good roleplay and DMing /u/nihilistplant DnD: Roll for Initiative!

good roleplay and DMing /u/nihilistplant DnD: Roll for Initiative!

just wanted to mention something that i never see addressed but that i feel is important

players, regardless of how little it feels good to say, you owe your DM at least a modicum of roleplay.

I dont mean acting performance, but at least a base level of engagement with your own character in the story.

its just really really hard to have fun as a DM otherwise. if your characters are alive in my head only, i might just read a book instead.

submitted by /u/nihilistplant
[link] [comments]

​r/DnD just wanted to mention something that i never see addressed but that i feel is important players, regardless of how little it feels good to say, you owe your DM at least a modicum of roleplay. I dont mean acting performance, but at least a base level of engagement with your own character in the story. its just really really hard to have fun as a DM otherwise. if your characters are alive in my head only, i might just read a book instead. submitted by /u/nihilistplant [link] [comments] 

just wanted to mention something that i never see addressed but that i feel is important

players, regardless of how little it feels good to say, you owe your DM at least a modicum of roleplay.

I dont mean acting performance, but at least a base level of engagement with your own character in the story.

its just really really hard to have fun as a DM otherwise. if your characters are alive in my head only, i might just read a book instead.

submitted by /u/nihilistplant
[link] [comments]  just wanted to mention something that i never see addressed but that i feel is important players, regardless of how little it feels good to say, you owe your DM at least a modicum of roleplay. I dont mean acting performance, but at least a base level of engagement with your own character in the story. its just really really hard to have fun as a DM otherwise. if your characters are alive in my head only, i might just read a book instead. submitted by /u/nihilistplant [link] [comments]

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How to Create/DM an Emotionally Impactful D&D Campaign? /u/ItsNuked DnD: Roll for Initiative!

How to Create/DM an Emotionally Impactful D&D Campaign? /u/ItsNuked DnD: Roll for Initiative!

Greetings, yall ^^

I’m looking to craft a truly memorable D&D campaign that goes beyond the typical dungeon crawl. I want to create a world that feels alive, where player choices have real consequences, and where the characters can form deep emotional bonds amongst eachother, the world and it’s inhabitants etc., to make those betrayals, conflicts, deaths and more all the more heart-wrenching. You feel me?

This’ll sound bad but hear me out; I’ve watched Arcane recently, and I really loved how many back and fourths the show had, how it was actually pretty realistic with each person having their own goals and views on things that intertwine into a fucking awesome story all around.
This had led me to watch some break down videos that explain the various story writing strategies and tricks the Arcane team used to tell the awesome story. And this inspired me A LOT, to make the worldbuilding of my world better, too.

But, DND is not a show. It is not a foretold story. And I absolutetly don’t mean to turn it into that. But I do genuinely want to make room for awesome, heart-pounding moments of mass emotion and more, and so I come here seeking some advice of how I can make room for awesome things like this, while not taking the focus of the campaign away and turning it into a book.

If anybody is willing to share, do you have any tips/experience on running a campaign with a rich, living, breathing world that’s full of things to discover and people to meet, without turning the campaign into a book and focus, of course, on the players and their stories?

For example… I want the world to, as stated, be alive. The players are the main charatchers of the campaign, the story is about them, i’m not writing a book, but they are not neccesearrily the center of the entire world, and so things go on without them, events happen in the world while they’re not there, etc. Is this a good thing to do? I think it makes for that awesome feeling you would get watching a show of, “Wow, what a fucking cool fantasy world all around.” – except you’re in it, and you get to explore it and interact with it yourself. That’s good if done right, yes?

Furthermore, the players meet various people. They like some. They hate some. I get that you shouldn’t make half a session be about some NPC (or you’re writing a book again), or overuse plot devices like Deux ex machina, nor make every NPC some Gary Stu. But are these always, always terrible to use?

If, for example, the players are new to a hostile area, get jumped by a gang but somebody that knows the place comes around, helps them out and guides them throughout the place since they’re familiar with it, Is this cool? Or is it “terrible railroady gary stu saves the day and takes the heroism away from the players”? Because I think it can make for an awesome moment, if it’s not overdone, of course.

Is it cool to have encounters where the players are just fucking stomped by a strong enemy? Or saved by a strong ally in an unwinnable scenario to build the story, not “just cuz”. Again, i assume it’s all good if done meaningfully and not all the time, but am I wrong?

Largely the above examples boil down to a single question, I suppose. And this is something to ask the table for sure, but I wanted your opinions, too. Is it alright to bend rules, encounters, the world, pull meaningfull plot devices and occasional railroads, make solidly detailed areas, histories, npcs with their own stories and lives the players can interact with as much as they wish to, events that go on in the world when the players arent there etc., all to enjoy and focus largely on the group story-crafting made by everybody at the table, the players being the main charatchers and the focus being on them and their stories, but also getting to interact in a big unknown to the mworld with its own histories and all to find, if they so wish? Or are some of these things always outrigth bad?

a broad question for sure, but I thought that better than to list questions as there would be so many.
Thank you for taking the time to read through ^^ Have a great rest of your day/night, yo 😀

submitted by /u/ItsNuked
[link] [comments]

​r/DnD Greetings, yall ^^ I’m looking to craft a truly memorable D&D campaign that goes beyond the typical dungeon crawl. I want to create a world that feels alive, where player choices have real consequences, and where the characters can form deep emotional bonds amongst eachother, the world and it’s inhabitants etc., to make those betrayals, conflicts, deaths and more all the more heart-wrenching. You feel me? This’ll sound bad but hear me out; I’ve watched Arcane recently, and I really loved how many back and fourths the show had, how it was actually pretty realistic with each person having their own goals and views on things that intertwine into a fucking awesome story all around. This had led me to watch some break down videos that explain the various story writing strategies and tricks the Arcane team used to tell the awesome story. And this inspired me A LOT, to make the worldbuilding of my world better, too. But, DND is not a show. It is not a foretold story. And I absolutetly don’t mean to turn it into that. But I do genuinely want to make room for awesome, heart-pounding moments of mass emotion and more, and so I come here seeking some advice of how I can make room for awesome things like this, while not taking the focus of the campaign away and turning it into a book. If anybody is willing to share, do you have any tips/experience on running a campaign with a rich, living, breathing world that’s full of things to discover and people to meet, without turning the campaign into a book and focus, of course, on the players and their stories? For example… I want the world to, as stated, be alive. The players are the main charatchers of the campaign, the story is about them, i’m not writing a book, but they are not neccesearrily the center of the entire world, and so things go on without them, events happen in the world while they’re not there, etc. Is this a good thing to do? I think it makes for that awesome feeling you would get watching a show of, “Wow, what a fucking cool fantasy world all around.” – except you’re in it, and you get to explore it and interact with it yourself. That’s good if done right, yes? Furthermore, the players meet various people. They like some. They hate some. I get that you shouldn’t make half a session be about some NPC (or you’re writing a book again), or overuse plot devices like Deux ex machina, nor make every NPC some Gary Stu. But are these always, always terrible to use? If, for example, the players are new to a hostile area, get jumped by a gang but somebody that knows the place comes around, helps them out and guides them throughout the place since they’re familiar with it, Is this cool? Or is it “terrible railroady gary stu saves the day and takes the heroism away from the players”? Because I think it can make for an awesome moment, if it’s not overdone, of course. Is it cool to have encounters where the players are just fucking stomped by a strong enemy? Or saved by a strong ally in an unwinnable scenario to build the story, not “just cuz”. Again, i assume it’s all good if done meaningfully and not all the time, but am I wrong? Largely the above examples boil down to a single question, I suppose. And this is something to ask the table for sure, but I wanted your opinions, too. Is it alright to bend rules, encounters, the world, pull meaningfull plot devices and occasional railroads, make solidly detailed areas, histories, npcs with their own stories and lives the players can interact with as much as they wish to, events that go on in the world when the players arent there etc., all to enjoy and focus largely on the group story-crafting made by everybody at the table, the players being the main charatchers and the focus being on them and their stories, but also getting to interact in a big unknown to the mworld with its own histories and all to find, if they so wish? Or are some of these things always outrigth bad? a broad question for sure, but I thought that better than to list questions as there would be so many. Thank you for taking the time to read through ^^ Have a great rest of your day/night, yo 😀 submitted by /u/ItsNuked [link] [comments] 

Greetings, yall ^^

I’m looking to craft a truly memorable D&D campaign that goes beyond the typical dungeon crawl. I want to create a world that feels alive, where player choices have real consequences, and where the characters can form deep emotional bonds amongst eachother, the world and it’s inhabitants etc., to make those betrayals, conflicts, deaths and more all the more heart-wrenching. You feel me?

This’ll sound bad but hear me out; I’ve watched Arcane recently, and I really loved how many back and fourths the show had, how it was actually pretty realistic with each person having their own goals and views on things that intertwine into a fucking awesome story all around.
This had led me to watch some break down videos that explain the various story writing strategies and tricks the Arcane team used to tell the awesome story. And this inspired me A LOT, to make the worldbuilding of my world better, too.

But, DND is not a show. It is not a foretold story. And I absolutetly don’t mean to turn it into that. But I do genuinely want to make room for awesome, heart-pounding moments of mass emotion and more, and so I come here seeking some advice of how I can make room for awesome things like this, while not taking the focus of the campaign away and turning it into a book.

If anybody is willing to share, do you have any tips/experience on running a campaign with a rich, living, breathing world that’s full of things to discover and people to meet, without turning the campaign into a book and focus, of course, on the players and their stories?

For example… I want the world to, as stated, be alive. The players are the main charatchers of the campaign, the story is about them, i’m not writing a book, but they are not neccesearrily the center of the entire world, and so things go on without them, events happen in the world while they’re not there, etc. Is this a good thing to do? I think it makes for that awesome feeling you would get watching a show of, “Wow, what a fucking cool fantasy world all around.” – except you’re in it, and you get to explore it and interact with it yourself. That’s good if done right, yes?

Furthermore, the players meet various people. They like some. They hate some. I get that you shouldn’t make half a session be about some NPC (or you’re writing a book again), or overuse plot devices like Deux ex machina, nor make every NPC some Gary Stu. But are these always, always terrible to use?

If, for example, the players are new to a hostile area, get jumped by a gang but somebody that knows the place comes around, helps them out and guides them throughout the place since they’re familiar with it, Is this cool? Or is it “terrible railroady gary stu saves the day and takes the heroism away from the players”? Because I think it can make for an awesome moment, if it’s not overdone, of course.

Is it cool to have encounters where the players are just fucking stomped by a strong enemy? Or saved by a strong ally in an unwinnable scenario to build the story, not “just cuz”. Again, i assume it’s all good if done meaningfully and not all the time, but am I wrong?

Largely the above examples boil down to a single question, I suppose. And this is something to ask the table for sure, but I wanted your opinions, too. Is it alright to bend rules, encounters, the world, pull meaningfull plot devices and occasional railroads, make solidly detailed areas, histories, npcs with their own stories and lives the players can interact with as much as they wish to, events that go on in the world when the players arent there etc., all to enjoy and focus largely on the group story-crafting made by everybody at the table, the players being the main charatchers and the focus being on them and their stories, but also getting to interact in a big unknown to the mworld with its own histories and all to find, if they so wish? Or are some of these things always outrigth bad?

a broad question for sure, but I thought that better than to list questions as there would be so many.
Thank you for taking the time to read through ^^ Have a great rest of your day/night, yo 😀

submitted by /u/ItsNuked
[link] [comments]  Greetings, yall ^^ I’m looking to craft a truly memorable D&D campaign that goes beyond the typical dungeon crawl. I want to create a world that feels alive, where player choices have real consequences, and where the characters can form deep emotional bonds amongst eachother, the world and it’s inhabitants etc., to make those betrayals, conflicts, deaths and more all the more heart-wrenching. You feel me? This’ll sound bad but hear me out; I’ve watched Arcane recently, and I really loved how many back and fourths the show had, how it was actually pretty realistic with each person having their own goals and views on things that intertwine into a fucking awesome story all around. This had led me to watch some break down videos that explain the various story writing strategies and tricks the Arcane team used to tell the awesome story. And this inspired me A LOT, to make the worldbuilding of my world better, too. But, DND is not a show. It is not a foretold story. And I absolutetly don’t mean to turn it into that. But I do genuinely want to make room for awesome, heart-pounding moments of mass emotion and more, and so I come here seeking some advice of how I can make room for awesome things like this, while not taking the focus of the campaign away and turning it into a book. If anybody is willing to share, do you have any tips/experience on running a campaign with a rich, living, breathing world that’s full of things to discover and people to meet, without turning the campaign into a book and focus, of course, on the players and their stories? For example… I want the world to, as stated, be alive. The players are the main charatchers of the campaign, the story is about them, i’m not writing a book, but they are not neccesearrily the center of the entire world, and so things go on without them, events happen in the world while they’re not there, etc. Is this a good thing to do? I think it makes for that awesome feeling you would get watching a show of, “Wow, what a fucking cool fantasy world all around.” – except you’re in it, and you get to explore it and interact with it yourself. That’s good if done right, yes? Furthermore, the players meet various people. They like some. They hate some. I get that you shouldn’t make half a session be about some NPC (or you’re writing a book again), or overuse plot devices like Deux ex machina, nor make every NPC some Gary Stu. But are these always, always terrible to use? If, for example, the players are new to a hostile area, get jumped by a gang but somebody that knows the place comes around, helps them out and guides them throughout the place since they’re familiar with it, Is this cool? Or is it “terrible railroady gary stu saves the day and takes the heroism away from the players”? Because I think it can make for an awesome moment, if it’s not overdone, of course. Is it cool to have encounters where the players are just fucking stomped by a strong enemy? Or saved by a strong ally in an unwinnable scenario to build the story, not “just cuz”. Again, i assume it’s all good if done meaningfully and not all the time, but am I wrong? Largely the above examples boil down to a single question, I suppose. And this is something to ask the table for sure, but I wanted your opinions, too. Is it alright to bend rules, encounters, the world, pull meaningfull plot devices and occasional railroads, make solidly detailed areas, histories, npcs with their own stories and lives the players can interact with as much as they wish to, events that go on in the world when the players arent there etc., all to enjoy and focus largely on the group story-crafting made by everybody at the table, the players being the main charatchers and the focus being on them and their stories, but also getting to interact in a big unknown to the mworld with its own histories and all to find, if they so wish? Or are some of these things always outrigth bad? a broad question for sure, but I thought that better than to list questions as there would be so many. Thank you for taking the time to read through ^^ Have a great rest of your day/night, yo 😀 submitted by /u/ItsNuked [link] [comments]

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Behandler a handsy beholder /u/Syn-th DnD: Roll for Initiative!

Behandler a handsy beholder /u/Syn-th DnD: Roll for Initiative!

A friend of mine has produced a beholder but each eye has been replaced with a hand. its grotesque and hilarious. Help me flesh out the rules for it.

Actions

Hand attacks. The Behandler attacks with three of the following hand attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. One PunchMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (4d8) bludgeoning damage
  2. GrabMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (2d8) bludgeoning damage and the creature is grappled by the Behandler. Creatures grappled by the Behandler have disadvantage on saving throws.
  3. Fling – The target must succeed on a Dexterity save or be flung away from the Behandler 2d4 multiplied by 10 ft in a direction of its choosing. Should they strike a solid object or another creature they take damage as if they had fallen the distance travelled.
  4. Dazing attack – The target must succeed on a Constitution save or take (7) 2d8 bludgeoning damage and suffer the Dazed condition until the end of its next turn
  5. Disarming attack – The target must succeed on a Strength save or the Behandler rips away one object of its choice they are holding.
  6. Prone Pound – The Behandler smashes the ground. All creatures within 15 ft of the Handolder must succeed on a Strength save or take damage (7) 2d8 bludgeoning damage and become Prone.
  7. Slapped into next Tuesday – The target must succeed on a Charisma save or take (7) 2d8 force damage as they disappear. Only to reappear until the end of their next turn.
  8. The StingerMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 2d6 + 1d10 piercing damage and the target is Charmed by the Behandler until the end of their next turn.
  9. Goading Gesture – A target that can see the Bhandler must succeed on a Wisdom saving throw or spend their turn moving toward the Behandler by the shortest and most direct route, ending their turn if they move within 5 feet of the Behandler.
  10. Five Point Palm Exploding Heart TechniqueMelee Attack: +10 to hit, reach 15 ft., one target. Hit: (12) 5d4 bludgeoning damage. For the next minute whenever the target moves they take 1d12 Necrotic damage for every 5ft of movement expended. Constitution save at the end of turn.

Traits

Legendary resistances – the Behandler starts with and has a maximum of 3 legendary resistances which it can expend to pass a failed save. It regains these on a longrest or when a fingler rejoins its body as a hand. Should it be reduced to less than 3 hands it cannot have more legendary resistances than remaining hands.

Reactive Hands – The Behandler gets an extra reaction on each turn but cannot take more reactions than it has free hands.

Targeting Hands – Whenever the Behandler takes 20 or more damage in a single turn, one of its hands falls off and becomes a Fingler, place the Fingler within 15 ft of the Behandler. If the Behandler is grappling a target then the players may choose to target that grappling hand. Should they deal 20 damage causing the hand to fall off and become a fingler then the fingler maintains the grapple against the original target.

Deflect Attacks. When an attack roll hits the behandler it can take a reaction to reduce the attack’s total damage. The reduction equals the number of legendary resistances it has in d8s. If the damage is reduced to 0, redirect some of the attack’s force. If you do so, choose a creature you can see within 15 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to half the damage you prevented. The damage is the same type dealt by the attack.

Legendary Actions

The Behandler can take 3 legendary actions, using the Hand options above. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behandler regains spent legendary actions at the start of its turn.

Lair Actions

When fighting inside its lair, a Behandler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behandler can take one lair action to cause one of the following effects:

A 50-foot-square area of ground within 120 feet of the beholder becomes nail clippings; that area is difficult terrain until initiative count 20 on the next round.

Walls within 120 feet of the beholder sprout grasping hands until initiative count 20 on the round after next. Each creature of the Behandler’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or you may create a fingler grappling them.

Fingerlings rush to aid of their master, up to three Fingerlings can take a move action, if this brings them within 15 ft of the Behandler they reattach themselves to its stumps. Each one heals the Behandler for 20 hit-points and gives it back 1 legendary resistance. A fingler cannot reattach themselves to their master if it already has 10 hands.

submitted by /u/Syn-th
[link] [comments]

​r/DnD A friend of mine has produced a beholder but each eye has been replaced with a hand. its grotesque and hilarious. Help me flesh out the rules for it. Actions Hand attacks. The Behandler attacks with three of the following hand attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: One Punch – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (4d8) bludgeoning damage Grab – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (2d8) bludgeoning damage and the creature is grappled by the Behandler. Creatures grappled by the Behandler have disadvantage on saving throws. Fling – The target must succeed on a Dexterity save or be flung away from the Behandler 2d4 multiplied by 10 ft in a direction of its choosing. Should they strike a solid object or another creature they take damage as if they had fallen the distance travelled. Dazing attack – The target must succeed on a Constitution save or take (7) 2d8 bludgeoning damage and suffer the Dazed condition until the end of its next turn Disarming attack – The target must succeed on a Strength save or the Behandler rips away one object of its choice they are holding. Prone Pound – The Behandler smashes the ground. All creatures within 15 ft of the Handolder must succeed on a Strength save or take damage (7) 2d8 bludgeoning damage and become Prone. Slapped into next Tuesday – The target must succeed on a Charisma save or take (7) 2d8 force damage as they disappear. Only to reappear until the end of their next turn. The Stinger – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 2d6 + 1d10 piercing damage and the target is Charmed by the Behandler until the end of their next turn. Goading Gesture – A target that can see the Bhandler must succeed on a Wisdom saving throw or spend their turn moving toward the Behandler by the shortest and most direct route, ending their turn if they move within 5 feet of the Behandler. Five Point Palm Exploding Heart Technique – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: (12) 5d4 bludgeoning damage. For the next minute whenever the target moves they take 1d12 Necrotic damage for every 5ft of movement expended. Constitution save at the end of turn. Traits Legendary resistances – the Behandler starts with and has a maximum of 3 legendary resistances which it can expend to pass a failed save. It regains these on a longrest or when a fingler rejoins its body as a hand. Should it be reduced to less than 3 hands it cannot have more legendary resistances than remaining hands. Reactive Hands – The Behandler gets an extra reaction on each turn but cannot take more reactions than it has free hands. Targeting Hands – Whenever the Behandler takes 20 or more damage in a single turn, one of its hands falls off and becomes a Fingler, place the Fingler within 15 ft of the Behandler. If the Behandler is grappling a target then the players may choose to target that grappling hand. Should they deal 20 damage causing the hand to fall off and become a fingler then the fingler maintains the grapple against the original target. Deflect Attacks. When an attack roll hits the behandler it can take a reaction to reduce the attack’s total damage. The reduction equals the number of legendary resistances it has in d8s. If the damage is reduced to 0, redirect some of the attack’s force. If you do so, choose a creature you can see within 15 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to half the damage you prevented. The damage is the same type dealt by the attack. Legendary Actions The Behandler can take 3 legendary actions, using the Hand options above. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behandler regains spent legendary actions at the start of its turn. Lair Actions When fighting inside its lair, a Behandler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behandler can take one lair action to cause one of the following effects: A 50-foot-square area of ground within 120 feet of the beholder becomes nail clippings; that area is difficult terrain until initiative count 20 on the next round. Walls within 120 feet of the beholder sprout grasping hands until initiative count 20 on the round after next. Each creature of the Behandler’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or you may create a fingler grappling them. Fingerlings rush to aid of their master, up to three Fingerlings can take a move action, if this brings them within 15 ft of the Behandler they reattach themselves to its stumps. Each one heals the Behandler for 20 hit-points and gives it back 1 legendary resistance. A fingler cannot reattach themselves to their master if it already has 10 hands. submitted by /u/Syn-th [link] [comments] 

A friend of mine has produced a beholder but each eye has been replaced with a hand. its grotesque and hilarious. Help me flesh out the rules for it.

Actions

Hand attacks. The Behandler attacks with three of the following hand attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. One PunchMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (4d8) bludgeoning damage
  2. GrabMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (2d8) bludgeoning damage and the creature is grappled by the Behandler. Creatures grappled by the Behandler have disadvantage on saving throws.
  3. Fling – The target must succeed on a Dexterity save or be flung away from the Behandler 2d4 multiplied by 10 ft in a direction of its choosing. Should they strike a solid object or another creature they take damage as if they had fallen the distance travelled.
  4. Dazing attack – The target must succeed on a Constitution save or take (7) 2d8 bludgeoning damage and suffer the Dazed condition until the end of its next turn
  5. Disarming attack – The target must succeed on a Strength save or the Behandler rips away one object of its choice they are holding.
  6. Prone Pound – The Behandler smashes the ground. All creatures within 15 ft of the Handolder must succeed on a Strength save or take damage (7) 2d8 bludgeoning damage and become Prone.
  7. Slapped into next Tuesday – The target must succeed on a Charisma save or take (7) 2d8 force damage as they disappear. Only to reappear until the end of their next turn.
  8. The StingerMelee Attack: +10 to hit, reach 15 ft., one target. Hit: 2d6 + 1d10 piercing damage and the target is Charmed by the Behandler until the end of their next turn.
  9. Goading Gesture – A target that can see the Bhandler must succeed on a Wisdom saving throw or spend their turn moving toward the Behandler by the shortest and most direct route, ending their turn if they move within 5 feet of the Behandler.
  10. Five Point Palm Exploding Heart TechniqueMelee Attack: +10 to hit, reach 15 ft., one target. Hit: (12) 5d4 bludgeoning damage. For the next minute whenever the target moves they take 1d12 Necrotic damage for every 5ft of movement expended. Constitution save at the end of turn.

Traits

Legendary resistances – the Behandler starts with and has a maximum of 3 legendary resistances which it can expend to pass a failed save. It regains these on a longrest or when a fingler rejoins its body as a hand. Should it be reduced to less than 3 hands it cannot have more legendary resistances than remaining hands.

Reactive Hands – The Behandler gets an extra reaction on each turn but cannot take more reactions than it has free hands.

Targeting Hands – Whenever the Behandler takes 20 or more damage in a single turn, one of its hands falls off and becomes a Fingler, place the Fingler within 15 ft of the Behandler. If the Behandler is grappling a target then the players may choose to target that grappling hand. Should they deal 20 damage causing the hand to fall off and become a fingler then the fingler maintains the grapple against the original target.

Deflect Attacks. When an attack roll hits the behandler it can take a reaction to reduce the attack’s total damage. The reduction equals the number of legendary resistances it has in d8s. If the damage is reduced to 0, redirect some of the attack’s force. If you do so, choose a creature you can see within 15 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to half the damage you prevented. The damage is the same type dealt by the attack.

Legendary Actions

The Behandler can take 3 legendary actions, using the Hand options above. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behandler regains spent legendary actions at the start of its turn.

Lair Actions

When fighting inside its lair, a Behandler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behandler can take one lair action to cause one of the following effects:

A 50-foot-square area of ground within 120 feet of the beholder becomes nail clippings; that area is difficult terrain until initiative count 20 on the next round.

Walls within 120 feet of the beholder sprout grasping hands until initiative count 20 on the round after next. Each creature of the Behandler’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or you may create a fingler grappling them.

Fingerlings rush to aid of their master, up to three Fingerlings can take a move action, if this brings them within 15 ft of the Behandler they reattach themselves to its stumps. Each one heals the Behandler for 20 hit-points and gives it back 1 legendary resistance. A fingler cannot reattach themselves to their master if it already has 10 hands.

submitted by /u/Syn-th
[link] [comments]  A friend of mine has produced a beholder but each eye has been replaced with a hand. its grotesque and hilarious. Help me flesh out the rules for it. Actions Hand attacks. The Behandler attacks with three of the following hand attacks at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: One Punch – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (4d8) bludgeoning damage Grab – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 7 (2d8) bludgeoning damage and the creature is grappled by the Behandler. Creatures grappled by the Behandler have disadvantage on saving throws. Fling – The target must succeed on a Dexterity save or be flung away from the Behandler 2d4 multiplied by 10 ft in a direction of its choosing. Should they strike a solid object or another creature they take damage as if they had fallen the distance travelled. Dazing attack – The target must succeed on a Constitution save or take (7) 2d8 bludgeoning damage and suffer the Dazed condition until the end of its next turn Disarming attack – The target must succeed on a Strength save or the Behandler rips away one object of its choice they are holding. Prone Pound – The Behandler smashes the ground. All creatures within 15 ft of the Handolder must succeed on a Strength save or take damage (7) 2d8 bludgeoning damage and become Prone. Slapped into next Tuesday – The target must succeed on a Charisma save or take (7) 2d8 force damage as they disappear. Only to reappear until the end of their next turn. The Stinger – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 2d6 + 1d10 piercing damage and the target is Charmed by the Behandler until the end of their next turn. Goading Gesture – A target that can see the Bhandler must succeed on a Wisdom saving throw or spend their turn moving toward the Behandler by the shortest and most direct route, ending their turn if they move within 5 feet of the Behandler. Five Point Palm Exploding Heart Technique – Melee Attack: +10 to hit, reach 15 ft., one target. Hit: (12) 5d4 bludgeoning damage. For the next minute whenever the target moves they take 1d12 Necrotic damage for every 5ft of movement expended. Constitution save at the end of turn. Traits Legendary resistances – the Behandler starts with and has a maximum of 3 legendary resistances which it can expend to pass a failed save. It regains these on a longrest or when a fingler rejoins its body as a hand. Should it be reduced to less than 3 hands it cannot have more legendary resistances than remaining hands. Reactive Hands – The Behandler gets an extra reaction on each turn but cannot take more reactions than it has free hands. Targeting Hands – Whenever the Behandler takes 20 or more damage in a single turn, one of its hands falls off and becomes a Fingler, place the Fingler within 15 ft of the Behandler. If the Behandler is grappling a target then the players may choose to target that grappling hand. Should they deal 20 damage causing the hand to fall off and become a fingler then the fingler maintains the grapple against the original target. Deflect Attacks. When an attack roll hits the behandler it can take a reaction to reduce the attack’s total damage. The reduction equals the number of legendary resistances it has in d8s. If the damage is reduced to 0, redirect some of the attack’s force. If you do so, choose a creature you can see within 15 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to half the damage you prevented. The damage is the same type dealt by the attack. Legendary Actions The Behandler can take 3 legendary actions, using the Hand options above. It can take only one legendary action at a time and only at the end of another creature’s turn. The Behandler regains spent legendary actions at the start of its turn. Lair Actions When fighting inside its lair, a Behandler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Behandler can take one lair action to cause one of the following effects: A 50-foot-square area of ground within 120 feet of the beholder becomes nail clippings; that area is difficult terrain until initiative count 20 on the next round. Walls within 120 feet of the beholder sprout grasping hands until initiative count 20 on the round after next. Each creature of the Behandler’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or you may create a fingler grappling them. Fingerlings rush to aid of their master, up to three Fingerlings can take a move action, if this brings them within 15 ft of the Behandler they reattach themselves to its stumps. Each one heals the Behandler for 20 hit-points and gives it back 1 legendary resistance. A fingler cannot reattach themselves to their master if it already has 10 hands. submitted by /u/Syn-th [link] [comments]

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“Why can’t I post a picture/link?” Thursdays are Text-post Only days on /r/DnD! /u/Iamfivebears DnD: Roll for Initiative!

“Why can’t I post a picture/link?” Thursdays are Text-post Only days on /r/DnD! /u/Iamfivebears DnD: Roll for Initiative!

Ah, travelers! We don’t get many such as you in these parts, not since the Marquis’ men took control of the pass. I suppose you’re wondering why you can’t post images or links on this Fifthday?

Thursdays are Text-post Only Days on /r/DnD. We’re disabling picture and link posts for 24 hours to encourage discussion posts.

We originally began this trial about six months ago and the response has been overwhelmingly positive. I’ve personally enjoyed a lot of the conversations that have sprung up on these days (and a smarter mod would have bookmarked some of them to use as examples* in this post).

As of now we’re planning on keeping the experiment running indefinitely. We’re always looking for feedback, so please let us know of your experience. Have you been enamored with a discussion post that arose one Thursday? Have you mourned having to wait one more day to see your comic update? We welcome all takes.

The switch is still happening manually, so it will happen around about midnight Eastern US time. If anyone is aware of a way to automate the process, please message the mods.

Perhaps you could discuss this…we’ve heard tale of a path through the eastern ridge. If such a trail exists we could circumvent the Marquis’ blockade and supply this rebellion. Won’t you help us, strangers!?


* The first Thursday after making this post, someone posts the most classic question imaginable. This is what it’s all about.

submitted by /u/Iamfivebears
[link] [comments]

​r/DnD Ah, travelers! We don’t get many such as you in these parts, not since the Marquis’ men took control of the pass. I suppose you’re wondering why you can’t post images or links on this Fifthday? Thursdays are Text-post Only Days on /r/DnD. We’re disabling picture and link posts for 24 hours to encourage discussion posts. We originally began this trial about six months ago and the response has been overwhelmingly positive. I’ve personally enjoyed a lot of the conversations that have sprung up on these days (and a smarter mod would have bookmarked some of them to use as examples* in this post). As of now we’re planning on keeping the experiment running indefinitely. We’re always looking for feedback, so please let us know of your experience. Have you been enamored with a discussion post that arose one Thursday? Have you mourned having to wait one more day to see your comic update? We welcome all takes. The switch is still happening manually, so it will happen around about midnight Eastern US time. If anyone is aware of a way to automate the process, please message the mods. Perhaps you could discuss this…we’ve heard tale of a path through the eastern ridge. If such a trail exists we could circumvent the Marquis’ blockade and supply this rebellion. Won’t you help us, strangers!? * The first Thursday after making this post, someone posts the most classic question imaginable. This is what it’s all about. submitted by /u/Iamfivebears [link] [comments] 

Ah, travelers! We don’t get many such as you in these parts, not since the Marquis’ men took control of the pass. I suppose you’re wondering why you can’t post images or links on this Fifthday?

Thursdays are Text-post Only Days on /r/DnD. We’re disabling picture and link posts for 24 hours to encourage discussion posts.

We originally began this trial about six months ago and the response has been overwhelmingly positive. I’ve personally enjoyed a lot of the conversations that have sprung up on these days (and a smarter mod would have bookmarked some of them to use as examples* in this post).

As of now we’re planning on keeping the experiment running indefinitely. We’re always looking for feedback, so please let us know of your experience. Have you been enamored with a discussion post that arose one Thursday? Have you mourned having to wait one more day to see your comic update? We welcome all takes.

The switch is still happening manually, so it will happen around about midnight Eastern US time. If anyone is aware of a way to automate the process, please message the mods.

Perhaps you could discuss this…we’ve heard tale of a path through the eastern ridge. If such a trail exists we could circumvent the Marquis’ blockade and supply this rebellion. Won’t you help us, strangers!?


* The first Thursday after making this post, someone posts the most classic question imaginable. This is what it’s all about.

submitted by /u/Iamfivebears
[link] [comments]  Ah, travelers! We don’t get many such as you in these parts, not since the Marquis’ men took control of the pass. I suppose you’re wondering why you can’t post images or links on this Fifthday? Thursdays are Text-post Only Days on /r/DnD. We’re disabling picture and link posts for 24 hours to encourage discussion posts. We originally began this trial about six months ago and the response has been overwhelmingly positive. I’ve personally enjoyed a lot of the conversations that have sprung up on these days (and a smarter mod would have bookmarked some of them to use as examples* in this post). As of now we’re planning on keeping the experiment running indefinitely. We’re always looking for feedback, so please let us know of your experience. Have you been enamored with a discussion post that arose one Thursday? Have you mourned having to wait one more day to see your comic update? We welcome all takes. The switch is still happening manually, so it will happen around about midnight Eastern US time. If anyone is aware of a way to automate the process, please message the mods. Perhaps you could discuss this…we’ve heard tale of a path through the eastern ridge. If such a trail exists we could circumvent the Marquis’ blockade and supply this rebellion. Won’t you help us, strangers!? * The first Thursday after making this post, someone posts the most classic question imaginable. This is what it’s all about. submitted by /u/Iamfivebears [link] [comments]

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Would a round robin backstory be a good way to connect a group of adventurers? /u/tomtinytum DnD: Roll for Initiative!

Would a round robin backstory be a good way to connect a group of adventurers? /u/tomtinytum DnD: Roll for Initiative!

Ok so a DM has a campaign planned out that requires the PC’s know each other. Rather then leave it to the DM to decide how to connect the players, could you have the players write a single backstory for the whole party.

You could have the party roll off to decide the order they write in and have each player introduce the character they want, then describe how they would help the previous characters get out of the situation they find themselves in, until everyone is introduced and then the DM writes the last paragraph to explain how the initial meeting of the group lead to them getting the first job of the campaign.

submitted by /u/tomtinytum
[link] [comments]

​r/DnD Ok so a DM has a campaign planned out that requires the PC’s know each other. Rather then leave it to the DM to decide how to connect the players, could you have the players write a single backstory for the whole party. You could have the party roll off to decide the order they write in and have each player introduce the character they want, then describe how they would help the previous characters get out of the situation they find themselves in, until everyone is introduced and then the DM writes the last paragraph to explain how the initial meeting of the group lead to them getting the first job of the campaign. submitted by /u/tomtinytum [link] [comments] 

Ok so a DM has a campaign planned out that requires the PC’s know each other. Rather then leave it to the DM to decide how to connect the players, could you have the players write a single backstory for the whole party.

You could have the party roll off to decide the order they write in and have each player introduce the character they want, then describe how they would help the previous characters get out of the situation they find themselves in, until everyone is introduced and then the DM writes the last paragraph to explain how the initial meeting of the group lead to them getting the first job of the campaign.

submitted by /u/tomtinytum
[link] [comments]  Ok so a DM has a campaign planned out that requires the PC’s know each other. Rather then leave it to the DM to decide how to connect the players, could you have the players write a single backstory for the whole party. You could have the party roll off to decide the order they write in and have each player introduce the character they want, then describe how they would help the previous characters get out of the situation they find themselves in, until everyone is introduced and then the DM writes the last paragraph to explain how the initial meeting of the group lead to them getting the first job of the campaign. submitted by /u/tomtinytum [link] [comments]

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I want to ask my DM if next session can be cancelled but I don’t want to ruin it for everyone else /u/Rango12117 DnD: Roll for Initiative!

I want to ask my DM if next session can be cancelled but I don’t want to ruin it for everyone else /u/Rango12117 DnD: Roll for Initiative!

At my table, we have a common rule that if 1 person (out of the 5 players) are missing, we keep playing the session. Any more and we cancel. Our next session is Dec 21 while I leave on the 20th until the 30th.

I won’t even be in my home contient as I’m on vacation with my family for the firs ttime in a very long time.

Now I should mention that the reason I wanna ask for a cancel is because the current “arc” we are on has a decent amount to do with my character. It isn’t the full focus, but its like 50% another PC, 30% me, the rest everything else.

I should mention that this is because this is my backup character. My first character died in combat in the second “arc” and we really never went into his backstory (as everyone seemed really uninterested about it and there was not much to go off of (think Zuko from ATLA. Almost a Copy and Paste, just instead of fire, it was an underwater Shark)).

I’ve spoken to our DM as if I wasn’t going to ask to cancel and I’ve been told that my character might be “driven” by our DM and fellow PCs for checks and combat (as my character, a paladin, is the only person with strength and charisma above 14). I’m really worried about this as well as the area we are in right now is the homebrew version of the 9 Hells.

Each session we’ve played here, we’ve had INSANE combats, no rests, and a lot of checks.

I’m worried I’m going to wake up on vacation with my family saying “yo, ur PC died” or we’re going to finish the arc and kill the dude my character (Vengenace Oath) has been hunting down

I’ve also spoken with another PC, a close friend of mine, who thinks I’m overreacting and being a little crazy for wanting to cancel and what not. I’m worried I’m being selfish and rude, but at the same time, I want to keep my character.

Another rule we have is our DMs will “pokeball” missing PCs but this can’t happen this time as we’re in Hell, so there isn’t a valid excuse, and, as mentioned above, there are checks only my character might have a chance of passing.

What would y’all do and how would y’all do it?

submitted by /u/Rango12117
[link] [comments]

​r/DnD At my table, we have a common rule that if 1 person (out of the 5 players) are missing, we keep playing the session. Any more and we cancel. Our next session is Dec 21 while I leave on the 20th until the 30th. I won’t even be in my home contient as I’m on vacation with my family for the firs ttime in a very long time. Now I should mention that the reason I wanna ask for a cancel is because the current “arc” we are on has a decent amount to do with my character. It isn’t the full focus, but its like 50% another PC, 30% me, the rest everything else. I should mention that this is because this is my backup character. My first character died in combat in the second “arc” and we really never went into his backstory (as everyone seemed really uninterested about it and there was not much to go off of (think Zuko from ATLA. Almost a Copy and Paste, just instead of fire, it was an underwater Shark)). I’ve spoken to our DM as if I wasn’t going to ask to cancel and I’ve been told that my character might be “driven” by our DM and fellow PCs for checks and combat (as my character, a paladin, is the only person with strength and charisma above 14). I’m really worried about this as well as the area we are in right now is the homebrew version of the 9 Hells. Each session we’ve played here, we’ve had INSANE combats, no rests, and a lot of checks. I’m worried I’m going to wake up on vacation with my family saying “yo, ur PC died” or we’re going to finish the arc and kill the dude my character (Vengenace Oath) has been hunting down I’ve also spoken with another PC, a close friend of mine, who thinks I’m overreacting and being a little crazy for wanting to cancel and what not. I’m worried I’m being selfish and rude, but at the same time, I want to keep my character. Another rule we have is our DMs will “pokeball” missing PCs but this can’t happen this time as we’re in Hell, so there isn’t a valid excuse, and, as mentioned above, there are checks only my character might have a chance of passing. What would y’all do and how would y’all do it? submitted by /u/Rango12117 [link] [comments] 

At my table, we have a common rule that if 1 person (out of the 5 players) are missing, we keep playing the session. Any more and we cancel. Our next session is Dec 21 while I leave on the 20th until the 30th.

I won’t even be in my home contient as I’m on vacation with my family for the firs ttime in a very long time.

Now I should mention that the reason I wanna ask for a cancel is because the current “arc” we are on has a decent amount to do with my character. It isn’t the full focus, but its like 50% another PC, 30% me, the rest everything else.

I should mention that this is because this is my backup character. My first character died in combat in the second “arc” and we really never went into his backstory (as everyone seemed really uninterested about it and there was not much to go off of (think Zuko from ATLA. Almost a Copy and Paste, just instead of fire, it was an underwater Shark)).

I’ve spoken to our DM as if I wasn’t going to ask to cancel and I’ve been told that my character might be “driven” by our DM and fellow PCs for checks and combat (as my character, a paladin, is the only person with strength and charisma above 14). I’m really worried about this as well as the area we are in right now is the homebrew version of the 9 Hells.

Each session we’ve played here, we’ve had INSANE combats, no rests, and a lot of checks.

I’m worried I’m going to wake up on vacation with my family saying “yo, ur PC died” or we’re going to finish the arc and kill the dude my character (Vengenace Oath) has been hunting down

I’ve also spoken with another PC, a close friend of mine, who thinks I’m overreacting and being a little crazy for wanting to cancel and what not. I’m worried I’m being selfish and rude, but at the same time, I want to keep my character.

Another rule we have is our DMs will “pokeball” missing PCs but this can’t happen this time as we’re in Hell, so there isn’t a valid excuse, and, as mentioned above, there are checks only my character might have a chance of passing.

What would y’all do and how would y’all do it?

submitted by /u/Rango12117
[link] [comments]  At my table, we have a common rule that if 1 person (out of the 5 players) are missing, we keep playing the session. Any more and we cancel. Our next session is Dec 21 while I leave on the 20th until the 30th. I won’t even be in my home contient as I’m on vacation with my family for the firs ttime in a very long time. Now I should mention that the reason I wanna ask for a cancel is because the current “arc” we are on has a decent amount to do with my character. It isn’t the full focus, but its like 50% another PC, 30% me, the rest everything else. I should mention that this is because this is my backup character. My first character died in combat in the second “arc” and we really never went into his backstory (as everyone seemed really uninterested about it and there was not much to go off of (think Zuko from ATLA. Almost a Copy and Paste, just instead of fire, it was an underwater Shark)). I’ve spoken to our DM as if I wasn’t going to ask to cancel and I’ve been told that my character might be “driven” by our DM and fellow PCs for checks and combat (as my character, a paladin, is the only person with strength and charisma above 14). I’m really worried about this as well as the area we are in right now is the homebrew version of the 9 Hells. Each session we’ve played here, we’ve had INSANE combats, no rests, and a lot of checks. I’m worried I’m going to wake up on vacation with my family saying “yo, ur PC died” or we’re going to finish the arc and kill the dude my character (Vengenace Oath) has been hunting down I’ve also spoken with another PC, a close friend of mine, who thinks I’m overreacting and being a little crazy for wanting to cancel and what not. I’m worried I’m being selfish and rude, but at the same time, I want to keep my character. Another rule we have is our DMs will “pokeball” missing PCs but this can’t happen this time as we’re in Hell, so there isn’t a valid excuse, and, as mentioned above, there are checks only my character might have a chance of passing. What would y’all do and how would y’all do it? submitted by /u/Rango12117 [link] [comments]

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