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Best Cleric spell, ceremony. I love marryining two players together and then they just magically have 20 AC.
It's a nice rule system, I threw in classes, races and all 6 Ability scores, now it's a fast paced bx dnd😊
Monster slayer is the most underrated sublclass in the game and it has the best capstones ability right nest to the cavalier and illusionist
I have said since about a year, maybe a year & a half after D&D 5E came out that it is 4E without the gamists language. (You have no idea how many people on the internet I have made mad about me saying that. More recently though I have had a couple of people agree with me, which was weird since I got piled on earlier for saying it.)
the silver arm from Dragonlance
This is my ultimate player build!
Simic hybrid vedalken base +2 con +1 dex 8 ft tall 250 lbs climb speed grappling apendage home brew tweak instead of grappling you can use one appendage to cast speak with animals speak with plant befriend animals a number of times per day = wis mod renews on a long rest Other appendage acts tail to enhance balance explains +1 dex ranger= Na'vi
But how we can hace a dragón mount now days? Use the drakewarden Stat block? The dragoneel? What can we do as dms?
they start out good then go bad its really simple hell its most likely how liches start out
Playing as for a upcoming horror campaign a Chaotic Good female Dhampir whose subclass/class is Assassin Rouge and yes the DM for it stated we start at Lv. 3.
Imagine you're writing a book and you think you're being original by having a half elf and dwarf and come to find that they already exist
Tell me the rp is going to be amazing, without telling me the rp is going to be amazing 😂 I'd kill to play with these guys
Orcs and Shadar-Kai are pretty good too, mostly for the extra mobility. Plus the Shadar-Kai gets necrotic resistance.
None of this is likely, but it's fun to think about: As a 5th-level Hexblade Warlock with the Dhampir lineage, add a proficiency in Persuasion, with an assumed 16 CHA. Take the Eldritch Smite invocation at 5th level. Use Hexblade Curse (for proficiency bonus) on a creature, as well as Wrathful Smite (for an extra 1d6). Now, attack with Vampiric Bite, expending a 3rd-level spell slot (for an extra 3d8). If you get a crit, on a 19 or 20, you will do 2d4+3+3+1d6+3d8 damage. If you do max damage and add this total to your next Persuasion roll, and then nat 20 the Persuasion, I think you'll get a 70, if I did the math right.
Funny i find this when i'm in the middle of converting old adventures right now. Just finished running my group through Falcon's Peak for Dungeon 3. Its easy enough to convert some of it, already got a couple from dungeon 110 converted and working on more
why the lady with the torch??
>they pronouns >>gay characters Stop doing this to DnD.
I'm working on creating a small bipedal rat/mouse race called Ratlings. The race ranges in height from 2ft- 3.5ft weighing 15-50lbs depending on one of its 9 subraces. Their build varies slightly among subraces, but they all share a lithe and agile physique. Speed: Ratlings have a base walking speed of 30 feet. Skill Increases: All Ratlings gain a +2 increase to Dexterity and a +1 increase to a secondary ability score depending on their subrace. Subraces: 1. Norway Rats (Warriors and Builders) Height: 2.5 to 3 feet Skill Increase: +1 to Strength Traits: Proficient with simple weapons and shields, gain the "Builder’s Lore" trait (advantage on checks related to construction and repair). 2. Roof Rats (Scouts and Traders) Height: 2 to 2.5 feet Skill Increase: +1 to Charisma Traits: Proficient in Stealth and Persuasion, gain the "Urban Navigator" trait (advantage on checks to navigate and gather information in urban environments). 3. House Mice (Artisans and Caretakers) Height: 2 to 2.5 feet Skill Increase: +1 to Wisdom Traits: Proficient in Medicine and Insight, gain the "Craftsman’s Touch" trait (advantage on checks related to crafting and repairing small items). 4. Marsh Rats (Survivors and Farmers) Height: 2 to 3 feet Skill Increase: +1 to Constitution Traits: Proficient in Nature and Survival, gain the "Wetland Adept" trait (advantage on checks related to survival and farming in wetland areas). 5. Desert Rats (Explorers and Nomads) Height: 2 to 2.5 feet Skill Increase: +1 to Constitution Traits: Proficient in Athletics and Perception, gain the "Desert Wanderer" trait (advantage on checks to find water and navigate in arid environments). 6. Forest Rats (Hunters and Gatherers) Height: 2 to 3 feet Skill Increase: +1 to Wisdom Traits: Proficient in Stealth and Survival, gain the "Forest Tracker" trait (advantage on checks to track creatures and forage in forested areas). 7. City Rats (Engineers and Spies) Height: 2 to 2.5 feet Skill Increase: +1 to Intelligence Traits: Proficient in Investigation and Sleight of Hand, gain the "Urban Engineer" trait (advantage on checks to disarm traps and create small mechanical devices). 8. Mountain Rats (Guardians and Miners) Height: 2.5 to 3 feet Skill Increase: +1 to Strength Traits: Proficient in Athletics and Masonry tools, gain the "Stoneworker" trait (advantage on checks related to mining and stone construction). 9. Lab Rats (Magi-Tech Scholars) Height: 2 to 2.5 feet Skill Increase: +1 to Intelligence Traits: Proficient in Arcana and Investigation, gain the "Magi-Tech Innovator" trait (advantage on checks related to magical and technological devices). Societal Structure: Hierarchy and Governance Council of Elders: A governing body composed of representatives from each subrace, ensuring balanced and diverse leadership. Chieftains: Leaders of each clan, responsible for their clan’s well-being and representing them in the Council of Elders. Shamans: Spiritual leaders and healers, providing guidance and maintaining traditions. Clans and Communities Clan Structure: Clans consist of members from various subraces, each contributing their unique skills to the community. Communal Living: Settlements are complex and diverse, featuring specialized areas suited to the needs of different subraces. Trade and Interaction: Clans trade resources and services among themselves fostering interdependence and unity. Cultural Practices Festivals and Ceremonies: Celebrations include the Harvest Festival, coming-of-age ceremonies, victory feasts, and the Festival of Innovation. Education and Training: Young Ratlings are trained in their clan’s skills and learn about the broader traditions and practices of other subraces. Art and Craft: Ratlings excel in intricate crafts, showcasing their creativity and resourcefulness. Laws and Justice Code of Conduct: Emphasizes loyalty, respect, and protection of the community. Ethical guidelines ensure responsible use of magic and technology. Dispute Resolution: Mediated by elders and chieftains, with Lab Rats providing expertise on magical and technological issues. Unique Abilities Dual-Handed Proficiency: Ratlings can wield any one-handed melee weapon with two hands, gaining the benefits of using the weapon with the Versatile property or dealing an additional die of damage if the weapon does not already have the Versatile property. Examples: Short Sword: Normally 1d6 damage. When used with two hands, it deals 1d8 damage. Dagger: Normally 1d4 damage. When used with two hands, it deals 1d6 damage. Usage: This ability can be used with any one-handed melee weapon that the Ratling is proficient with. It reflects their ability to adapt their fighting style to their small size, allowing them to be more effective in combat despite their diminutive stature. Nimble Escape: Ratlings can take the Disengage or Hide action as a bonus action on each of their turns. Effect: Ratlings can take the Disengage or Hide action as a bonus action on each of their turns. Description: This ability allows Ratlings to quickly escape from melee combat or to hide from their enemies, leveraging their small size and agility to avoid attacks. Burrower’s Instinct: Ratlings have an innate sense for digging and navigating through tunnels, reflecting their subterranean lifestyle and survival instincts. Effect: Ratlings have a burrowing speed of 10 feet. Additionally, they have advantage on Perception checks that rely on hearing and on Survival checks made to navigate underground environments. Description: This ability allows Ratlings to quickly dig through soft earth and loose soil, creating small tunnels and hiding spots. Their heightened senses and familiarity with underground spaces make them excellent navigators and scouts in such environments.
I love Fate! I am thinking about running a fantasy themed Fate campaign set in the Tower of Babel!
Sweeet!!!!
Dang looking good brother
I have been thinking about a Mercy monk (12 levels) & a Psi Warrior (level 8) for a build that would allow medium to long range damage, with great evasion. My questions is that as my group likes to often have battle royals with PC's. Could someone give me some maneuver advise on this build & ways to best utilize. PS: I keep getting whipped in the Battle Royale's, so I would like not to get knocked down in 2nd from our party of 7 please.
Rocking the Dome. Nice 👍🏼
Kobolds canonicaly are good at making trpas so artificer cpuld be cool. Also, they are really religious, even if they don't pray to worship. To worship, they work as hard as they can so cleric and paladin are fitting. Lastly, they robe sometimes close villages so rogue could fitt too.
Can undead attune to magic items? If a wizard casts animate dead making skeletons, Int:6, could they attune to a magic item? They would be perfectly able to use all magic items made for humanoids if you can get them to talk.
YOUR HAIR!!?!?!!
Digging the new look Dave! Hope I get to meet you again someday!
I'm pretty sure the artificers that get no love are the armorer and then The Alchemist. Everyone plays battle Smith & artillerist. My only real gripe with the artillerist is that it's Canon only lasts for an hour as written but we always just hand wave it and let it just be like the pet that the battlesmith gets
Envoy Berserker is basically this: kzread.info/dash/bejne/hX6ZyLKLkcfXeLA.htmlsi=4BYk9pxU91C-qImk&t=120
No.
You can't meteor swarm if you're unconscious though.
Polwaem master for last feat. Way of Long Death or shadow
Just started playing one of these in a Spell Jammer game. As a Plasmoid I like where I used Bing Create made me an image so the Butterfly mask makes it seem (almost) like eyes.
The pronouns, lol.
Should have taken 3 levels of Way of Mercy monk for a Luchador mask 😎
Ma ce Gorash il nostro Ba****do
Best class
Halflings don’t have class
If you didn't start with that level in monk, you could have gotten a 6th ASI/feat (resilient dex would also boost your AC by 1) and 5 rages per long rest from level 12 barbarian, or a use of indomitable from level 9 fighter. Also, an item called wraps of unarmed prowess were introduced in the book of many things. They give you a +N to your unarmed strikes depending on rarity and make your punches magical.
Thanks for this list! I’m definitely going to use illusory script!
One problem with the owl is how much space it needs to fly. If the ceiling is less than somewhere between no more than 5 to 10 feet or the tunnel is very curveythe owl would have trouble flying. A problem with most familiars is being noticed. If owls do not normaly fly in the Dungeon then they could put the bad guys on alret.
My kitsune bladesinger uses mobile boomingblade combo
Do you guys even make videos anymore?
I would like to make a cartomancer shakria built
All of these One D&d revisions feel like the Lucas revisions of the original Star Wars movies. Unneeded.
You guys forgot to mention Necromancers as an undead summoning class choice and the options they provide.
Valor gets great armor and Inspiration that buffs their allies combat powers Swords get worse armor, selfish self smite for bardic inspiration smh. Meanwhile bard still full caster. Extra attack + Magic Weapon > Every cantrip (bar optimized eldritch blast ofc Valor goes as most underrated subclass in 5e
When comparing this to the other classes/subclasses they changed this is probably the biggest nerf from 5e 😅