r/onednd • • 5m left

Discussion Highlight context for those that missed it

• Upvotes

I received a modmail message, and I think the response should be public. Here it is:

I assure you I'm not tone-deaf to the community's concerns. However, community opinion and general consensus aren't necessarily the same as having verifiable information about what WotC does and doesn't permit.

First and foremost, I'm a player and DM myself, and my commitment is to helping build the best community possible. I'm not interested in enforcing restrictions simply for the sake of enforcing them, nor am I interested in alienating the very people we're here to support.

To that end, I've already reached out to WotC's legal team and my former Wizards Play Network representative (I used to own a brick-and-mortar game store) for clarification on what content creators are permitted to share.

Once I receive guidance, I'll provide a formal update to the community, and we'll review and revise our rules as appropriate to reflect WotC's policies and permissions.

I understand the frustration, but I'd rather make an informed decision based on actual guidance than assumptions, regardless of how widely those assumptions are shared.

This is from the wonders of u/macmoreno

So to clarify, we are pre-emptively banning just incase WotC is upset. Someone who also for some reason prevented all conversation on DnDs attempt to unionize, and stated a pinned post that no one can comment on is reasonable.

We truely have a reddit mod meme amongst us. Don't worry he "used" to own a store, maybe we know why it is past tense.

He's one of us guys! just a player and DM who wants the best community


r/onednd • • 3m left

Character Building Rogue Pirate Swashbuckler build/backstory

• 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 • • 1h ago

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

• 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?

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.


r/onednd • • 1h ago

Question Number of feats in the new wow book

• 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 • • 2h ago

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

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18 Upvotes

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


r/onednd • • 2h ago

Character Building Soulknife Build

2 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 • • 4h ago

Character Building Help picking a Race for Sorrow Knight

11 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 • • 5h ago

Homebrew HBing Craftable Resources for Martials

8 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 • • 8h ago

Discussion I find the new Divine Shield spell, possibly problematic.

0 Upvotes

for who hasn't seen the new content drop from the WOW book from influencers, in the new book there is a lvl 4 spell from the paladin list called divine shield, that lets you be immune to all damage and to all movement effects as a reaction until the start of your next round.

this has a lot of implications that i feel are not healthy for the game:

an enspelled item with this spell, lets everybody basically have 6 rounds a day of free damaging an enemy with little to no risks.

with boon of spell mastery, any spell caster can get access to the spell and cast it with plenty of spellslots, making high level play even harder than it is today.

while the pala gets access to this spell later in his carrer, its still too early (lvl 13) compared to the power of basicly hitting for a full round against any enemy with no ripercussions.

what do you think?


r/onednd • • 12h 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 • • 12h 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 • • 16h ago

Character Building Barb/Warlock or Bar Monk Warlock build

0 Upvotes

I'm starting campaign that surround lots of magic. There are 6 of us, 3 are full spellcasters, 1 Paladin and 1 ranger. I was working on a Wizard build myself when I realized there are too many control characters and that wanted to mix it up and be more frontliner. Yes I considered full barbarian but I have some great rolls and now re-thinking my build. My rolls were 17,16, 16, 13,14,12. (We did get to re-roll the 1's as I'm not usually that lucky,)

Back to my question. Have you played either of these builds? I am fully aware of the limitations regarding spellcasting in rage. What attracts me is the frontline ability in rage with the amour of agathsys. Then I watched a you tube video regarding the Barb-monk-lock which took the play style in a different direction but once again seemed fun to play.


r/onednd • • 19h ago

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

7 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.

r/onednd • • 22h 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 • • 22h 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 • • 23h ago

Discussion The WoW book makes Scribes an incredible blaster

98 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 • • 23h ago

Discussion The best healer Is a Bard with the new WoW book

0 Upvotes

With access to the new Divine Shield, Tranquility, Apotheosis and Conjure Celestials i think Bards are without a doubt the best healers, especially with Simulacrum and Contingency too. Ofc you cant take all of them, but haveing 4 of these spells makes you and insane Heal bot.


r/onednd • • 1d ago

Discussion Help With Monster Ideas

2 Upvotes

I am writing a One Shot with a folk horror theme set in an ancient and foreboding forest where a village sits on a lake surrounded by mists. The villagers are cultists that worship the “Elder” a mysterious entity that they believe protects them and the forest. They wear strange clothing resembling him, they have totems built throughout the forest in its image that are actually scarecrows that watch for intruders. I have several monster ideas for the Elder such as a Froghemoth, Baelezu, Jabberwock but they don’t quite fit my theme. Do you have any ideas on what to use?


r/onednd • • 1d ago

Question New DM here: How to handle Spell Focus and Spell Components?

3 Upvotes

Spell Focus and Spell Components

Hi everyone, sorry if these questions have come up multiple times already. I’m a new DM and looking for help. We’re playing D&D 5.5.

At my table, we have a paladin and a druid. The paladin uses an amulet as a spellfocus, and the druid uses a quarterstaff. According to the rules, both can cast spells with material components as long as they use their spellfocus. That’s no problem for the druid—he has the staff equipped. But what about the paladin? Does he have to sheathe his weapon so he can touch his amulet, or can he just cast it as is (he’s carrying a shield and a sword)? And what if the spell requires ONLY somatic components? In this case, it’s clear—the paladin must sheathe his sword. But what about the druid? Does he have to sheathe his quarterstaff as well? And finally, what if a spell requires BOTH material and somatic components? How should the paladin hold the amulet and the druid hold the quarterstaff so they can cast the spell?

I’d really appreciate answers on how this is handled according to the core rules, as well as how you, as experienced DMs, handle it. I want it to be fair and consistent.

Thanks a lot in advance!


r/onednd • • 1d ago

Character Building Help me build either a Fiend or Vestige Bladelock?

3 Upvotes

Hey all, I'm planning to make a bladelock that starts with a dip in fighter for a fighting style and con saves, along with weapon masteries. My ability scores are: 13 STR (increases to 14 with great weapon master), 14 DEX, 17 CON (+1 from background), 10 INT, 12 WIS, and 17 CHA (+2 from background). We start at lvl 4. Trying to do Fighter 1 / Warlock X

My background is either going to be Flaming Fist Mercenary for tough or Inquisitive for Alert, still not sure which to take. I've never built a bladelock before and I'm kinda stuck between the fiend for basically unlimited temp HP or the new Vestige patron which looks very fun as well. Also which cleric subclass spells should I take?

I'm just kinda lost and I'm looking for some advice from folks who know more than I do. Thanks! (Also please leave a comment if you need more information at all)


r/onednd • • 1d ago

Discussion Saw the Wow Preview video. I wonder do this Monk Feat stack by itself?

30 Upvotes

Combo Strikes. When you deal damage to a creature with an Unarmed Strike, you gain a +1 bonus to the damage roll for each time you previously hit that creature with a melee attack roll in the same turn.

I wonder do this +1 bonus stack? Is it like +0+1+2+3 or +0+1+1+1?


r/onednd • • 1d ago

Hot Take Mike Mearls - Why 4e Failed

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88 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.


r/onednd • • 1d 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 • • 1d ago

Character Building Looking to make a gunslinger

3 Upvotes

I’m looking to make a gunslinger character and I’m torn between taking the gunslinger class and the white hat subclass that eventually gets a couple battle master levels, or a updated gunslinger fighter that has been allowed to have a few revisions made to the subclass in terms of reloading and how to address jams.


r/onednd • • 2d ago

Homebrew What are the most popular house rules in D&D 5.5e?

100 Upvotes

What house rules did people adopt or abandon for enhance gameplay?