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Djay

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Now you’ve got to share with us - what is the Gnomish Starstone?
Honestly it was just a MacGuffin to get my character into Undermountain. He'd been searching for records of it and had traced it back to there. "Said to possess incredible magical properties, legends suggest that it could unlock the secrets of Gnomish engineering and potentially alter the course of history" was what I gave him in my backstory.

Since then, I've discovered that Halaster has been using it as a paperweight. I guess the DM took the Starstone idea and ran with it, because the Construct in our group found a different one that was basically like the AllSpark (or whatever from Transformers) for his people.

All of our campaigns happen in a shared universe, so it's cool to think that something I threw into my backstory might carry over to other stories. My Bard, the lone survivor from Curse of Strahd, is chilling in Phandalin. My Aarakocra Druid, who went to Icewind Dale (Rime of the Frostmaiden) to find a way to get his broken wings fixed is back in Chult ready to lead a war to destroy all Earth Elementals.

Who knows if any of that will ever get revisited, but it's cool to know they're there and that my Rogue, if he survives, will be the head of a Secret Society/Faction.
 
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Hoss

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I'm about to get magical secrets on my bard. What's the most badass spell I can take from another class? I already did a 4 level dip in sorcerer.

This is a 5e campaign, not the newest ruleset. We are mostly fighting dragons and dragon cultists if that makes a difference.
 

Djay

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I'm about to get magical secrets on my bard. What's the most badass spell I can take from another class? I already did a 4 level dip in sorcerer.

This is a 5e campaign, not the newest ruleset. We are mostly fighting dragons and dragon cultists if that makes a difference.
At level 10? I took Find Greater Steed on my Bard. Counterspell is always strong. Aura of Vitality/Revivify if you don't have a Cleric.
It kinda depends on the rest of your party...is there something important the group as it's currently composed can't do?

Here's a good resource:
 

Hoss

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At level 10? I took Find Greater Steed on my Bard. Counterspell is always strong. Aura of Vitality/Revivify if you don't have a Cleric.
It kinda depends on the rest of your party...is there something important the group as it's currently composed can't do?

Here's a good resource:
I'm not experienced enough to know if we're missing something. I'm the defacto healer which means we use s lot of potions. Although we do have a really good pally who does some healing too.

I looked at counter spell last night and that looked good. Does that work on breath weapons and other abilities?

Bigsbys hand looked pretty cool too. But I think it's a concentration spell.
 

Djay

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I'm not experienced enough to know if we're missing something. I'm the defacto healer which means we use s lot of potions. Although we do have a really good pally who does some healing too.

I looked at counter spell last night and that looked good. Does that work on breath weapons and other abilities?

Bigsbys hand looked pretty cool too. But I think it's a concentration spell.
What else do you have in your group besides a Paladin?

Counterspell will interrupt a creature in the process of casting a spell. It won't work on abilities, only spells. Also, it only automatically counters spells of 3rd level or lower (unless you cast it with a higher spell slot). If an enemy casts a 4th level spell, you'll have to roll a D20 + your CHA modifier and roll a 14+ to counter it.

If y'all are using a lot of healing potions, Aura of Vitality might be good:
"Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points."

I wouldn't use this during combat very often, but after combat if you don't have time for a Short Rest, this is great. Basically every 6 seconds for 1 minute, you can heal someone for 2d6 hit points, effectively giving you 20d6 of healing for a level 3 spell slot. It is concentration, but if you use it between battles, that doesn't matter much.

Fireball is an option if your group is missing AOE options, but if you're going against dragons, they might have Fire Resistance/Immunity.

I've never used Bigby's Hand or been in a campaign where anyone used it. As a 5th level spell, I feel like there are usually other things I want to use that spell slot for, but if it's speaking to you, maybe there's a reason. I'll never begrudge someone for taking something they think is fun and fits their character over a min/max option.
 
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Kroad

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What else do you have in your group besides a Paladin?

Counterspell will interrupt a creature in the process of casting a spell. It won't work on abilities, only spells. Also, it only automatically counters spells of 3rd level or lower (unless you cast it with a higher spell slot). If an enemy casts a 4th level spell, you'll have to roll a D20 + your CHA modifier and roll a 14+ to counter it.

If y'all are using a lot of healing potions, Aura of Vitality might be good:
"Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points."

I wouldn't use this during combat very often, but after combat if you don't have time for a Short Rest, this is great. Basically every 6 seconds for 1 minute, you can heal someone for 2d6 hit points, effectively giving you 20d6 of healing for a level 3 spell slot. It is concentration, but if you use it between battles, that doesn't matter much.

Fireball is an option if your group is missing AOE options, but if you're going against dragons, they might have Fire Resistance/Immunity.

I've never used Bigby's Hand or been in a campaign where anyone used it. As a 5th level spell, I feel like there are usually other things I want to use that spell slot for, but if it's speaking to you, maybe there's a reason. I'll never begrudge someone for taking something they think is fun and fits their character over a min/max option.
I’d second the counterspell recommendation. Cultists imply you’ll be facing some spells, and nothing pisses off a DM more than their NPC being counterspelled.

Also, while it is an admittedly situational spell it uses your reaction which you probably otherwise aren’t using all that often (unless you took shield with your sorcerer levels, which would certainly also be a good thing to do).
 

Dr.Retarded

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, I'm about to get magical secrets on my bard. What's the most badass spell I can take from another class? I already did a 4 level dip in sorcerer.

This is a 5e campaign, not the newest ruleset. We are mostly fighting dragons and dragon cultists if that makes a difference.
Stop metagaming and just read the spells and play your character. Table top shouldn't be min maxing/power gaming.

Fireball, haste, all kinds of good spells out there. I haven't played a campaign in a while, and don't remember the levels you get stuff, but the campaign should be fun, and if the DM is worth his salt, it shouldn't matter that much, just enjoy the ride.