🥳🥳Today is the last day to back Ryoko's Guide on Kickstarter! Thanks so much for your support, you are amazing! www.kickstarter.com/projects/dndshorts/ryokos-guide-to-the-yokai-realms-a-5e-tome?ref=4oavq8
Note: Ryoko's will still be available after the kickstarter finishes, but the free dice are only available for people who back during the campaign! You can back now for any amount and upgrade your pledge later as well if you just want to secure the free dice!
I was in a horror/intrigue oneshot set in Dementlieu, and one of the players was an autognome mastermind rogue. Expertise in deception + ability to perfectly mimic voices? Utterly terrifying. And to top it off, he took a level dip into artificer to get disguise self
I had a firbolg Rogue with the actor feat and the deck of illusion. I could mimic voices, do 1 Disguise Self (up to 3 feet taller and shorter), and even turn invisible and summon illusions of creatures from bugbears to red dragons where I used to be.
As a dm who’s been running dungeon of the mad mage for a wizard who likes enlarge/reduce, if you’re dungeon crawling your dm will probably only let you pull the “reduce the door off its hinges” trick about five times before the dm either asks you to stop or engineers a way around it. Use that skill sparingly
The old ones remember having been stunned by all the grung abilities and shouted it out loud🤣 Or at least I did 10000 congrats on you and you’re team for the kickstarter, you are the best and we wish you all the hapiness possible for every piece of it you gave us by making this channel and project possible
Something that could be said about the Chromatic Dragonborn, they could also make decent Paladins, and I got a team of them as villains in my campaign. “The Daughters of Tiamat.” 😈
I've often said that Harengon is one of the best races in the game. You get Proficiency to Initiative (amazing ability that scales), 1d4 to DEX saves (one of the most common saves in the game), Proficiency with one of the most useful skills in the game, and a Bonus Action Move + Disengage. There are very, very few builds for which these would not all be hugely beneficial extras, and they're useful from level 1 to level 20.
I DM for a pretty strong party, including homebrew classes and One D&D material. The first enemy that finally could take them was a harengon monk i built. In a battlemap with platforms, the Tasha's rules for falling into the space of another creature and slow fall, little Lianala was jumping knee first on the face of people, knocking them prone and dishing out multiattacks with advantage. And depending on position, could jump back to a platform. As one of the players had a character with an innate jumping feat from the homebrew subclass, other with enough Str to reach the platforms and climbing then with some effort, and the other being pretty good ranged characters, i could go all out with her, and it was pretty fun. Mobility in the battlefield is one of the most important things for me (and sadly one of the most ignored options because of attack of opportunity, making combat stale), so i'm eager to be able to play with a harengon monk as a player too. Also, the party was almost TPK'ed. One of the players run, and the others were just captured. The Fighter had some bad lucky (missing all attacks on a turn, wasting his Action Surge) and i had some good (two crits in a multiattack against the Barb, the tank), so it is what it is.
They're also great spellcasters if you add the _Alert_ feat so that you almost always go first. That way, your buff/debuff spells take effect the very first round, or you have a chance to shut down the most dangerous enemy before they can attack. And of course, casting fireball before your parties meele's move to engage or the enemy ranged get a shot off. Some youtuber made a character he called "Nuke" to run the gauntlet (but unfortunately lost due to a bad roll...).
I actually made a Chromatic Blue Dragonborn Storm Sorcerer that had the smuggler background that would have been fun to try out. I also made a Duergar Forge Cleric. I've made a lot of characters.
Excellent! I have myself a Topaz gem dragonborn and with Amethyst draconic bloodline ancestry. Double dragon ancestry whammy! Necrotic, gorce, water, earth and some psychic. And yes darkvision and tweaked race feats from Xanathars like Dragon Fear and Dragon Hide/ melee is included. The doofuses at WotC forgot to slot in GEM ancestries for that Sorcerer origin/ subclass in the very SAME Fizban source book they introduced gem dragonborns and reimagined gem dragons. Award= 10x facepalms!
@@nicolastracz3793 nah the chromatic dragonborn is from fizbanz it's just a lil buff to the base dragon born. I find it doesn't do enough for them though so I give my dragonborn players a sort of thermal vision twice per long rest
Duergar pronunciation has been correctly confirmed to be "dwere-garr" in BG3. It's an Old English word that is the root word for Dwarf. A combo I want to play is Duergar Rune Knight. Pop Giant's Might, then cast Englarge, you are now a Huge size dorf. :D Also, mentioning all the Spelljammer species other than Thri'kreen, my word, how very dare!
Man, you reminded me how much I loved my warlock, wizard, fighter, monk party that I DMed. Haste to give the monk more attacks as well as hex was awesome.
Did you ever think you'd break the record for the most funded 5e kickstarter ever? I'm proud to be one of your backers. I managed to snag the Core Set ($160) plus a couple extra items on the last day. The crafting mechanics are what really caught my interest and I look forward to the release/delivery. Keep being awesome, man!
THANK YOU! I actually started a campaign recently and after checking out some top builds and guides and then reading through a bunch of options myself, I actually forewent Custom Lineage for Pallid Elf! I know it would probably be strongest on a cleric, but I really wanted to play a Shepherd Druid who was EXTREMELY perceptive and Pallid Elf is custom-built for exactly this. Advantage on insight and Perception, and +5 to passive checks for both, are crazy.
With the Dragonborn being immune to fire, I've always wanted to do a grapple build where you cast 8th level heat metal on yourself and then clung to your enemy while you cook them.
Disadvantage on saving throws casting heat metal on yourself?just to do damage? Why not just fireball yourself? More damage and you don’t have to grapple something with your likely low str stat as a 8th lvl caster.
I laughed pretty hard when I realized that the first 2 races were the same as my 2 most recent characters. Pallid Elf Druid kicks ass and Autognome Artificer is so much fun (also, since the autognome's Built for Success ability doesn't require your reaction, it actually stacks with the artificer's Flash of Genius ability which is dope).
I'm so glad your and your team's project is doing so amazingly! It just goes to show what amazing work you and your colleagues are capable of, and how amazing your new rules and additions are to DnD games! I look forward to any new projects you may come up with!
I am so excited to Ryoko's Guide to be out, just recently backed. It fits so perfectly into a campaign I plan to run in the future, most easily described as being a group of Yokai working to maintain peace between the Yokai and Human Realms in a world that is kind of like a Japanese/Shinto version of the Percy Jackson Series. After reading the playtest stuff, I already want to allow them as options for my players in my current campaign.
I have a autognome. I managed to get my hands on a needle of mending (which allows me to cast the Mending cantrip with an action casting time instead of a minute. He's a Battle Smith Artificer with a Steel Defender, and I chose Mounted Combatant for my feat. I am now level 5 and enjoying all the synergies between both my Steel Defender and myself being constructs. The Mending helps both my Steel Defender and I with healing. And since he is medium and I am small I am able to use him as a mount. My Mounted Combatant feat allows me to redirect attacks at my Steel Defender toward me and since I am within 5 feet it can use it's Deflect Attack to give disadvantage on the attack. Lots of fun for everyone!
I've actually got a Hexblood Druid ready to go for an upcoming campaign. He's essentially a former cult goonie that didn't like what was going on and went the other way. So excited to play him
Just backed the Kickstarter. I never truly realised how much content was included and took another look on the off chance it intrigued me more. Boy! Did it, now I can't wait for it to drop!
Hexbloods have quickly become one of my favorite options since TCE! (They get Disguise Self and not Darkness though!) Even if you don't do the flight cheese, a non-humanoid with a damage bump/interaction debuff once/day and a "changeling light" casting of disguise self that also gets limited telepathic communication, spying capabilities, darkvision and two free skills is awesome! It's a lot of stuff - and it is simple stuff to deal with and learn. Telling a new player that that can change their appearance and deal extra damage once a day and that they can see in the dark is not too hard - and it work well even with a barbarian! Hex is comparable to an additional daily rage once rages are out, and getting more skills and some trickster stuff gives you the tools to do stuff outside of combat where a barbarian usually falls a little short!
I'm actually playing a Hexblood barbarian in a game right now! He's awesome, with dark blue skin and black antlers (that he breaks pieces off of for his eerie tokens). Hex is actually kind of amazing for combats where I don't want to blow a use of rage, and often times I combine that with hexing the target's Strength and knocking them prone. The disguise self ability also helps to disguise the fact that he's blue and has antlers.
Warlock home brew Otherworldly patron of ghost You’re either bonded willingly or forcefully with a spirit or ghost. Permanently merging you and this entity causing you to not to be dead but being able to cross the line. Lvl 1: as an action you can turn into a half ghost lasting 10 minutes half your proficiency bonus (round up) times per long rest. Additionally all your unarmed strikes in this form can be made using charisma and do a d4 of damage. Also in this form your gain resistance to necrotic damage. Whenever you revert back into your non ghost form; you can only take one action, one bonus action, or your movement until the end of your next turn. Lvl 6: your unarmed strikes now do a D6 of damage. You gain a fly speed of half your movement. You can also pass through creatures and objects as difficult terrain. If you end you turn inside an object you are ejected to the closest unoccupied space and take a D10 of force damage for every 5 foot moved. Being ejected from an occupied space results in you reverting back into your non-ghost form. Lvl 10: While in ghost form as an action you can attempt to possess a humanoid with a CR equal too or less than your warlock lvl. Target makes a constitution saving throw. On a failed save, you possess the target taking over its body, and stat block for 1 minute. As you are concentrating on a spell, when the creature take damage you make a concentration check to maintain possession. You and the creature both take the damage. If the creature died while you possess it you appear in a space of your choice 5 feet from the creature, including the space the creature occupied before its death. This can only be done once per long rest. At the start of every turn, the creature also makes a constitution saving throw against your spell dc. If they fail you take your turn as normal. If they succeed you take your warlock lvl in damage, only get half their movement speed, and have disadvantage on all attacks for that round as the creature is resisting you. You may end the possession early if you choose. Being inside a humanoid while it is reduced to 0 hit points, required a charisma ability check of DC= humanoid’s challenge rating + proficiency bonus. On a failed save you are reverted back into to ur non-ghost form. Lvl 12: your unarmed strikes now deal D8 of damage and the damage is now necrotic Also your fly speed in ghost form is now equal to your walking speed. Lvl 14: you gain the ability to let out a ghostly wail. As an action in a 30 foot cone you let out a loud wail from beyond the grave. Every creature caught in the wail must make a wisdom saving throw. On a failed save they take 10D10 necrotic damage and are pushed 10 feet or half damage and not pushed on a success. You may only use this ability once per long rest unless you use one of your warlock spell slots to do it again. Using your wail reverts you back to your non-ghost form. Spells you get at appropriate level 1: comprehend language, inflict wounds 2:mirror image, invisibility 3:haste, major image 4:blight, death ward 5:mislead, reincarnate
I would love to buy ryoko's guide to the yokai realms, but I sadly don’t have the money for it, but I’m so happy for your success. Good job! Congratulations on your success 🎉
I thought that too so I looked it up. In the Sword Coast Adventurer's Guide it says "When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option" but in Mordenkainen Presents: Monsters of the Multiverse it only says "Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component." So I can see why there would be confusion.
I’ve been playing an autognome artificer for a spelljammer campaign and the sheer amount of tool proficiencies he has mean that any problem the party has can pretty much be solved, need to get somewhere we’re not supposed to be? disguise kit, locked door? thieves tools, need a bomb? alchemists supplies. Need to make a magic gun? woodcarvers tools, any ships need fixing? tinkers tools, it’s hilarious.
Me and the roommates just went in to get the book! So excited to be able to support this project! Been watching your stuff for a long time, and this is it's gonna awesome step. Congratulations cannot wait to receive the book.
I really like playing the Duergar as a Rune Knight (and I guess a Giant Barbarian now), you have a free use of Enlarge Reduce so you can become not only Large, but also a Huge Creature, without having to ask your caster or dipping in a caster class. Even funnier if you go invisible at the same time, yeah you propbably won't be stealthy with that Heavy Armor, but I just imagine the scene where you just transaform into a huge invisible wall
In the current campaign I'm in, I'm currently playing as an autognome aberrant mind, flavored as a Living doll (which actually fully tracks with standard autognome lore dispite having a vast visual difference from their art). I'm a creepy horror doll and having a blast. They're actually far more versitile flavor wise than just small robot, and can fit most campaign settings.
You KNOW i got that kickstarter game ready pack yesterday MY BOY! Im suer excited for the giant boss fights and sick new spells. It reminds me a lot of Sekiro. I',m curious about some of your biggest inspirations for making this project.
My last two characters were a Hexblood Paladin and Harengon Bladesinger Wizard. Harengons are totally busted, being able to escape after landing a fat hit at the top of initiative has been insane.
Small caveat with the hexblood, you only get to keep your move speeds and such if you become one during the course of play. If you take it at level one you just get a couple extra skills. Still cool, and a GM might overlook it, but worth mentioning.
Pallid elf rogue with expertise in perception and the observant feed. You can hear the BBEG breathing from the other side of the world with that passive perception.
Autognome makes one of the best Battle Smith Artificers. You can heal yourself and your companion with the same cantrip, you can ride your companion, and you literally are a robot Riding a robot and shooting people with gun without spending bullets while you'll take proper infusions. How cool is that?
One of my characters from a lost campaign is a Hexblood Owlin with levels in Conquest Paladin and Hexblade Warlock. His wings appear branch-like, his exposed skin is cracked and leathery, he clads himself in black feathers with Armor of Shadows, and his beak snaps open to reveal his wrinkled true face underneath. We use an alternate crit rule where you automatic crit and deal max damage plus normal roll if you surpass AC by at least 10 (minimum 25), so I use Guided Strike and just stack Divine Smite and Eldritch Smite for massive damage when he hits with his scythe (re-flavored longsword). He also uses his shield as a gong when he casts _toll the dead_ on his enemies. One of the campaigns that I'm currently running though is dealing with multiversal travel, so I might re-introduce him.
Uhh 3rd level is just about the level Sleep stops being useful for the Pallid Elf. Invisibility is still pretty great though if you wear plate armor since it will help you succeed Stealth checks.
Fun Plasmoid Tech (yes I know it wasn’t mentioned, get off my case): thief rogues can trigger grenades or DMG dynamite using fast hands. Plasmoids can extrude a 10 ft long pseudopod. Free +10 range on your Bonus Action Grenade
11:45 Or just shrink yourself or a partymember and catapult them away. Works really good if they are playing as a hedge or grung for some extra piercing or poison damage.
I'm about to play an Autognome Scibes Wizard named SEVEN (Sentient Entity Versed in Enchanted Notation), and he looks like a monkey. I'm so excited to play him.
I made a Hexblood ranger for Witchlight, had her be a Witchlight Hand (themed as a makeup artist), who basically works for the carnival- slowly turning into a hag because of her sneaking in as a child. I took a flaw from a hag personality and made her into someone obsessed with gossip! She basically chats people up while working as a hair dresser, and if it’s not something they’d tell her, she’d use her Hag like abilities from Hexblood to spy and find out.
My DMs--who at the start said their campaign was RAW--nerfed the grung there when my sister and I started playing them. (I knew immediately what race you were talking about with damage immunity ;) )
A DM I had for a short 2 session spell-jammer one-shot he made had bought an autognome mini and expressed that he hoped someone would play as an autognome. No one had any plans to pick autognome but I love to spice things up so I completely dropped my previous character idea and made an autognome divine soul sorcerer, just so he'd get to see the mini have some use. Fritzbizzle Tinkerpot, and they were honestly one of the most fun characters I've ever played. They were a sentient kettle made by the artificer in the group as a failed steel-defender prototype that was imbued with true life by some extraplanar celestial being. Their spiritual weapon was a giant ethereal 2x4 since the first thing they ever hurt themselves on was the underside of a set of workshop shelves that was made of wood. They would honk randomly, which the party absolutely loved.
Undead patron dragonborn with dragon roar feat and summon shadow spawn spell is super fun to play. Everything stays afraid while you just pelt them with eldritch blasts and chase them down with the shadow spawn. If something actually manages to get close, you just roar and fear them again. So good Used a dracolich as a patron for awesome Rp hijinks
As a hexblood attach the eerie token to an arrow or pull a tooth and throw it with a sling straight up to get a view of terrain or where people are from far away.
I just love playing robots. There are so many ways to do it that it's almost more interesting than role playing people. Autognomes, Warforged, and flavored Custom Lineage are some of my favorite races to build around
I love Autognome. Getting the ability to Guidance yourself (even on attacks) on command? That stacks with Guidance? Fantastic! Also, being completely immune to all effects that require you to breathe or consume something is so good. I played an Autognome Paladin all through the greater range of the Spelljammer adventures, and i absolutely fell in love with them.
Dang it. I thought I could stay away from yet another Kickstarter for DnD, but there they are. Subclasses for all four elements. One thing I've been really struggling with for my own campaign. Looks like I'm digging up another chunk of savings xD
I have a Hexblood Fey Wanderer Ranger who has the Fey Lost background and their original race was a Winged Variant Tiefling. So very Fey themed character with an Infernal lineage who has a Fly speed that works with medium armor. They fight with a Hoopak
Autognome bladesinger. Using the mending spell in an attack action (reducing casting time from 1 minute) to spend HD in combat. If you've decided to multiclass for the true arcanist master with levels of battlesmith, you're also healing your construct in a scrum.
An autognome rolls into the bar. "Hello meat bags! Do I have have the greatest oppertunity for you! I'm looking employ some of you as my loyal minions! But be warned there will be violence ,death, look walk through haunted forests, booby traps, angry mobs, and stairs...If that sounds like you step right up!...oh I almost forgot first one's to apply get a slice of complementary pizza!"
Class ideas Pallid elf - the Inquisitive rogue (SCaG) really benefits from the Pallid elf's advantages - at low levels, but things get a little redundant at higher ones - so multiclass. There's really no need to take more than 7, maybe 8, levels of rogue, so multi into a samurai, gloomstalker, or shadow monk which are all great ways to finish out the build from there. Auto-gnome - To make best use of Built for success and Healing machine, go Bard. They already get a little boost to all their skills from Jack of all trades, and a second little boost from BfS builds on that, and Mending is on the Bard spell list already, so no need to go looking for it from someone else. Although all bards get these, to use armor casing, you want to avoid Swords and Valor bards, as they use medium armour. I would recommend Creation for an auto-gnome, as it's both powerful and thematic to the character. Chromatic Dragonborn - Hexblade warlock - black. dragonborn. Most spell casters aren't good a melee or grappling, but Hexblades are - but the next problem is that fire ball and coudkill aren't warlock spells - but Hunger of Hadar is -and that's acid damage, and darkness to boot - so with the Devil's sight invocation, you can be inside the HoH and see fine while your opponents melt around you. Hexblood - Shadow Monk. the Hex spell boosts damage from each attack, and monks get the most attacks. And if you are looking for good use of your token abilty, the shadow monks 6th level teleporting ability will let you drop off a token where ever you can make good use of it, then bail out again without being seen. If you want a race to turn into a Hexblood, go Owlin (keeps both flight and stealth) if your DM allows flying creatures, or Wood elf (Perception and +5 movement) if they don't. Duergar - Rune Knight Fighter. Psionic fortitude and dwarven resilience make for a great front line tank, and Rune Knights increase in size stacks with enlarge - so you can become huge. Now you can look that giant square in the eyes, and grapple a dragon. That's fun on a bun.
One of my favorite characters was a red chromatic dragon barbarian built towards using his fists rather than weapons, he was known as the Walking Inferno due to lighting himself on fire as well as grabbing an enemy and just blasting his breath attack directly in their face. It was a very good time.
When my kids were younger, I'd get them all the Scooby Doo movies, and I remember how badass that band was. Reminded me of The Misfits from the Gem series.
Them dark dwarves are cool beans in my humble opinion. Started using them because no one else was using them. Came in handy cause the entire campaign was under ground.
I once played a soulknife rogue hexblood (goblin) with the fey touched feat for a murder mystery oneshot, and lemme tell you- it was so good it almost felt like cheating. I had telepathy, invisibility, disguise self, I could leave my creepy trinkets in any corner to spy on suspects, I was never unarmed thanks to my soulknife abilities, and during the boss fight I buffed my attack with hex AND my defense with false life. A shame we still failed the investigation 😅 but it was fun! I'll definitely replay my baby witch spy ❤
I told my friend about the chromatic dragonborne and he told me that, since our campaigns include some custom systems like domains ( like from the anime jjk) i could create a domain that causes , what we call death blight that is a gas which can make even the strongest of the dragon gods (ripped from elden ring) into undead. So basically if i had a chromatic dragonnorne with black heritage, because black is death, and were a necromancer with a blight domain,I could technically become the god slaver if I had enough willpower (also a unique mechanic that determines how strong of creatures the PC can command) and the death immunity would cause the blight to not affect my character.
Just starting a Duergar Paladin/Rune knight (lvl 6/3). 1st round = bonus action / action Giants Might (become large) / Enlarge (become huge), Action surge for two attacks with +1d4+1d6 + smite) and being huge extends where my aura can reach by 10 ft :)
Lotusden Halfling Eldritch Knight Fighter with The Crusher and Telekinesis Feats. Equip a +3 War Hammer, winged boots, and have +5 STR. Step 1 cast Spike Growth. Step 2. Action Surge. Step 3 hit the enemy with two hands on your hammer moving toward them every time you knock them back. Step 4 telekinetic shove. Repeat Steps 3 and four every turn after that, switching to their other side when they get to the edge of the spike growth. That's 12+20+4D10+10D4 potentially every turn... granted, the attacks need to hit, and the enemy needs to fail a STR save, but that's a minimum of 46 damage.
Also, if you're a Chromatic Dragonborn Ascendant Dragon Monk, you can use 2 breath weapons when you take the Attack Action. They deal different damages and have different areas, but still, that's pretty cool.
I played a duergar rune knight in a oneshot and it was hilarious to combine enlarge/reduce with giants might to become a huge dwarf running around the battlefield throwing enemies off walls 😄
I’m actually currently in a curse of strahd campaign playing as an AutoGnome that only one other person in the group is aware that I’m at least not a real Gnome because I look like a regular gnome with synthetic skin. However, that other person knows and yet not even my own character is aware (yet) that she is an AutoGnome. However, despite me putting a backstory that ties back to the entire plot of Curse of strahd, I may have made a mistake with the idea that my own character isn’t aware of their real race because until the truth is revealed, I essentially locked myself out of my abilities and certain things will be hard to explain like not needing to eat, sleep, how I can use mending to heal, those sort of things.
🥳🥳Today is the last day to back Ryoko's Guide on Kickstarter! Thanks so much for your support, you are amazing! www.kickstarter.com/projects/dndshorts/ryokos-guide-to-the-yokai-realms-a-5e-tome?ref=4oavq8
Note: Ryoko's will still be available after the kickstarter finishes, but the free dice are only available for people who back during the campaign! You can back now for any amount and upgrade your pledge later as well if you just want to secure the free dice!
@@DnDShortsOn which website will it be available? Also kickstarter?
(Sorry if the question sounds dumb, im just new to kickstarters)
Will the magic items be in the core book itself?
Thank you for being a big part of the dnd community, even outside of youtube
Just bought a book this morning. Can't wait to get it already. 😭
I was in a horror/intrigue oneshot set in Dementlieu, and one of the players was an autognome mastermind rogue. Expertise in deception + ability to perfectly mimic voices? Utterly terrifying. And to top it off, he took a level dip into artificer to get disguise self
Good god
I had a firbolg Rogue with the actor feat and the deck of illusion. I could mimic voices, do 1 Disguise Self (up to 3 feet taller and shorter), and even turn invisible and summon illusions of creatures from bugbears to red dragons where I used to be.
@@NovelVanguard Completely put my half-elf lunar sorcerer to shame. And I thought I was a min-maxer before that game
@@morgan9660 huh that’s how it goes I guess
so he was kinda like shinso from mha?
Since is I didn't find it anywhere:
0:14 Pallid Elf
2:07 Autognome
4:25 Ryoko's Add Plug
6:26 Chromatic Dragonborn
8:13 Hexblood
10:26 Duergar
Not all heroes wear capes.
As a dm who’s been running dungeon of the mad mage for a wizard who likes enlarge/reduce, if you’re dungeon crawling your dm will probably only let you pull the “reduce the door off its hinges” trick about five times before the dm either asks you to stop or engineers a way around it. Use that skill sparingly
Why cast a spell when the barbarian can just break it?
@@AtelierGodwhy smash it when the rogue can just pick the lock?
@@ApocalypticSigns so can a artificer
Why go through the door when I can just leave and go drink? 😂
I mean knock is a 2nd lvl spell. Either spell costs the same slot, so I'd just let it work. But shrinking a door could automatically trigger a trap.
The old ones remember having been stunned by all the grung abilities and shouted it out loud🤣
Or at least I did
10000 congrats on you and you’re team for the kickstarter, you are the best and we wish you all the hapiness possible for every piece of it you gave us by making this channel and project possible
Can agree on the autognome. I'm playing an autognome rogue in a campaign at the moment, and Built for Success has already saved me once or twice.
Something that could be said about the Chromatic Dragonborn, they could also make decent Paladins, and I got a team of them as villains in my campaign. “The Daughters of Tiamat.” 😈
I've often said that Harengon is one of the best races in the game. You get Proficiency to Initiative (amazing ability that scales), 1d4 to DEX saves (one of the most common saves in the game), Proficiency with one of the most useful skills in the game, and a Bonus Action Move + Disengage. There are very, very few builds for which these would not all be hugely beneficial extras, and they're useful from level 1 to level 20.
I DM for a pretty strong party, including homebrew classes and One D&D material.
The first enemy that finally could take them was a harengon monk i built.
In a battlemap with platforms, the Tasha's rules for falling into the space of another creature and slow fall, little Lianala was jumping knee first on the face of people, knocking them prone and dishing out multiattacks with advantage. And depending on position, could jump back to a platform.
As one of the players had a character with an innate jumping feat from the homebrew subclass, other with enough Str to reach the platforms and climbing then with some effort, and the other being pretty good ranged characters, i could go all out with her, and it was pretty fun.
Mobility in the battlefield is one of the most important things for me (and sadly one of the most ignored options because of attack of opportunity, making combat stale), so i'm eager to be able to play with a harengon monk as a player too.
Also, the party was almost TPK'ed. One of the players run, and the others were just captured. The Fighter had some bad lucky (missing all attacks on a turn, wasting his Action Surge) and i had some good (two crits in a multiattack against the Barb, the tank), so it is what it is.
@@BrunoFernandes-ty7mf Yes, also: funny bunny man. Can't undersell how important that is to the fact it's also mechanically good
@@Twisttheawesome And pretty funny too: getting defeated by a bunny has to hurt lol
Currently using the Harengon for a Hex Sword Bard build. Absolutely solid and devastating when the build is online.
They're also great spellcasters if you add the _Alert_ feat so that you almost always go first.
That way, your buff/debuff spells take effect the very first round, or you have a chance to shut down the most dangerous enemy before they can attack.
And of course, casting fireball before your parties meele's move to engage or the enemy ranged get a shot off.
Some youtuber made a character he called "Nuke" to run the gauntlet (but unfortunately lost due to a bad roll...).
I actually made a Chromatic Blue Dragonborn Storm Sorcerer that had the smuggler background that would have been fun to try out. I also made a Duergar Forge Cleric. I've made a lot of characters.
Excellent! I have myself a Topaz gem dragonborn and with Amethyst draconic bloodline ancestry. Double dragon ancestry whammy! Necrotic, gorce, water, earth and some psychic. And yes darkvision and tweaked race feats from Xanathars like Dragon Fear and Dragon Hide/ melee is included. The doofuses at WotC forgot to slot in GEM ancestries for that Sorcerer origin/ subclass in the very SAME Fizban source book they introduced gem dragonborns and reimagined gem dragons. Award= 10x facepalms!
Aren't chromatic dragonborns, just regular dragonborns from the PHB?
@@nicolastracz3793 nah the chromatic dragonborn is from fizbanz it's just a lil buff to the base dragon born. I find it doesn't do enough for them though so I give my dragonborn players a sort of thermal vision twice per long rest
Duergar pronunciation has been correctly confirmed to be "dwere-garr" in BG3. It's an Old English word that is the root word for Dwarf. A combo I want to play is Duergar Rune Knight. Pop Giant's Might, then cast Englarge, you are now a Huge size dorf. :D
Also, mentioning all the Spelljammer species other than Thri'kreen, my word, how very dare!
He talked about Thri'kreen in a previous video.
Funny you say that, I am starting a campaign in 2 weeks where I have a duergar-like race and am rune knight precisely for the huge combo lol
Man, you reminded me how much I loved my warlock, wizard, fighter, monk party that I DMed. Haste to give the monk more attacks as well as hex was awesome.
Did you ever think you'd break the record for the most funded 5e kickstarter ever? I'm proud to be one of your backers. I managed to snag the Core Set ($160) plus a couple extra items on the last day. The crafting mechanics are what really caught my interest and I look forward to the release/delivery. Keep being awesome, man!
Chaotic Evil level 3 Duergar shrinking the most beloved person of the town and feeding then to a dog, in front of everyone, just to kill the joy.
THANK YOU! I actually started a campaign recently and after checking out some top builds and guides and then reading through a bunch of options myself, I actually forewent Custom Lineage for Pallid Elf! I know it would probably be strongest on a cleric, but I really wanted to play a Shepherd Druid who was EXTREMELY perceptive and Pallid Elf is custom-built for exactly this. Advantage on insight and Perception, and +5 to passive checks for both, are crazy.
With the Dragonborn being immune to fire, I've always wanted to do a grapple build where you cast 8th level heat metal on yourself and then clung to your enemy while you cook them.
Disadvantage on saving throws casting heat metal on yourself?just to do damage? Why not just fireball yourself? More damage and you don’t have to grapple something with your likely low str stat as a 8th lvl caster.
@@TheMadMedekwhat disadvantage. There's no damage, so no pain to effect attacks and ability checks.
I laughed pretty hard when I realized that the first 2 races were the same as my 2 most recent characters. Pallid Elf Druid kicks ass and Autognome Artificer is so much fun (also, since the autognome's Built for Success ability doesn't require your reaction, it actually stacks with the artificer's Flash of Genius ability which is dope).
Small corection with the Hexblood lineage.
They can cast Disguise Self and Hex, but not Darkness (Tieflings and Drow elves get the Darkness spell).
see I'm playing one currently and was confused there.
@@josephmcgivern2735 yeah same
Man, so glad you pulled 40K fanart for the “Space Elf” picture. The Emperor is pleased
I'm so glad your and your team's project is doing so amazingly! It just goes to show what amazing work you and your colleagues are capable of, and how amazing your new rules and additions are to DnD games! I look forward to any new projects you may come up with!
I am so excited to Ryoko's Guide to be out, just recently backed. It fits so perfectly into a campaign I plan to run in the future, most easily described as being a group of Yokai working to maintain peace between the Yokai and Human Realms in a world that is kind of like a Japanese/Shinto version of the Percy Jackson Series. After reading the playtest stuff, I already want to allow them as options for my players in my current campaign.
Sucks that I couldn't pick it up as some of us Europeans don't easily get access to credit cards😢
I have a autognome. I managed to get my hands on a needle of mending (which allows me to cast the Mending cantrip with an action casting time instead of a minute. He's a Battle Smith Artificer with a Steel Defender, and I chose Mounted Combatant for my feat. I am now level 5 and enjoying all the synergies between both my Steel Defender and myself being constructs.
The Mending helps both my Steel Defender and I with healing. And since he is medium and I am small I am able to use him as a mount. My Mounted Combatant feat allows me to redirect attacks at my Steel Defender toward me and since I am within 5 feet it can use it's Deflect Attack to give disadvantage on the attack.
Lots of fun for everyone!
1:04: let's not forget about stacking perception and investigation with the observant feat, adding +5 to passive perception and investigation.
I've actually got a Hexblood Druid ready to go for an upcoming campaign. He's essentially a former cult goonie that didn't like what was going on and went the other way. So excited to play him
Just backed the Kickstarter. I never truly realised how much content was included and took another look on the off chance it intrigued me more. Boy! Did it, now I can't wait for it to drop!
Hexbloods have quickly become one of my favorite options since TCE! (They get Disguise Self and not Darkness though!)
Even if you don't do the flight cheese, a non-humanoid with a damage bump/interaction debuff once/day and a "changeling light" casting of disguise self that also gets limited telepathic communication, spying capabilities, darkvision and two free skills is awesome! It's a lot of stuff - and it is simple stuff to deal with and learn.
Telling a new player that that can change their appearance and deal extra damage once a day and that they can see in the dark is not too hard - and it work well even with a barbarian! Hex is comparable to an additional daily rage once rages are out, and getting more skills and some trickster stuff gives you the tools to do stuff outside of combat where a barbarian usually falls a little short!
I'm actually playing a Hexblood barbarian in a game right now! He's awesome, with dark blue skin and black antlers (that he breaks pieces off of for his eerie tokens). Hex is actually kind of amazing for combats where I don't want to blow a use of rage, and often times I combine that with hexing the target's Strength and knocking them prone. The disguise self ability also helps to disguise the fact that he's blue and has antlers.
Warlock home brew
Otherworldly patron of ghost
You’re either bonded willingly or forcefully with a spirit or ghost. Permanently merging you and this entity causing you to not to be dead but being able to cross the line.
Lvl 1: as an action you can turn into a half ghost lasting 10 minutes half your proficiency bonus (round up) times per long rest. Additionally all your unarmed strikes in this form can be made using charisma and do a d4 of damage. Also in this form your gain resistance to necrotic damage. Whenever you revert back into your non ghost form; you can only take one action, one bonus action, or your movement until the end of your next turn.
Lvl 6: your unarmed strikes now do a D6 of damage. You gain a fly speed of half your movement. You can also pass through creatures and objects as difficult terrain. If you end you turn inside an object you are ejected to the closest unoccupied space and take a D10 of force damage for every 5 foot moved. Being ejected from an occupied space results in you reverting back into your non-ghost form.
Lvl 10: While in ghost form as an action you can attempt to possess a humanoid with a CR equal too or less than your warlock lvl. Target makes a constitution saving throw. On a failed save, you possess the target taking over its body, and stat block for 1 minute. As you are concentrating on a spell, when the creature take damage you make a concentration check to maintain possession. You and the creature both take the damage. If the creature died while you possess it you appear in a space of your choice 5 feet from the creature, including the space the creature occupied before its death. This can only be done once per long rest. At the start of every turn, the creature also makes a constitution saving throw against your spell dc. If they fail you take your turn as normal. If they succeed you take your warlock lvl in damage, only get half their movement speed, and have disadvantage on all attacks for that round as the creature is resisting you. You may end the possession early if you choose. Being inside a humanoid while it is reduced to 0 hit points, required a charisma ability check of DC= humanoid’s challenge rating + proficiency bonus. On a failed save you are reverted back into to ur non-ghost form.
Lvl 12: your unarmed strikes now deal D8 of damage and the damage is now necrotic Also your fly speed in ghost form is now equal to your walking speed.
Lvl 14: you gain the ability to let out a ghostly wail. As an action in a 30 foot cone you let out a loud wail from beyond the grave. Every creature caught in the wail must make a wisdom saving throw. On a failed save they take 10D10 necrotic damage and are pushed 10 feet or half damage and not pushed on a success. You may only use this ability once per long rest unless you use one of your warlock spell slots to do it again. Using your wail reverts you back to your non-ghost form.
Spells you get at appropriate level
1: comprehend language, inflict wounds
2:mirror image, invisibility
3:haste, major image
4:blight, death ward
5:mislead, reincarnate
I would love to buy ryoko's guide to the yokai realms, but I sadly don’t have the money for it, but I’m so happy for your success. Good job! Congratulations on your success 🎉
Autognomes are popular in our group englarge reduce is a favorite too so you can go from itty bitty guy to big bot
Props for having the only ads worth watching. I gave up religion a long time ago but I bow to RNGesus.
The Duergar spells (Enlarge/Reduce and Invisibility) say that they can be "cast on yourself" if I remember correctly.
You are correct
I thought that too so I looked it up.
In the Sword Coast Adventurer's Guide it says "When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option" but in Mordenkainen Presents: Monsters of the Multiverse it only says "Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component."
So I can see why there would be confusion.
I'm pretty sure it is errata, but in digital form it definitely says "on yourself" in MotM.
@@elhombredequeso Yeah, that's what I thought too. I checked on digital and also see "on yourself" for both of them.
My Spelljammer got an Autognome Inquisitive Rogue who keep one-shot-ting my monsters from distance. That Little thing is a menace.
I’ve been playing an autognome artificer for a spelljammer campaign and the sheer amount of tool proficiencies he has mean that any problem the party has can pretty much be solved, need to get somewhere we’re not supposed to be? disguise kit, locked door? thieves tools, need a bomb? alchemists supplies. Need to make a magic gun? woodcarvers tools, any ships need fixing? tinkers tools, it’s hilarious.
Just hopped onto the Ryoko's Guide kickstarter, spangly dice tipped the scale for me! 😆 Congrats, man, you deserve it 😊
@DnDShorts I've tried reporting this spam clone, but according to youtube, your channel doesn't exist... halp? 🤷♂️
Finally purchased Ryoko's. 😜
I think it's something highly worth it.
The WHOLE thing of Crafting is just necessary❤️
When you said "You're immune to disease" I head "You're immune to da zZzs", and assumed you're talking about immunity to sleep spells.
Heard the excat same thing
CONGRATS ON HITTING $3 MILLION!!!!!!!!!!!! HUGE LOVE AND CONGRATS!
Me and the roommates just went in to get the book! So excited to be able to support this project! Been watching your stuff for a long time, and this is it's gonna awesome step. Congratulations cannot wait to receive the book.
I really like playing the Duergar as a Rune Knight (and I guess a Giant Barbarian now), you have a free use of Enlarge Reduce so you can become not only Large, but also a Huge Creature, without having to ask your caster or dipping in a caster class. Even funnier if you go invisible at the same time, yeah you propbably won't be stealthy with that Heavy Armor, but I just imagine the scene where you just transaform into a huge invisible wall
I know, I know, I'm not the fir4st one to say that in the comments
In the current campaign I'm in, I'm currently playing as an autognome aberrant mind, flavored as a Living doll (which actually fully tracks with standard autognome lore dispite having a vast visual difference from their art). I'm a creepy horror doll and having a blast.
They're actually far more versitile flavor wise than just small robot, and can fit most campaign settings.
autognome is *very* good, and very fun! Played one level 1-9, great times
Anytime a new video comes out by you, I know I’m changing my playstyle somehow! Nice job, and keep up to sick work!
I once used reduce on an enemy while fighting in waist deep water to shrink them down so they had to tread water or else drown.
I kust backed Ryokos yesterday! Such a cool project and im glad your getting the support you and your team deserve!😊
You KNOW i got that kickstarter game ready pack yesterday MY BOY! Im suer excited for the giant boss fights and sick new spells. It reminds me a lot of Sekiro. I',m curious about some of your biggest inspirations for making this project.
Just backed ryokos guide, I’ve been eyeing it up since you first mentioned it. 😁. I reckon talks with dndbeyond won’t be far away for you!
My last two characters were a Hexblood Paladin and Harengon Bladesinger Wizard. Harengons are totally busted, being able to escape after landing a fat hit at the top of initiative has been insane.
Your book looks so much fun! Thanks for another fun and informative video and so many great ideas in your guide
Small caveat with the hexblood, you only get to keep your move speeds and such if you become one during the course of play. If you take it at level one you just get a couple extra skills. Still cool, and a GM might overlook it, but worth mentioning.
Pallid elf rogue with expertise in perception and the observant feed. You can hear the BBEG breathing from the other side of the world with that passive perception.
Autognome makes one of the best Battle Smith Artificers. You can heal yourself and your companion with the same cantrip, you can ride your companion, and you literally are a robot Riding a robot and shooting people with gun without spending bullets while you'll take proper infusions. How cool is that?
So happy Ryoko's Guide was a smashing success!!
One of my characters from a lost campaign is a Hexblood Owlin with levels in Conquest Paladin and Hexblade Warlock. His wings appear branch-like, his exposed skin is cracked and leathery, he clads himself in black feathers with Armor of Shadows, and his beak snaps open to reveal his wrinkled true face underneath.
We use an alternate crit rule where you automatic crit and deal max damage plus normal roll if you surpass AC by at least 10 (minimum 25), so I use Guided Strike and just stack Divine Smite and Eldritch Smite for massive damage when he hits with his scythe (re-flavored longsword). He also uses his shield as a gong when he casts _toll the dead_ on his enemies.
One of the campaigns that I'm currently running though is dealing with multiversal travel, so I might re-introduce him.
Uhh 3rd level is just about the level Sleep stops being useful for the Pallid Elf. Invisibility is still pretty great though if you wear plate armor since it will help you succeed Stealth checks.
I would love to get Ryoko's, but Im dirt poor right now, lol. I just hope I can still buy it after the kickstarter.
Autognome Artificer Battlesmith - use the Steel Defender as a Steed
Fun Plasmoid Tech (yes I know it wasn’t mentioned, get off my case): thief rogues can trigger grenades or DMG dynamite using fast hands. Plasmoids can extrude a 10 ft long pseudopod. Free +10 range on your Bonus Action Grenade
11:45 Or just shrink yourself or a partymember and catapult them away. Works really good if they are playing as a hedge or grung for some extra piercing or poison damage.
I'm about to play an Autognome Scibes Wizard named SEVEN (Sentient Entity Versed in Enchanted Notation), and he looks like a monkey. I'm so excited to play him.
I made a Hexblood ranger for Witchlight, had her be a Witchlight Hand (themed as a makeup artist), who basically works for the carnival- slowly turning into a hag because of her sneaking in as a child.
I took a flaw from a hag personality and made her into someone obsessed with gossip! She basically chats people up while working as a hair dresser, and if it’s not something they’d tell her, she’d use her Hag like abilities from Hexblood to spy and find out.
Wishing you great success with "yokai". Love ya bro.
I've got a Duergar Palidan and I honsestly really enjoy that concept.
As someone who played a Warforged Druid, I agree that robo Wild Shape is Bada$$ AF!
My DMs--who at the start said their campaign was RAW--nerfed the grung there when my sister and I started playing them. (I knew immediately what race you were talking about with damage immunity ;) )
A DM I had for a short 2 session spell-jammer one-shot he made had bought an autognome mini and expressed that he hoped someone would play as an autognome. No one had any plans to pick autognome but I love to spice things up so I completely dropped my previous character idea and made an autognome divine soul sorcerer, just so he'd get to see the mini have some use. Fritzbizzle Tinkerpot, and they were honestly one of the most fun characters I've ever played. They were a sentient kettle made by the artificer in the group as a failed steel-defender prototype that was imbued with true life by some extraplanar celestial being. Their spiritual weapon was a giant ethereal 2x4 since the first thing they ever hurt themselves on was the underside of a set of workshop shelves that was made of wood. They would honk randomly, which the party absolutely loved.
I don't think bloodwell vial would work with autognome.
The item requires "a few drops of your blood" for attunement, but autognomes are constructs
I turn my spigot an a few drops of oil fall into the vial
@@stephenlong9806 raw it doesn't work. Imho you should get both benefits and downsides of being a construct
Undead patron dragonborn with dragon roar feat and summon shadow spawn spell is super fun to play. Everything stays afraid while you just pelt them with eldritch blasts and chase them down with the shadow spawn.
If something actually manages to get close, you just roar and fear them again. So good
Used a dracolich as a patron for awesome Rp hijinks
As a hexblood attach the eerie token to an arrow or pull a tooth and throw it with a sling straight up to get a view of terrain or where people are from far away.
Pallid Elves are amazing! I've been playing them as a few PCs lately and they are so good, especially as Inquisitive Rogues
I just love playing robots. There are so many ways to do it that it's almost more interesting than role playing people. Autognomes, Warforged, and flavored Custom Lineage are some of my favorite races to build around
Love ya man. Super stoked yer project's a hit
I have an autognome right now. They're an artificer. We've reached level 14 so far.
I love Autognome. Getting the ability to Guidance yourself (even on attacks) on command? That stacks with Guidance? Fantastic! Also, being completely immune to all effects that require you to breathe or consume something is so good. I played an Autognome Paladin all through the greater range of the Spelljammer adventures, and i absolutely fell in love with them.
I've enjoyed playing a swifter Swiftstride, myself. really love the features
Autognome = potential droid side kick to holy knight
1:34 You accidentally put Light here on the left, instead of Sleep
This is the first Kickstarter that I've ever supported
Dang it. I thought I could stay away from yet another Kickstarter for DnD, but there they are. Subclasses for all four elements. One thing I've been really struggling with for my own campaign.
Looks like I'm digging up another chunk of savings xD
I have a Hexblood Fey Wanderer Ranger who has the Fey Lost background and their original race was a Winged Variant Tiefling.
So very Fey themed character with an Infernal lineage who has a Fly speed that works with medium armor. They fight with a Hoopak
This seam like a amazing channel i cant wait to watch more of ur content
Autognome bladesinger. Using the mending spell in an attack action (reducing casting time from 1 minute) to spend HD in combat. If you've decided to multiclass for the true arcanist master with levels of battlesmith, you're also healing your construct in a scrum.
You cant cast mending in 1 action 👎
Played an autognome eldritch knight and it was some of the most fun I’ve had in dnd
Currently playing a voodoo themed Hexblood Oathbreaker Paladin. Shit's fun as hell. I highly recommend it, Hexblood is dope.
An autognome rolls into the bar.
"Hello meat bags! Do I have have the greatest oppertunity for you! I'm looking employ some of you as my loyal minions! But be warned there will be violence ,death, look walk through haunted forests, booby traps, angry mobs, and stairs...If that sounds like you step right up!...oh I almost forgot first one's to apply get a slice of complementary pizza!"
Class ideas
Pallid elf - the Inquisitive rogue (SCaG) really benefits from the Pallid elf's advantages - at low levels, but things get a little redundant at higher ones - so multiclass. There's really no need to take more than 7, maybe 8, levels of rogue, so multi into a samurai, gloomstalker, or shadow monk which are all great ways to finish out the build from there.
Auto-gnome - To make best use of Built for success and Healing machine, go Bard. They already get a little boost to all their skills from Jack of all trades, and a second little boost from BfS builds on that, and Mending is on the Bard spell list already, so no need to go looking for it from someone else. Although all bards get these, to use armor casing, you want to avoid Swords and Valor bards, as they use medium armour. I would recommend Creation for an auto-gnome, as it's both powerful and thematic to the character.
Chromatic Dragonborn - Hexblade warlock - black. dragonborn. Most spell casters aren't good a melee or grappling, but Hexblades are - but the next problem is that fire ball and coudkill aren't warlock spells - but Hunger of Hadar is -and that's acid damage, and darkness to boot - so with the Devil's sight invocation, you can be inside the HoH and see fine while your opponents melt around you.
Hexblood - Shadow Monk. the Hex spell boosts damage from each attack, and monks get the most attacks. And if you are looking for good use of your token abilty, the shadow monks 6th level teleporting ability will let you drop off a token where ever you can make good use of it, then bail out again without being seen. If you want a race to turn into a Hexblood, go Owlin (keeps both flight and stealth) if your DM allows flying creatures, or Wood elf (Perception and +5 movement) if they don't.
Duergar - Rune Knight Fighter. Psionic fortitude and dwarven resilience make for a great front line tank, and Rune Knights increase in size stacks with enlarge - so you can become huge. Now you can look that giant square in the eyes, and grapple a dragon. That's fun on a bun.
One of my favorite characters was a red chromatic dragon barbarian built towards using his fists rather than weapons, he was known as the Walking Inferno due to lighting himself on fire as well as grabbing an enemy and just blasting his breath attack directly in their face. It was a very good time.
ohhh man the cloudkill dragonborn idea (holding someone down in the cloud) is insanely brutal
When my kids were younger, I'd get them all the Scooby Doo movies, and I remember how badass that band was. Reminded me of The Misfits from the Gem series.
Them dark dwarves are cool beans in my humble opinion. Started using them because no one else was using them. Came in handy cause the entire campaign was under ground.
I once played a soulknife rogue hexblood (goblin) with the fey touched feat for a murder mystery oneshot, and lemme tell you- it was so good it almost felt like cheating. I had telepathy, invisibility, disguise self, I could leave my creepy trinkets in any corner to spy on suspects, I was never unarmed thanks to my soulknife abilities, and during the boss fight I buffed my attack with hex AND my defense with false life.
A shame we still failed the investigation 😅 but it was fun! I'll definitely replay my baby witch spy ❤
Can't wait for ryokos!!! Defo going to upgrade on backerkit
You can also double up Duergar's Enlarge/Reduce with Rune Knight's Giant's Might for some HUGE fun!
I told my friend about the chromatic dragonborne and he told me that, since our campaigns include some custom systems like domains ( like from the anime jjk) i could create a domain that causes , what we call death blight that is a gas which can make even the strongest of the dragon gods (ripped from elden ring) into undead. So basically if i had a chromatic dragonnorne with black heritage, because black is death, and were a necromancer with a blight domain,I could technically become the god slaver if I had enough willpower (also a unique mechanic that determines how strong of creatures the PC can command) and the death immunity would cause the blight to not affect my character.
"Did those goth chicks awaken something in you?”
Me *audibly*: Yes.
Just starting a Duergar Paladin/Rune knight (lvl 6/3). 1st round = bonus action / action Giants Might (become large) / Enlarge (become huge), Action surge for two attacks with +1d4+1d6 + smite) and being huge extends where my aura can reach by 10 ft :)
Lotusden Halfling Eldritch Knight Fighter with The Crusher and Telekinesis Feats. Equip a +3 War Hammer, winged boots, and have +5 STR. Step 1 cast Spike Growth. Step 2. Action Surge. Step 3 hit the enemy with two hands on your hammer moving toward them every time you knock them back. Step 4 telekinetic shove. Repeat Steps 3 and four every turn after that, switching to their other side when they get to the edge of the spike growth. That's 12+20+4D10+10D4 potentially every turn... granted, the attacks need to hit, and the enemy needs to fail a STR save, but that's a minimum of 46 damage.
yes new video and my favorite categorie too
Also, if you're a Chromatic Dragonborn Ascendant Dragon Monk, you can use 2 breath weapons when you take the Attack Action. They deal different damages and have different areas, but still, that's pretty cool.
I played a duergar rune knight in a oneshot and it was hilarious to combine enlarge/reduce with giants might to become a huge dwarf running around the battlefield throwing enemies off walls 😄
I’m actually currently in a curse of strahd campaign playing as an AutoGnome that only one other person in the group is aware that I’m at least not a real Gnome because I look like a regular gnome with synthetic skin.
However, that other person knows and yet not even my own character is aware (yet) that she is an AutoGnome. However, despite me putting a backstory that ties back to the entire plot of Curse of strahd, I may have made a mistake with the idea that my own character isn’t aware of their real race because until the truth is revealed, I essentially locked myself out of my abilities and certain things will be hard to explain like not needing to eat, sleep, how I can use mending to heal, those sort of things.