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The issue is bigger than just scripting; consider the actual game being played by players engaged in skill challenge resolution. Setting aside narrative development concerns, let's assume that whatever the challenge is, the players are motivated to achieve their goals, ideally as efficiently as...
High Elf - Eldest, Elder or Firstborn perhaps.
Hill Dwarf - I'm struggling with this one. It's really about frontier traders and not particularly tied to any dwarven archetype. Maybe just Hill Trader, or Hill Dweller or would be fine.
Stout Halfling - Shirefolk
Tunnel Halfling - The description...
Thing is, even if 1/2 damage from a specific type and advantage on a certain kind of saving throw is "more powerful" in that you might survive/resist something bad, it's also less usable. You can't generally plan for when you're going to be charmed or when you're going to get ambushed by...
I'm parsing that as an always on ability, if for no other reason than it would be easier and cleaner to write "...in this state, Insight checks against you have disadvantage, you gain resistance to psychic damage, and you gain advantage on saving throws against enchantment spells," as a single...
If you're trying to finish out a synergy tree as quickly as possible, you're actually incentivized to go 4/4 in the qualifying classes, taking the first feat at 7, then the second one at 8, and then advance one of the classes (or heck, start a whole new class) class 4 levels, taking the last...
You know, it almost feels like you'd want to fill out both ends of the scale, and lean in to a tiered class structure. Go with your precise lower-level archetype class, and then provide a higher level Prestige class to fill out high end abilities to finish off your character's journey. Sort of...
I definitely understand the use case for a campaign that's expected to end at lower levels, but I'm not totally clear on what the thinking is on where you'd go next, after getting into one of these classes.
You're not really going to want to grab the early features from Fighter/Adept, because...
So I was messing around with some builds using synergy feats, and realized that I'd misunderstood the pacing around when you access them. It's conceptually possible that you'd do a Class A 3/Class B 12 build and get third part of the chain online at level 15, but it's much more likely that...
I'm guessing Queen Bee is due for errata, given how the text presents on the tools website:
"If your rage grants Rage Damage it also adds your Rage Damage to any melee weapon attack they make. If your rage grants Rage HP it also gains that Rage HP each turn. A character already benefiting from...
I mean, you can obviously do whatever you like at your table, but I don't think there's any need to be quite so dogmatic about this ability. It works fine as written, it provide the bard a little more to do with handing out buffs and gives them a little more active decision making with their...
The cost is Bardic Inspiration, a quite limited resource, and possibly your concentration slot, unless you specifically take the benefit to avoid that at 4th level. The effects you're providing tend to be small in effect, and are often less effective than handing out the Bardic Inspiration die...
Love the multiclass spell idea, that's a really solid way to encourage a brief spellcaster dip for more martially inclined characters, and for players who want to focus on shooting/tracking etc, a lot of these are a good way to convert spell slots into more convenient, always on passive...
My understanding is that you're correct that it's entirely outside the action system. The decision chart is thus:
Bard's Turn
1. Activate Hymn?
1a. Choose Hymn
1b. Spend Bardic Inspiration
2. Normal actions
Other turns at any point:
1. Choose target for Hymn
(Most of the abilities modify a...