• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Search results

  1. Juriel

    D&D 5E When should I Multiclass?

    Warrior classes should go to 5 before anything else, because that extra attack basically doubles your effectiveness. It's horribly limiting, but after that, stuff opens up a lot - you're just heavily encouraged to multiclass in increments of 4, because of the feats.
  2. Juriel

    D&D 5E The Harmless Suplex?

    It gets a bit tortured, but rules-wise you could Shove with your first attack, then do an Unarmed Attack with your second attack, and just fluff the whole exchange as 'a choke slam'... But it would be sub-optimal as hell. Yes, I wish the game made grappling more useful. As is, you can create...
  3. Juriel

    House rule for overnight healing: opinions wanted

    If you slow down 'natural' healing, you just encourage healbots... That said, I do think we should see more use of the Fatigued condition.
  4. Juriel

    D&D 5E Bare chested battle rager: the shield-using Barbarian

    Yeah, this is a Fighter build... I do really like Shield Barbarians, so I'll point out that Barb 2 gets you Danger Sense for advantage on Dex saves (perfect for Shield Master), Barb 3 gets you Bear totem (resistance to all but psychic), and then you might as well go for Barb 5 for an extra Rage...
  5. Juriel

    D&D 5E Polearm Master feat: very good?

    Shield Master is magnificent on Barbarian. Rage for advantage on shoves to knockdown, which gets you advantage on your attacks, and you get Danger Sense for advantage on Dex saves... In general, the fighting style feats (except for the grappling ones) are superb. Which begs the questions why...
  6. Juriel

    D&D 5E Polearm Master feat: very good?

    Yeah, Polearm Master is very strong, because of the extra attacks (with all modifiers applying to them).
  7. Juriel

    D&D 5E Level 8 TWF Barb/fighter

    Are you going variant Human? Then you can start with Dual-Wielder (for more defense/easier time chucking handaxes) or Polearm Master (for more offense/control). Barb5/Fighter4 is definitely the early split to go for. That 2nd attack at 5th is so critical to get as soon as possible.
  8. Juriel

    D&D 5E How good are Barbarians?

    Barbarians seem fine. Their thing is being durable, and playing around with advantage (reckless, wolf totem, adv on str checks when raging, danger sense, adv no initiative). They also make for hilariously effective Shield Masters (with adv on str checks, good Dex, Danger Sense for adv on Dex...
  9. Juriel

    D&D 5E summon animals

    These are the same devs who were surprised when multiple multiattacking, paralyze-on-touch ghouls led into TPK. 'Math, what is that' Anyway, some form of gang rules would cover these, but if you insist on giving anything a full set of actions and the same rights as a PC, well, there you go.
  10. Juriel

    D&D 5E summon animals

    Against non-elementals, on the other hand, you could also just summon Giant Poisonous Snakes, for +3d6 poison damage times 8... And reach, so they can hit anything from behind your frontline.
  11. Juriel

    D&D 5E summon animals

    Yes, multiple small minions are damn deadly in this edition. And summons are doubly so, as you tend to be able to summon them to exact spots within range. Also, they act on their own, so at most you need to spend bonus actions on telling them what to do (which could be just 'kill all enemies'...
  12. Juriel

    D&D 5E Jump

    Conflicting signals again... I think, if someone's using a spell slot on casting Jump / attunement slot on them boots, they should bloody well get some movement benefit out of the things. If you treat flying speed one way, why is jump so different? I guess we should be glad they didn't go the...
  13. Juriel

    D&D 5E Kobold Preview

    There's a difference between that and not even bothering to try. Unless there' s a second page in the MM Kobold entry which details all their devious trap-laying ways, this all boils down to WotC saying off-handedly 'oh yeah, and traps'. I doubt there is such a page, because just look at those...
  14. Juriel

    D&D 5E Kobold Preview

    I agree with this so much. Just giving a few extra bits sparks the imagination right away and makes it clear that kobolds do something unique to them. Whereas, why the hell do you even have separate monster entries, if it all boils down to just a different size of HP and damage? That is the...
  15. Juriel

    D&D 5E Kobold Preview

    Oh look, another monster that just hits you. It hits you slightly better with someone next to you. Sigh.
  16. Juriel

    D&D 5E Jump

    I think I just read that you basically just pick the highest of your applicable movement modes. If you can fly 60 feet on your move, you can walk for 30 feet, then take to the air and go the remaining 30 feet. And what is jumping if not flight you have to land at the end of? :p
  17. Juriel

    D&D 5E Highest DPR Build Yet?

    That's why you pick Warcaster, and replace any AoO with a spell, as it says.
  18. Juriel

    D&D 5E Optimal Multiclassing

    Paladin 2 picking up full caster levels would go well with their smites - when you have slots to burn on every hit you make, it starts to add up. Then you realize that you're just a full caster that is behind regular full casters in spells, why are you even hitting things. But you know.
  19. Juriel

    D&D 5E Barbarian / Sorc with 28 AC !

    Multiclassing rules. p164. 'If you already have the Unarmored Defense feature, you cannot get it from another class'
  20. Juriel

    D&D 5E Warlock invocations using spell slots

    When your unofficial class feature is Hex all day long, Concentration spells have to be really attractive.
Top