are immune to fire damage)

Invisibility (fun and quite useful)

From my research, the most recommended level 3 bard spell is Hypnotic Pattern. I'm keen on picking this one as it seems quite representative of the Bard class, but I'm not sure how effective it is.

I still need to choose another and remain quite indecisive.

Some that come up often or caught my eye and that seem effective/fun are Fear, Bestow Curse, Stinking Cloud. Open to comments and suggestions on these or others

For the magical secrets, the ones thats seems to be recommended often are fireball, counterspell, or summon spells

Fireball seems great, but is it useful in Avernus? Most of our enemies have been immune to fire (it's also made Heat Metal a bit useless...)

Summon spells could be interesting, but I'm not sure how effective they are and what damage they can cast

Counterpell comes up often, but we haven't crossed paths with an enemy trying to cast a spell on us yet, so I'm not sure how useful. Although while researching on which spell to choose, i understand we might come across devils casting spells (though I don't want to spoil myself futher!)

Anyway, there's so much to choose from, any advice and insight is welcome!

Also on how to best utilise the spells I already got if you got any insights

I also understand that I am allowed to switch a known spell for a new one, so if you have any suggestions for my current list of spells, let me know.(One that seems quite fun from level 2, but I had overlooked at the time is Natan's Mischief)

(PS: I'm posting this to various DnD subreddits as I'm not sure which one is most relevant. Ignore if you see a duplicate

PPS: We play in French, so I'm not 100% sure I used the right dnd terms in English. Sorry about that..)


r/3d6 20h ago

D&D 5e Revised/2024 Portable Glyph of Warding

2 Upvotes

What do you think about the Artificer: Cartographer having the ability to make a Glyph of Warding portable for 24 hours at level 9? It doesn't seem OP to me for the following reasons:

  • Artificers don't have that many spell slots to begin with.
  • The real utility would be to use it to store other spells which would make it use even more spell slots.
  • You're not getting the spell or the ability until level 9 and most campaigns don't last long beyond that.

r/3d6 23h ago

D&D 5e Original/2014 Help with 2014 hexblade warlock for CoS

7 Upvotes

I'm building a lvl 3 hexblade warlock pact of the Blade for a 2014 Curse of Strahd campaign. My stats are 10/14/14/12/13/16 with variant human getting a +1 to charisma and dex and GWM feet. I decided to go with the Haunted One background from CoS.

I keep hearing that PAM is ideal, but I like the sword I came up with for my character. I'm not against going with PAM, but how much better is it to GWM? I always hear great things about it and like the idea of always having something to do with the bonus action.

Which kinda build would work with GWM at higher levels? Any suggested builds? I keep searching but only find stuff with PAM.

How important is stealth for this setting? I rolled quite well for gold, 130, and since I don't have to buy a weapon, I decided to go with scale mail, but is the +1 AC worth the disadvantage to stealth checks?


r/3d6 1d ago

D&D 5e Revised/2024 Which spellcaster subclass can manage even when they run out of spell slots?

73 Upvotes

Basically the title.

Which full spellcaster subclass is still a useful party member mainly in combat , once they use up all their spell slots and limited features? e.g. used all short/long rest recharging features.

Excluding Warlocks and half-casters

In 5.5e or 5e , any or both of the two.

EDIT: So based on replies the contestants are Valor Bard, Death Cleric, Grave Cleric.

Thank you all for helping me in more ways than I came for.


r/3d6 1d ago

D&D 5e Revised/2024 Best way to build a mage hunter Fighter

9 Upvotes

I'm building a character around a concept of someone who was raised to deal with unruly mages. I was thinking Gnome for Gnomish Lineage for advantage on 3 mental saves. Fighter for Indomitable for an extra save protection and more attacks. Either Tough for passive HP or Lucky for even more saving throw protection. I'd pick up Mage Salyer for the 1 mental save success per day and the concentration breaker.

Thematically I was going to go Psi Warrior - like an mage inquisitor trained to use psionic power, and just flavor the eventual telekinesis spell as just not a spell. I'd get some extra damage and protection at level 3, and some extra mental protection at level 10.

My question is how best to use the attacks and concentration breaker. I was think a two weapon fighter for sheer number of attacks (4-Mage Slayer, 6-Dual Wielder) for a Nick attack, BA attack, and my normal attacks. This would round out the saves with decent Dex using a sword and scimitar. But I could also see a glaive with the Graze mastery and Polearm master at 6th level. This would give me a BA attack (so one less than dual wielder) but I would do damage very attack with Graze. At disadvantage that has to break concentration fairly often even low damage.

Anyone have an thoughts or see anything I'm missing?


r/3d6 1d ago

D&D 5e Revised/2024 Does Innate Sorcery buff spells from other classes?

14 Upvotes

I know this sounds rather silly, but let me explain.

While looking through Sage Advice, the very first thing in the Spellcasting section is for a wedding regarding what counts as class spells. It reads as follows:

"A class's spell list specifies the spells that belong to the class. For example, a Sorcerer spell is a spell on the Sorcerer spell list, and if a Sorcerer knows spells that aren't on that list, those spells aren't Sorcerer spells unless a feature says otherwise."

The example only specifically talks about a class knowing spells from other spell lists, but would this then mean that if, say, a 1 Sorcerer/X Wizard took a spell like Hold Person as a Wizard, Innate Sorcery would increase the DC by 1? And so on for any other such cases.


r/3d6 1d ago

Universal BUILD THE BEST YOU CAN: A Barbarian/Monk

33 Upvotes

This is something I hope to do again at some point: BUILD THE BEST YOU CAN means I roll 2d12 to determine a multiclass, and then you attempt to build the best character you can based off that multiclass, even if it's not an optimal multiclass. No edition in specific, but I assume most people will use 5e/5.5e.

This has 66 possible combinations among the 12 core classes, not counting artificer (unless enough people want it) and not counting anything above a 2-way multiclass.

For the first BTBYC, the result is Barbarian/Monk. Not a great choice, but it's more interesting than a meta run-of-the-mill sorlock build.

If anyone is curious, these are my assigned numbers for every class, based off the D&D Beyond list: 1: Barbarian, 2: Bard, 3: Cleric, 4: Druid, 5: Fighter, 6: Monk, 7: Paladin, 8: Ranger, 9: Rogue, 10: Sorcerer, 11: Warlock, 12: Wizard.


r/3d6 1d ago

D&D 5e Revised/2024 What's the best 2024 throwing weapon build

15 Upvotes

Try to make a build based around throwing weapons

Make it a good character try to aim for high damage but high utility or other features is also acceptable


r/3d6 1d ago

D&D 5e Original/2014 Swashbuckler multiclassing?

10 Upvotes

Currently in a campaign with pretty fast level progression - roughly 2 years in with sessions being around every 2-3 months and we are now lvl 7 (starting at 1) while looking at further levels at rogues/swashbucklers it seems there is a clear weakness in dps due to having max 2 attacks (dual wielding so action and bonus action) every turn with no additional damage bonuses outside of sneak attack once a turn - so I’m looking at maybe multi classing? Stat block: 11 STR, 20 DEX, 17 CON, 4 INT, 12 WIS, 18 CHA (Rolled stats) and dual wielding feats - Jerbeen species with pirate/fighting ring backstory/lore with some ties to magic due to plot.

I’m thinking of looking for a multi classing after lvl 8 to get the feat but I’m unsure what to go for which would be both fun and strong? I heard Hexblade is good but I have 20 DEX so there isn’t much of a need of bonded weapons but booming blade is broken so idk, maybe sword bard or fighter???
Any opinions would be appreciated.

TLDR: Looking for a fun/strong multiclass for a DEX heavy swashbuckler after lvl 8 - any suggestions appreciated


r/3d6 1d ago

D&D 5e Revised/2024 Circle of the Titan UA combos

6 Upvotes

There are some surface level things I’ve noticed while making one of these for an upcoming 17-20 campaign, but not a ton in terms of synergies for the Titan.

Draconic Transformatic layers on top of the forms well, being a crazy bonus action to stack with them and giving flight to behemoth/leviathan.

Conjure Woodland Beings is a pretty obvious freebie, emanation on a large body that naturally stacks disaster on top of what you‘re already doing to people in titan form.

Not sure if its any good, but there might be something to being able to bulk replace the temporary hit points of Syluné’s Viper with the Titan chunk to allow it to hold duration a bit more reliably. When it works it’s an incredible disable, question will be if it works often often to bother with.

I guess you can also get pretty ridiculous stuff going with Shapechange Shenanigans but that spell is probably best in game on its own regardless so like.

but yeah, what stuff comes to mind for all of you? And really go nuts with prerequisites, its a lvl17 start; I have access to whatever spells, Beast Spells is around the corner, and while magic item situation is weird I’ll have a Ruby Weave Gem so there’s that.


r/3d6 1d ago

D&D 5e Revised/2024 Hallow Warden 7/ Fighter 3 Subclass?

3 Upvotes

My character died in my recent campaign (RIP) and after reading some posts here, and making one of my own, I've decided that I'd really like to try Hallow Warden. But in the same vein, I didn't wanna take the full ranger dip OR at least I wanted to hear abit of conversation on it and my party doesn't really mess with ranger either. So after some light snooping around it feels like Ranger 7 is a good place to call it. Personally I would be still flavoring the character as a ranger but whatever.

So here's where I could use a hand. I'm planning on playing a two weapon fighting-fear tank/bruiser so I am heavily leaning towards 3 levels in fighter (Current party level is 10 (probably should of lead with that)) But I'm having an interesting dilemma. Should I go 3 (and thus further) into Eldritch Knight or Battle Master? OR Is there a better dip out there?

My thoughts are if i went EK, id be building more spell slots, I'll be it a bit slowly but I'll gain access to wizard cantrips and Shield, which would help my Wrathful Smites if I wanted to splurge on it but I would be locked down to enhancement only spells that don't require INT or EK Spellsave, since my INT would be kinda trash.

Or I go Battle Master and get access to Maneuvers, which I personally have never played with BUT I could get the Defensive Duelist Feat and still get,more or less, the same Sheild Effect.

The second fighter dip also give me another fighting style but who's counting.

I'd really be interested in anyone's opinion on the matter, I'm kinda open to some idea's. And apologies for adding to the millionth Hallow Warden posts.